Research

An Empire can greatly strengthen all aspects of itself through **Research**. Most technologies can be unlocked by spending  Science, but other, hidden technologies are unlocked by completing Faction or Side Quests. Each technology that is researched unlocks one or more city improvements, a military unit, a special ability, or a passive benefit for your Faction.

The Research Tree is divided into six distinct tiers or "Eras". At the beginning of a game, only Era I is available; other Eras must be unlocked by researching nine technologies from any previous Era. The only prerequisite to research a technology is that the era in which it is located has been reached. Once an Era has been reached, any technology from that Era is available for research. All Major Factions start out with two technologies already researched.

To research further technologies, you must go to the Technology Tab and select a technology to research by left clicking it. Only one technology can be researched at a time. Selecting more than one technology will queue additional technologies, in the order in which they were selected. To deselect a technology, or remove it from the queue, simply left click it again. Every turn, your faction's total  Science output is applied toward the technology at the top of the queue. If your faction has a higher  Science output than what remains on the selected technology, the surplus will be applied to the next technology. If research on a given technology is stopped in favor of another, the progress towards the first technology remains and the technology can be resumed at any point. Note, however, that this progress is percentage-based, so returning to a technology after researching a few others will result in it costing more  to finish than it had before.

Technologies do not have a set  Science cost. Instead, all technologies have a cost based on the era of the technology and the total number of technologies researched. With N being the number of technologies already researched, and A being a constant based on the technology's era, the equation for the  Science cost of the next technology is:

```
Cost = A * (5 - N + (N + 1) ^ 2)

```

The value of A for each era is as follows:

 II
 III
 IV
 V
 VI

There are a number of effects that become active upon reaching a new Era, such as units being trained at a higher level, new equipment being unlocked, and certain tiles and resources being revealed. Additionally, whenever any empire in the game reaches a new Era, all of the Legendary Deeds for that Era become available for everyone to complete, and all facilities for that Era are revealed.

### General Technologies

  Focus:  |  Weapon

  **Effects:**
Unlocks Tier 1 Weapons (also Armors and Accesories with ELCP) made of  Titanium or  Glassteel-10% (-20% with ELCP) on  Titanium or  Glassteel initial item costs

  Focus:  |  Armor

  **Effects:**
*With ELCP has been merged with Advanced Alloys.*Unlocks tier 1 Armors made of  Titanium or  GlassteelUnlocks tier 1 Accessories made of  Titanium or  Glassteel-10% on Titanium  or Glassteel  initial item costs

  Focus:  |  Resources

  **Effects:**
+1 Dye  on Dye Extractor+1 Emerald  on Emerald Extractor+1 Gold  on Gold Extractor+1 Spice  on Spice Extractor+1 Wine  on Wine Extractor

  Focus:  |  Parley and Bribe

  **Effects:**
Unlocks the army action: Parley on EmpireUnlocks the army action: Bribe on Empire

  Focus:  |  Unit

  **Effects:**
Unlocks the Mercenaries section of the MarketplaceUnlocks the Heroes section of the Marketplace

  Focus:  |  Pillage

  **Effects:**
Unlocks the Army Action: PillageUnlocks the camouflage accessory  on unitsUnlocks the detection accessory  on heroes

  Focus:  |  Search

  **Effects:**
Reduces by 10% the odds to loot nothing after a search on ruinsIncreases by 5% the odds to get loot or an event

  Focus:  |  Unit

  **Effects:**
+15% Initiative  on units

### Faction-Specific Technologies

  Focus:  |  Arcana

  **Effects:**
+1 Pillar of Speed on Empire+1 Incantation of Haste on Empire

  Focus:  |  Arcana

  **Effects:**
+1 Pillar of Knowledge on Empire+1 Incantation of Defense on Empire

  Focus:  |  Science

  **Effects:**
+20% research cost reduction for Era I technologies on empire

  Focus:  |  Influence

  **Effects:**
+3  per village  (Non-converted) on cities

  Focus:  |  Influence

  **Effects:**
+1  on citadel+1  on revealed facility

  Focus:  |  Pillage

  **Effects:**
+100%  from Pillage on empire

  Focus:  |  Minor Factions

  **Effects:**
+1 minor faction assimilation slot on empire

  Focus:  |  Influence

  **Effects:**
+4  when a city improvement is built on Wild Walkers.+4  When a district is built on Wild Walkers.+4  when a region improvement is built on Wild Walkers.

#### Unit Technologies

Each faction has a unique unit that is available to unlock through research in Era I. The Necrophages' Necrodrone and the Allayi's Skyfin are unlocked by default as Starting Technology of the respective factions.

*Note: Values of base attributes with ELCP are indicated in parenthesis.*

## Era II

This is the **Age of Glory**. Upon reaching this Era, the following effects come into place:

* Iron tier 2 weapons and armor become available for heroes and ground units
* Newly trained units will now be veterans (level 2) and cost more
* Watchtower foundations are revealed
* Empire plan level 2 available

### General Technologies

  Focus:  |  Weapon

  **Effects:**
Unlocks tier 2 weapons made of Titanium  or Glassteel -10 % on Titanium  or Glassteel  initial item costs

  Focus:  |  Armor

  **Effects:**
Unlocks tier 2 armors made of Titanium  or Glassteel Unlocks tier 2 accessories made of Titanium  or Glassteel -10% on Titanium  or Glassteel  initial item costs

  Focus:  |  Diplomatic Terms

  **Effects:**
Permits proposals of Peace Treaty on Empire

  Focus:  |  Weapon

  **Effects:**
Unlocks tier 3 weapons made of Titanium  or Glassteel -10 % on Titanium  or Glassteel  initial item costs

  Focus:  |  Armor

  **Effects:**
Unlocks tier 3 armors made of Titanium  or Glassteel Unlocks tier 3 accessories made of Titanium  or Glassteel -10% on Titanium  or Glassteel  initial item costs

  Focus:  |  Resources

  **Effects:**
Unlocks the resources and stockpiles sections of the Marketplace

  Focus:  |  Military

  **Effects:**
+2 Army unit slots on Empire+2 Garrison unit slots on Empire-2  form military upkeep on armies+1 Extra Accessory Slot on unit

  Focus:  |  Minor Factions

  **Effects:**
+1 Minor Faction Assimilation slot on Empire

  Focus:  |  Buyout

  **Effects:**
+25% Unit Buyout reduction on Cities+25% Building Buyout reduction on Cities

  Focus:  |  Roads

  **Effects:**
Unlocks ships (travel on water) on Empire

### Faction-Specific Technologies

  Focus:  |  Arcana

  **Effects:**
+1 Pillar of Influence on Empire+1 Incantation of Enervation on Empire

  Focus:  |  Upkeep

  **Effects:**
-50%  on military upkeep-20%  on hero upkeep

  Focus:  |  Winter

  **Effects:**
-80% Margin of error for season predictability on empire-100% Infiltration cost on empire during winter-30% Infiltration action cost on hero

  Focus:  |  Approval

  **Effects:**
Gives the ability to sacrifice 1  from city population:
* +30  on city during a limited time
* Duration depends on  remaining in city and can be cumulated
* +1  per  in city just before sacrifice
* Cannot be used if siege on empire

  Focus:  |  Science

  **Effects:**
+1 Science  stockpile per  when a city is razed on empire

  Focus:  |  Dust

  **Effects:**
+1 XP converted into  on empire.

  Focus:  |  Arcana

  **Effects:**
+1 arcana level for all spells on empire

  Focus:  |  Privateers

  **Effects:**
Unlocks PrivateersArmies composed exclusively of mercenaries can carry a neutral flag, preventing other empires (even allies) from knowing which empire owns themArmies of privateers have an increased upkeep-20%  on Heroes and Mercenaries market Buyout cost on empire.+2 Fortification Damage  per turn  on Mercenary.

  Focus:  |  Exploitation

  **Effects:**
+20%  when activating a Luxury Booster for each other active Luxury Booster

  Focus:  |  Military

  **Effects:**
+1% Broken Lords unit regeneration per pacified village on Broken Lords.

  Focus:  |  Influence

  **Effects:**
+3 Influence  per collected pearl cluster on empire

  Focus:  |  Military

  **Effects:**
Stone Sentinels have no military upkeep

  Focus:  |  Speed

  **Effects:**
+2 on movement  when starting a turn with an enemy army in vision range on Wild Walkers

  Focus:  |  Military

  **Effects:**
Allows you to garrison units in tamed Urkans you control

  Focus:  |  Military

  **Effects:**
+40 XP when recruiting a converted unit on empire

  Focus:  |  Security

  **Effects:**
+15 Security  on cities+3  on infiltrated hero

#### Unit Technologies

Each faction has a unique unit that is available to unlock through research in Era II.

*Note: Values of base attributes with ELCP are indicated in parenthesis.*

## Era III

This is the **Age of Enlightenment**. Upon reaching this Era, the following effects come into place:

* Iron tier 3 weapons and armor become available for heroes and ground units
* Newly trained units will now be masters (level 3) and cost more
* Luxury Resources revealed: Blood Crystal , Grassilk , Moonleaf , Quicksilver , and Titan Bones
* Strategic Resources revealed: Adamantian  and Palladian
* Empire plan level 3 available

### General Technologies

  Focus:  |  Approval

  **Effects:**
-25% Expansion Disapproval generation on cities

  Focus:  |  Heal

  **Effects:**
+20% Health Regen  on empire

  Focus:  |  Weapon

  **Effects:**
Unlocks tier 1 weapons made of Adamantian  or Palladian -10% on Adamantian  or Palladian  initial item costs.

  Focus:  |  Armor

  **Effects:**
Unlocks tier 1 armors made of Adamantian  or Palladian Unlocks tier 1 armoraccessories made of Adamantian  or Palladian -10% on Adamantian  or Palladian  initial item costs

### Faction-Specific Technologies

  Focus:  |  Arcana

  **Effects:**
+1 Pillar of Extraction on Empire+1 Incantation of Deluge on Empire

  Focus:  |  Arcana

  **Effects:**
Unlocks winter versions of the pillars

  Focus:  |  Arcana

  **Effects:**
+1 arcana level for all pillars on empire

  Focus:  |  Military

  **Effects:**
Unlocks totems accessories

  Focus:  |  Dust

  **Effects:**
+30% research cost reduction for Era III technologies on empire

  Focus:  |  Hero

  **Effects:**
+3 XP per turn on hero+3 XP per turn per infiltrated hero on hero

  Focus:  |  Military

  **Effects:**
Provides a Rubble Stockpile generated by dealing siege damage to enemy city fortificationsDisplay a siege damage counter in the empire management screen

  Focus:  |  Trade Routes

  **Effects:**
+50%  on city trade routes

  Focus:  |  Minor Factions

  **Effects:**
+1 minor faction assimilation slot on empire

  Focus:  |  Diplomatic Terms

  **Effects:**
-20% Influence cost  on Diplomatic Interactions, for each controlled Urkan

## Era IV

This is the **Age of Industry**. Upon reaching this Era, the following effects come into place:

* Dust tier 1 weapons and armor become available for heroes and ground units
* Newly trained units will now be elites (level 4) and cost more
* Luxury Resources revealed: Dust Orchid , Dustwater , Hydromiel , Pixie Blood , and Redsang
* Strategic Resources revealed: Mithrite  and Hyperium
* Empire plan level 4 available

### General Technologies

  Focus:  |  Military

  **Effects:**
+20% Defense  on units

  Focus:  |  Minor Factions

  **Effects:**
+1 Minor Faction Assimilation slot on Empire

  Focus:  |  Search

  **Effects:**
After unlocking this technology, ruins that have already been searched can be searched a second time.-50% Movement  cost on roads

  Focus:  |  Diplomatic Terms

  **Effects:**
Permits proposal of Alliance Treaty on Empire

  Focus:  |  Privateers

  **Effects:**
Unlocks PrivateersArmies composed exclusively of mercenaries can carry a neutral flag, preventing other empires (even allies) from knowing which empire owns themArmies of privateers have an increased upkeep-20%  on Heroes and Mercenaries market Buyout cost on empire.+2 Fortification Damage  per turn  on Mercenary.

  Focus:  |  Weapon

  **Effects:**
Unlocks tier 1 weapons made of Mithrite  or Hyperium -10% on Mithrite  or Hyperium  initial item costs

  Focus:  |  Armor)

  **Effects:**
Unlocks tier 1 armors made of Mithrite  or Hyperium Unlocks tier 1 accessories made of Mithrite  or Hyperium -10% on Mithrite  or Hyperium  initial item costs

  Focus:  |  Military

  **Effects:**
+2 Army unit slot(s) on Empire+2 Garrison unit slot(s) on Empire-2  from military upkeep on armies

### Faction-Specific Technologies

  Focus:  |  Military

  **Effects:**
+100 XP when recruiting a unit on empire

  Focus:  |  Arcana

  **Effects:**
+1 Pillar of Regeneration on Empire+1 Incantation of Restoration on Empire

  Focus:  |  Vision

  **Effects:**
Gives vision over all other empires on empire

  Focus:  |  Military

  **Effects:**
+3 converted unit(s) on empire

  Focus:  |  Military

  **Effects:**
-100%  on Forgotten hero upkeep

  Focus:  |  Military

  **Effects:**
+30% Attack  on units

  Focus:  |  Trade Routes

  **Effects:**
Unlocks the Inflation and Inflation Nullification diplomatic declarations.
Inflation:
* Permits reduction of the trade routes income of others empire when in war
* -50%  on cities
* -50%  on cities

Inflation Nullification:
* Permits removal of the trade routes income penalty of other empire when in war

  Focus:  |  Industry

  **Effects:**
+1  on ground tiles+1  on ground tiles+2  on ground tiles+1  on ground tiles.

  Focus:  |  Arcana

  **Effects:**
+1 arcana level for all spells on empire

  Focus:  |  Military

  **Effects:**
Immunity to winter penalties

  Focus:  |  Arcana

  **Effects:**
+2 arcana level for all Pillars on Empire+2 arcana level for all Spells on Empire (no with ELCP)

  Focus:  |  Military

  **Effects:**
Units are instantly healed after a battle on empire

  Focus:  |  Military

  **Effects:**
+25% Defense on units on Forest

## Era V

This is the **Age of Heroes**. Upon reaching this Era, the following effects come into place:

* Dust tier 2 weapons and armor become available for heroes and ground units
* Newly trained units will now be elites (level 5) and cost more

### General Technologies

  Focus:  |  Weapon

  **Unlocks for Construction:**
Unlocks tier 3 weapons made of Adamantian  or Palladian -10% on Adamantian  or Palladian  initial item costs

  Focus:  |  Armor

  **Unlocks for Construction:**
Unlocks tier 3 armors made of Adamantian  or Palladian Unlocks tier 3 accessories made of Adamantian  or Palladian -10% on Adamantian  or Palladian  initial item costs

  Focus:  |  Weapon

  **Effects:**
Unlocks tier 2 weapons made of Adamantian  or Palladian -10% on Adamantian  or Palladian  initial item costs

  Focus:  |  Armor

  **Unlocks for Construction:**
Unlocks tier 2 armors made of Adamantian  or Palladian Unlocks tier 2 accessories made of Adamantian  or Palladian -10% on Adamantian  or Palladian  initial item costs

  Focus:  |  Approval

  **Effects:**
-50% expansion disapproval generation on cities

  Focus:  |  Approval

  **Effects:**
-25% Expansion disapproval generation on cities

### Faction-Specific Technologies

  Focus:  |  Industry

  **Effects:**
+25% Building production cost reduction on cities

  Focus:  |  Influence

  **Effects:**
+15  on terrain with ruins

  Focus:  |  Exploitation

  **Effects:**
+3 FIDSI multiplier on Fungal Bloom

  Focus:  |  Arcana

  **Effects:**
+1 arcana level for all Pillars on Empire*With ELCP: +1 Arcana level for all Spells on Empire*

## Era VI

This is the **End Of Ages**. Upon reaching this Era, the following effects come into place:

* Dust tier 3 weapons and armor become available for heroes and ground units
* Newly trained units will now be elites (level 6) and cost more

### General Technologies

  Focus:  |  Weapon

  **Effects:**
Unlocks tier 3 weapons made of Mithrite  or Hyperium -10% on Mithrite  or Hyperium  item costs

  Focus:  |  Armor

  **Effects:**
Unlocks tier 3 armors made of Mithrite  or Hyperium Unlocks tier 3 accessories made of Mithrite  or Hyperium -10% on Mithrite  or Hyperium  item costs

  Focus:  |  Science

  **Effects:**
+100%  (+80%  with ELCP) on citiesCounted for the Scientific Victory

  Focus:  |  Dust

  **Effects:**
+100%  on citiesCounted for the Scientific Victory

  Focus:  |  Industry

  **Effects:**
+100%  on citiesCounted for the Scientific Victory

  Focus:  |  Weapon

  **Effects:**
Unlocks tier 2 weapons made of Mithrite  or Hyperium -10% on Mithrite  or Hyperium  item costs

  Focus:  |  Armor

  **Effects:**
Unlocks tier 2 armors made of Mithrite  or Hyperium Unlocks tier 2 accessories made of Mithrite  or Hyperium -10% on Mithrite  or Hyperium  item costs

  Focus:  |  Food

  **Effects:**
+100%  on citiesCounted for the Scientific Victory

  Focus:  |  Military

  **Effects:**
+100% Life  on units (+50% with ELCP)+100% Damage  on units (+50% with ELCP)Counted for the Scientific Victory

  Focus:  |  Influence

  **Effects:**
+100%  on citiesCounted for the Scientific Victory