Technology

## Technology Points(TP)

Through random advancements including surviving invasions, you will be awarded technology points. Randomly, admins like me(SusMan12345) will distribute points evenly. Along with this, players may also award themselves 1 technology point each day they play(although you are required to edit your own profile page on this wiki(created by admins), and lying or giving yourself any more than 1 point per day will lead to admin-generated punishments in-game, or even a temporary ban from game). There are also certain mobs you can fight, and which drop different amounts of technology points accordingly to their strength.

## Primitive Tech

Stone tools- Gain stone tools. You now can mine stone, and dig through dirt at twice the speed. Stone tools deal 2 damage per hit compared to 1 damage per punch. Costs 3 TP.

Fire(Requires Stone tools)- Unlocks a wide range of materials to craft. You can now cook meat, which reduces the time required to consume(2 hours per pound--> 30 minutes per pound), and increases the health boost bonus(10hp --> 25 hp). Costs 5 TP.

Spears(Requires Stone tools)- Develops ability to use the spear, a melee and potentially ranged weapon that deals 8 damage per melee hit, and 6 damage per ranged hit. Costs 5 TP.

Basic Housing(Requires Fire)- Be able to live in a basic hut or tent, acting as basic protection against the elements. Costs 7 TP.

Fishing(Requires Spears)- You may now fish in lakes for fish. Costs 8 TP.

Logging(Requires Stone tools)- You can now cut down trees at double the efficiency with a stone axe(10 stamina per log compared to 20 stamina before). Costs 8 TP.

Tribal Society(Requires Basic Housing)- You can now band together in greater numbers with other players.

(4 --> 10). Costs 8 TP.

Observation and Curiosity- Curiosity begins to drive the wheels of discovery. Generates TP at a rate of 0.1 per day inactive. Costs 9 TP.

Atlatl(optional tech)- Boosts spear firing distance from a default of 6 units to 18 units.

Herbal Medicine(Requires Fire, Spears, and Observation and Curiosity)- Learn how to create medicine from the very plants that surround you. Medicine alleviates disease and induces faster healing. Costs 9 TP.

Shaman Healing(Requires Herbal Medicine and Basic Housing)- Shamans emerge as the wise elder of tribe, driving the front of discovery for now and being masters of Herbal Medicine. Consequently, **Culture Points** are introduced that produce a more nuanced culture(which in turn holds special technologies or discounts regarding the culture). Culture Points are produced at a rate of 0.01 TP per day per Shaman. Costs 10 TP.

Animal Domestication(Requires Basic Housing)- You learn that feeding wild animals not only coaxes them, but turns fiend to friend. Costs 12 TP.

Herding(Requires Animal Domestication)- Domesticate sheep to become passive, essentially creating flocks of easier-to-kill food(Uses half the stamina). Furthermore, you deploy dogs to help in herding. Costs 12 TP.

Tribal Warrior(Requires Animal Domestication)- The first and most basic units come into scene. These are entirely men armed with basic spears. The beginning of the military starts here. Costs 10 TP.

Wise Values(Requires Shaman Healing and also has **cultural** effects)- Happiness among the youth is decreased by 10% because society favors the old, smart, and/or wise. However, as a benefit, active TP generation moves up to 1.5 TP per day and passive TP moves up to 0.2 TP per day. Costs 12 TP.

Basic Bow and Arrow(Requires Tribal Warrior and Animal Domestication)- Bows may deal less damage then bows at a default 3 damage, but far surpass even the atlatl-improvised spear, at about 60 units of range. Melee capabilities are lost. Costs 13 TP.

## **Settled(Neolithic) Tech**

Sedentism(Requires Herding)- Begin to settle down by designating territory and staying in once place. Costs 15 TP.

Tribes to Villages(Requires Sedentism)- Although monarchy has not emerged yet, tribes turn into villages as nomadic turns to settled.

Settled Housing(Requires Sedentism)- Sedentary life style improves with housing designed for such(ex: log houses, mud brick and wooden buildings with increased hitpoints up to 500 hp). Costs 15 TP.

Refined Stone Tools(Requires Herding)- We shift from the gritty flaked flints of the past to polished and refined stone tools. This increases damage per hit from 2 to 3 and decreases material costs by 10%. Costs 13 TP.

Agriculture(Requires Refined Stone Tools, and Sedentism)- Wheat/Rice/Barley is domesticated(depending on biome and climate). A steady yet influenced(weather) and bland food source is invented. The base rate of food production is 1 serving of food per season. Costs 14 TP.

Pottery(Requires Sedentism, Settled Housing and Refined Stone Tools, and Agriculture)- Use clay from river banks to produce primitive pottery. Increases happiness in entire population by 10% but practically serves to store fluids for later use. Costs 15 TP.

One-String String Instruments(Requires Refined Stone Tools)- One-string instruments are invented. Following the purchase of this tech, culture points are produced at a rate of 0.1 per day. Overall, the One-String String Instrument will offer a source of entertainment. Average happiness will increase by 10%. Costs 15 TP.

Art(Requires Pottery)- A step up from cave paintings, the concept of art takes place in pottery. Each piece of pottery made produces 1 culture point. Costs 16 TP.

Manure(Requires Agriculture)- We discover that cow poop oddly enough helps plants grow. Each cow domesticated produce 1 unit of manure per day. Each unit of manure boosts growth of selected plant by 25%. Manure effect is stackable. Costs 16 TP.