01 NewDawnAge

Contains Technology :

* 01\_01\_Labour
* 01\_02\_Collecting
* 01\_03\_Primitive Society
* 01\_04\_Agriculture
* 01\_05\_Hunting
* 01\_06\_Carpentry
* 01\_07\_Warfare
* 01\_08\_Observation
* 01\_09\_Taming
* 01\_10\_Barter

01\_01\_Labour
Labour

Code
01\_01

Reference
01\_01\_Labour

Need
0

Description
Labour is physical work done by people, literally with their hands and muscles, that allows them to accomplish their goals like building structures or invent new things.

Link

Contains

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Hut

Code
01\_01\_01

Reference
01\_01\_01\_Hut

Type
Structure

Description
This basic hut houses ***Workers*** which improves your building time. The more huts you have the faster your building will be finished

Link
Hut

Shrine of Knowledge

Code
01\_01\_02

Reference
01\_01\_02\_Shrine\_of\_Knowledge

Type
Structure

Description
Superior mental skills distinguishes humans from animals and we need to develop the fray matter of our tribe even further. This building allows you to transfer part of your resource production to ***Science*** to learn new ***tech***, unlock new ***structures***, ***units***, and more.

Link
Shrine of Knowledge

Chaos

Code
01\_01\_03

Reference
01\_01\_03\_Chaos

Type
Politics

Description
Nothing is under control, country runs inefficiently.- Resource production is only 50%- Your troops offensive power is only 30%

Link

Construction

Code
01\_01\_04

Reference
01\_01\_04\_Construction

Type
Ability

Description
Allows you to construct buildings.

Link

01\_02\_Collecting
Collecting

Code
01\_02

Reference
01\_02\_Collecting

Need
0

Description
Collecting includes seeking, locating, gathering, storing, and consuming basic raw materials like Food and Lumber that are necessary for survival.

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Contains

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Food

Code
01\_02\_01

Reference
01\_02\_01\_Food

Type
Basic Resource

Description
Food is an essential resource for any country, especially if it has high population count or big army.

Link

Lumber

Code
01\_02\_02

Reference
01\_02\_02\_Lumber

Type
Basic Resource

Description
Lumber is a basic construction resource and is important when you try to build a lot of buildings.

Link

Worker

Code
01\_02\_03

Reference
01\_02\_03\_Worker

Type
Unit

Description
These units are the blood of your country. They run back and forth ***building*** structures, ***gathering*** resources, doing ***research***, and other jobs no one else wants.

Link

01\_03\_Primitive Society
Primitive Society

Code
01\_03

Reference
01\_03\_Primitive Society

Need
0

Description
Collecting includes seeking, locating, gathering, storing, and consuming basic raw materials like Food and Lumber that are necessary for survival.

Link

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Chieftain Hut

Code
01\_03\_01

Reference
01\_03\_01\_Chieftain Hut

Type
Structure

Description
Food is an essential resource for any country, especially if it has high population count or big army.

Link

Hero

Code
01\_03\_02

Reference
01\_03\_02\_Hero

Type
Unit

Description
Hero description...

Link

Despotism

Code
01\_03\_03

Reference
01\_03\_03\_Despotism

Type
Politics

Description
***Despotism*** is an offensive politics where people delegate all the power to their leader and trust him in everything. This politics is best to fully enjoy the player versus player part of the game and fight with other players for world hegemony. Pros and Cons: + Troops fight at full potencial - No special protection to start town and resources

Link

Collectivism

Code
01\_03\_04

Reference
01\_03\_04\_Collectivism

Type
Politics

Description
***Collectivism*** is a defensive politics where people hold on to each other to endure all the struggles they may be facing. This politics is good for people who prefer to play from time to time and are not interested in fighting with other players actively. ***BEST FOR BEGINNERS AND CASUAL PLAYERS*** Pros and Cons: + Your towns defense increased up to 300%. + Your resources can be plundered only if they are over 50% of your storage. + Start town cannot be captured or destroyed completely. - Your troops offensive power is only 30%

Link

01\_04\_Agriculture
Agriculture

Code
01\_04

Reference
01\_04\_Agriculture

Need
01\_02

Description
Agriculture is the cultivation of crops, berries, and other plants for Food to sustain life. This is a key technology in the rise of any country as it provides Food production.

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Garden

Code
01\_04\_01

Reference
01\_04\_01\_Garden

Type
Structure

Description
Provides a good source of raw ***Food*** to feed our town and spend the rest of it for building structures and training units. ***Food*** is an essential resource for any country, especially if it has a high population or a big army.

Link
Garden

01\_05\_Hunting
Hunting

Code
01\_05

Reference
01\_05\_Hunting

Need
01\_03

Description
Hunting is the process of pursuing other living beings like animals or monsters for food, trade, or experience. Hunting also introduces basic combat.

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Hunter's Hovel

Code
01\_05\_01

Reference
01\_05\_01\_Hunter's Hovel

Type
Structure

Description
To deal with monsters or neighboring countries you need someone who can fight for one's own land and ***Hunters*** do just that! Build this to train ***Hunters***.

Link
Hunters\_Hovel

Hunter

Code
01\_05\_02

Reference
01\_05\_02\_Hunter

Type
Unit

Description
Hunter is a ***basic combat*** unit who is a good basis for any prehistoric army. It's not too powerful by any means, but cheap, can be trained early and is also a good counter ***against mounted*** units.

Link

01\_06\_Carpentry
Carpentry

Code
01\_06

Reference
01\_06\_Carpentry

Need
01\_04

Description
Carpentry is the process of working with timber to construct, install, and maintain structures, units, and other objects. Provides Lumber production and other Lumber-related items.

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Forestry

Code
01\_06\_01

Reference
01\_06\_01\_Forestry

Type
Structure

Description
This is a decent source of ***Lumber*** for our town. ***Lumber*** is a basic construction resource and is important when you want to build a lot of structures.

Link
Forestry

01\_07\_Warfare
Warfare

Code
01\_07

Reference
01\_07\_Warfare

Need
01\_05

Description
Warfare is an organized armed conflict between parties which involves aggression, high mortality, and looting.

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Hut of the Brave

Code
01\_07\_01

Reference
01\_07\_01\_Hut of the Brave

Type
Structure

Description
***Braves*** are tough and mean, they are serious attackers and reasonable defenders. This hut allows you to hire them and you should do it right away if you want to conquer others with brute force and raw muscle power!

Link

Brave

Code
01\_07\_02

Reference
01\_07\_02\_Brave

Type
Unit

Description
Braves are the most ***versatile*** and rounded prehistoric units. They are touch compared to other early units and counter all other prehistoric infantry easily. They are ***bad against Nomads*** though.

Link

01\_08\_Observation
Observation

Code
01\_08

Reference
01\_08\_Observation

Need
01\_05

Description
Observation is an activity which allows people to receive knowledge regarding the outside world through their senses.

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Observation Post

Code
01\_07\_01

Reference
01\_07\_01\_Observation Post

Type
Structure

Description
If you want to be in the right place at the right time you need information. This structure allows you to train intelligence units like ***Explorers*** and ***Spies*** to explore the surroundings of your town and spy on the towns of your neighbours.

Link

Explorer

Code
01\_07\_02

Reference
01\_07\_02\_Explorer

Type
Unit

Description
Explorers can ***travel*** to any place on the ***World Map*** to see what is hidden there. They ***remove the fog of war*** from the World Map, this ***uncovering*** new towns, strategic resources, adventure places and more. Once your Explorer finds something interesting he will consider his job done and he ***leaves*** for good. Therefore you will need to ***train*** another one to take his place.

Link

01\_09\_Taming
Taming

Code
01\_09

Reference
01\_09\_Taming

Need
01\_05

Description
Taming is the process in which animals become used to human presence which allows humans to use them for their own needs.

Link

Contains

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Fur

Code
01\_09\_01

Reference
01\_09\_01\_Fur

Type
Strategic Resource

Description
Increases ***Lumber*** production by ***25%***

Link

Deer

Code
01\_09\_02

Reference
01\_09\_02\_Deer

Type
Strategic Resource

Description
Increases ***Food*** production by ***25%***

Link

Wool

Code
01\_09\_03

Reference
01\_09\_03\_Wool

Type
Strategic Resource

Description
Allows to build ***additional storage*** structure.

Link

01\_10\_Barter
Barter

Code
01\_10

Reference
01\_10\_Barter

Need
01\_06

Description
Barter is an exchange method, where goods are directly exchanged for other goods without using a medium of exchange. Barter allows your country to transfer resources between towns and trade with other countries.

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Marketplace

Code
01\_10\_01

Reference
01\_10\_01\_Marketplace

Type
Structure

Description
Earing resources is important, but it is also very important to deliver those resources to the right place or ***Trade*** them for something useful. Marketplace allows you to transfer resources between your towns, put your resources on sale and ***Trade*** with other countries. If you want to build a trading empire and conquer the whole world with your caravans of exquisite wares, start with this structure!

Link
Marketplace

Trader

Code
01\_10\_02

Reference
01\_10\_02\_Trader

Type
Unit

Description
Trader is one of the most important units in your country. They are the ***basis*** of your ***economy***. Traders can ***transfer*** resources between your towns, ***deliver*** them to distant places, ***trade*** with other countries and so on.

Link

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