Ogre Kingdoms tech tree

The Ogre Kingdoms tech tree consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.
==Technologies==
Tech 	Prerequisite 	Cost 	Effects 	Description
Camp huddle 	 	3 turns	
* Population surplus: 1 for newly deployed camps
* camp limit: +1
* Army Ability: Dismember (all armies)	A couple of Ogres having a conflab quickly becomes a huddle as more and more gather around them.
Whetstones 	Camp huddle 	4 turns	Melee attack: +5 for Ogre Bulls units 	Sharper weapons do more damage, something many Ogres learn from watching their butcher at work.
Betta Bribes 	Whetstones 	4 turns	Diplomatic relations: +10 with Ogre Kingdoms 	Gold is useful for opening ears to new ideas.
Butcher's Spices 	Whetstones 	4 turns	Casualty replenishment rate: +5% 	Whatever it is he's using to flavour the meat makes it taste nice, and has some healing properties too.
Larger Fire Pits 	Butcher's Spices 	4 tursn	Camp growth: +5 	A bigger pit allows for more meat to be cooked at one time, so many mouths can be ded in a single sitting.
Bigga Spit 	Butcher's Spices 	4 turns	Control: +4 	The Bigger the spit, the bigger the meal, the more satisfied the diners.
Protection Racket 	Bigga Spit 	4 turns	Income from all buildings: +10% 	"Somefing could 'appen, yer know? You wouldn't wan' there to be an 'accident', now would yer?"
Gnoblar Scavengin' 	Camp Huddle 	4 turns	Income from raiding: +50% 	Those pathethic, snivelling Gnoblars can be leashed and made to sniff out the best loot, and more of it too.
Ridin' Stick 	Gnoblar Scavengin' 	4 turns	Charge bonus: +12% for cavalry units 	Some mounts are disobedient and others are just plain dangerous, so it's sometimes necessary to "put a bit of stick about" to keep them in line and focused on the task at hand.
Camp Foragin' 	Gnoblar Scavengin' 	4 turns	Camp growth: +20 when in enemy territory 	Once you get a handle on the local food supply, things start to come together quite well, quite quickly, regardless of how far the Ogres are from home.
Saddlesore Cream 	Camp Foragin' 	4 turns	Recruit rank: +1 for cavalry units 	All that riding makes one a bit "sensitive and hurty", but this miracle substance, made from the bile leftover from certain types of dinner, works wonders, and in no time.
Dinner Gong 	Camp Foragin' 	4 turns	Control: -4 in enemy provinces where an army is present 	Now the whole camp can eat together - bringing a bit of decorum to proceedings, you might say. Almost.
Gold Standard 	Dinner Gong 	4 turns	Income from sacking and looting settlements: +25% 	The only forms of currency Ogres will accept are food and gold. When many tribes are working together, agreeing on a standard is vital if healthy relations are to be maintained.
Ogre Throng 	Requires 1 technology:
* Dinner Gong
* Bigga Spit	 	
* Population surplus: 1 for newly deployed camps
* Camp limit: +1
* Army Ability: Butcher (all armies)	When several smaller Ogre camps become large enough and touch, a bigger gathering - a throng - is formed.
Ravening Hordes 	Ogre Throng 	 	Upkeep: -5% for all Ogre units 	Keep 'em hungry, keep 'em mean.
Fire Mouth Tribute 	Ravening Hordes 	 	Hero capacity: +3 for Firebellies 	The volcanic peak kills many when it erupts, so making sure the Fire Mouth gods are appeased should be high on any self-respecting leader's list of things to do.
Preachers of Fire 	Ravening Hordes 	 	Hero capacity: +2 for Firebellies 	"The Firebellies are comin' - time for a feast! Who's for some flametoad and devilpepper curry?"
Warpstone Rub 	Preachers of Fire 	 	
* Chance of a plague spreading: -15%
* Attrition: -50% casualties suffered from Chaos Undivided corruption and Chaos Wastes attrition	Applying Warpstone to steaks before cooking them keeps the number of mutations down.
Gone-Off Meat 	Preachers of Fire 	 	Meat generated: 5 (all armies) 	This meat's well past its best, but hardy Ogre constitutions can probably still handle it. The price reflects this.
Trade 'Relations' 	Gone-Off Meat 	 	Income from trade: +5% for every ally 	Simply promising not to eat the foreign envoys puts trade negotiations on a better footing from the outset.
Contract Scrawls 	Ogre Throng 	 	Treasury reward from contracts: +50% 	Even Ogres know that keeping records of agreements can avoid the more violent forms of disagreement further down the track; simply sign your name with an 'X'.
Bait the Trappers 	Contract Scrawls 	 	
* Hero recruit rank: +2 for Hunters
* Speed: +15% for Gnoblar Trappers units	Gnoblar Trappers delight in tormenting smaller animals and following Ogre Hunters into battle. Baiting them beforehand ensures that only the fastest, most intrepid candidates may attend.
Live Bait 	Contract Scrawls 	 	
* Recruitment cost: -10% for Gorgers
* Weapon strength: +20% for Gorgers units	Gorgers like their meat raw or recently slaughtered, so the best kind of bait is the kind's still wriggling.
Ogre Breath 	Live Bait 	 	Recruit rank: +2 for Ogre Bulls units 	Eating crushed limestone reduces cases of 'Ogre Breath' enough so the Ogres can stand closer together and fight in ranks.
Bigga Tents 	Live BaitPreachers of Fire	 	
* Population surplus: 1 for newly deployed camps
* Camp limit: +1 	It's a bit fiddly, but some Ogres have a natural affinity for such things, and are able to make tents big enough to house a huddle or more.
Battlefield Butchery 	Live Bait 	 	Meat gained from battles: +10% 	Every last ounce must be scoured from the bones. Nothing should be wasted.
Over-Eatin' 	Battlefield Butchery 	 	Growth: -100 (armies in enemy region) 	Though it tends to lead to gut-aches and even-more-chronic flatulence than usual, there's sense in depriving the enemy supplies, so they have to fight you in a weakened state.
Tribal Gathering 	Requires 1 technology:
*Gone-Off Meat
*Battlefield Butchery	 	
* Population surplus: 1 for newly deployed camps
* Camp limit: +1
* Army ability: Massacre (all armies)	Here, all the Ogres of the tribe sit together in one place to eat and make plans (chiefly, to eat even more).
Better Plunder 	Tribal Gathering 	 	Amrour: +10 for Maneaters units 	The Maneaters have spent their long lives accumulating wealth abroad on campaign as mercenaries for foreign powers, which has given them a nose for the best plunder.
Choosiest Weapons 	Better Plunder 	 	Weapon strength: +10% for Ironguts units 	As the Tyrant's super-hard elite guard, Ironguts naturally get the best armour and weapons available to the tribe.
Mournfang Scent 	Better Plunder 	 	Recruit rank: +2 for Mournfang Cavalry units 	The natural musk of a mighty Mournfang, bizarrely, will attract other animals - ones you want to trap, kill and bung on a spit over the fire with haste.
Sky-Titan Defences 	Mournfang Scent 	 	Defensive supplies: +500 per turn when under siege (factionwide) 	The megalithic defences of this long-gone race were built into the mountains themselves. It's not completely beyond the Ogres to work out how to use them, but almost.
Trade Negotiator 	Mournfang Scent 	 	Income from trade tariffs: +10% 	This one's not much of a talker, but more of an imposing presence who cracks his knuckles a lot, which speaks volumes to his opposite numbers.
Scrap Collectors 	Trade Negotiator 	 	Upkeep: -50% for Gnoblars and Gnoblar Scraplauncher units 	If you hit, throw and generally abuse them enough, Gnoblars occasionally have good ideas - in this instance, a Rhinox-drawn scoop for picking up all the scrap.
Trapper's Instincts 	Tribal Gathering 	 	Ambush success chance: +25% 	After a while spent trapping for a hunter, a Gnoblar Trapper develops a sense - as well as a nose - for their prey.
Sinew Bindings 	Trapper's Instincts 	 	Weapon strength: +10% for Ogre Bulls units 	Winding sinew around weapon handles makes for better grip, which in turn makes them easier to wield.
Camp Site Cullin' 	Trapper's Instincts 	 	Population surplus: 3 for newly deployed camps 	Determining the best place to set up camp? It's a process of elimination.
Finder's Fee 	Camp Site Cullin' 	 	Treasury reward from contracts: +10% 	It's important to discuss payment from the outset to prevent things going south at a later juncture.
Iron-Capped Teeth 	Camp Site Cullin' 	 	Weapon strength: +5% for Sabretusk Pack, Stonehorn, Gorgers, and Giant units	Iron makes teeth better, so they cause more damage. Obviously.
Tribal Tribute 	Iron-Capped Teeth 	 	Income from camp buildings: +30% 	Understanding that the Tyrant's tribute must be paid, no matter how well things went, is essential if you want to carry on living.
Big Migration 	Requires 1 technology:
*Iron-Capped Teeth
*Trade Negotiator	 	
* Population surplus: 1 for newly deployed camps
* Camp limit: +1 	Signalling that the several tribes that make up an Ogre kingdom are on the move, as a single, brutish, hungry horde.
Mercenary Tithe 	Big Migration 	 	
* Diplomatic relations: +10 with all factions
* Treasury reward from contracts: +10%	A portion of payment extracted for services rendered to others is always sent home. It's just respectful.
Heavier Gut Plates 	Mercenary Tithe 	 	Charge bonus: +10 for Crushers units 	All the better for smashing the foe to bits with.
Mawtooth Fealty 	Heavier Gut Plates 	 	Melee defence: +4 for camps 	At the heart of every camp lies the Mawtooth stone. The Ogres will fight harder, and with every last breath and ounce of strength, to ensure it is protected.
Bigga Camps 	Heavier Gut Plates 	 	Population surplus: 3 for newly-deployed camps 	A larger campsite means more groupings of tents, and therefore more Ogres gathered in one place - multiplying the threat level many times over.
Stonehorn Breeding 	Big Migration 	 	Recruitment cost: -25% for Stonehorn units 	These enormous, woolly beasts are notoriously dense, even by Ogre standards, and therefore require a bit of 'encouragement' in the breeding department.
Stop it Rottin' 	Stonehorn Breeding 	 	Upkeep: -5% for infantry units 	Believe it or not, it's not always possible to eat all the available meat in one go, so it's necessary to develop preservation techniques if you don't want to see good food go to waste.
Huntin' Tricks 	Stop it Rottin' 	 	Meat provided by camps: +50% 	As it turns out, many of the Ogres' natural prey are a bit thick and can be tricked into giving up their lives without expending too much effort.
Belonging to da Maw 	Big Migration 	 	Corruption: -2 (all provinces) 	Some hungry Ogre souls were born to serve the Great Maw.
Butcher's Apron 	Belonging to da Maw 	 	Winds of Magic power reserve change: +20% when increasing (all armies) 	Recipes and spells are scrawled upon the aprons of the Slaughtermasters and Butchers, steeping them in magic and causing them to absorb even more of the stuff.
Stolen Black Powder Recipe	Butcher's Apron 	 	
* Ammunition: +10% for Ironblaster units
* Range: +10% for Ironblaster units
* Reload time reduction: +10% for Ironblaster units	Scrolls appropraited from Cathay have revealed their deadly secrets...
Sky-Titan Plateaus 	Butcher's Apron 	 	Camp limit: +1 for every level 5 camp built 	The long-abandoned fortresses of the, rarely, if ever-assailed Sky-Titans make ideal campsites for the brighter Ogre tribes.
Category:Technology trees