University/Ultima Ratio

==Units hosted==
*Scholar
==Technologies hosted==
===Pedagogics ===
Knowledge is a double-edged sword. While it helps by increasing the amount of knowledge that your civilisation creates, it also results in unhappiness, eventually affecting the effectiveness of your mercenaries, attrition and taxation. For more information, visit the page titled Happiness. In general, all universities reduce your happiness by 7% whenever built, and the amounts increase with each level of Knowledge research that you undertake. However, it may well be a necessary evil since the tech Humanism is so important - it helps unlock all other applicable technologies in the game!
Note: the Statue of Liberty Wonder allows you to research a technology, Manifest Destiny, which pushes your knowledge production rates to the highest level possible, and eliminates the negative impact of universities on happiness.
====Humanism====
"The world is all that is the case." —Ludwig Wittgenstein, 20th century Anglo-Austrian polymath
*Scholars generate 7% more knowledge [Level 1]
Cost	
Requirements	
Leads to
*100
*Time to complete: Medium	
*	
* 
*
* 
*
*
====Academic Disciplines====
A systematic and methodical approach towards acquiring knowledge both sacred and profane.
*Scholars generate 15% more knowledge [Level 3]
*Each new university reduces your national happiness by 10 points when built.
Cost	
Requirements	
Leads to
*150
*Time to complete: Very long	
* 
* 	
* 
*
====Dialectic Method====
"Can two wrongs ever make a right?"
*Scholars generate 10% more knowledge [Level 2]
*Each new university reduces your national happiness by 15 points when built.
Cost	
Requirements	
Leads to
*250
*Time to complete: Long	
* 
* [3]
* 	
* 
*
===Construction ===
The art of engineering is one with many applications. While in Rise of Nations the most frequent manifestation of this skill would be faster and sturdier building, the skill of construction also contributes to military engineering, most notably in the form of enhanced artillery and weapon design.
====Division of Labour====
A working order for ordering work.
*Increases construction speed and building hitpoints.
Cost	
Requirements	
Leads to
*150 ; 80
*Time to complete: Rather short	
* [2]
*	
*
* 
*Coehorn mortar
====Measuring Tools====
Even a hair's breadth can make all the difference.
*Increases construction speed and building hitpoints.
Cost	
Requirements	
Leads to
*350 ; 150
*Time to complete: Rather long	
*
* 
* 	
* 
*
*Rifle horse
*Riflemen
===Healthcare ===
====Triage====
"The sawbones will see you now!"
*Improves heal rate for garrisoned troops
*Increases production speed and LOS for infantry and cavalry
Cost	
Requirements	
Leads to
*80; 50
*Time to complete: Short	
*	
*  
====Pharmacology====
"The difference between a toxin and a cure is the dose."—Paracelsus
*Improves heal rate for garrisoned troops
*Increases production speed and LOS for infantry and cavalry
Cost	
Requirements	
Leads to
*180; 80
*Time to complete: Rather long	
*  
* 
* 	
*  
===Taxation ===
====Credit====
The fine art of squandering tomorrow's money on today's fads.
*Woodcutters' Camps and Farms produce Wealth
*Receive a stream of Wealth based on your percentage of control of the world map
*Increased resource gains from Merchants, Caravans and Trawlers.
Cost	
Requirements	
Leads to
*100; 250	
* 
*	
*
====Customs Reform====
"Are these papers in order? are these orders in paper?"
*Woodcutters' Camps and Farms produce more  Wealth
*Receive a stream of  Wealth based on your percentage of control of the world map
*Increased resource gains from Merchants, Caravans and Trawlers.
Cost	
Requirements	
Leads to
*200; 320	
* 
* [3]
* 	
* 
====Tariffs====
International commerce is seldom a win-win game.
*Woodcutters' Camps and Farms produce more  Wealth
*Receive a stream of  Wealth based on your percentage of control of the world map
*Increased resource gains from Merchants, Caravans and Trawlers.
Cost	
Requirements	
Leads to
*400; 500	
* 
* 
*	
*
Category:Ultima Ratio