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Understanding Adventure/Domination Techs

Understanding Adventure/Domination Techs

Brief overview of what they really do ...

Perhaps you're like me--confused as to just what adventuring (for Kingdoms) or domination (for Empires) techs are needed to raise notable, quest or NPC/champion levels. Well, fret no further!

<< KINGDOM ADVENTURE TECHS >>

Kingdoms have three primary adventure "tracks" within the adventure tech tree; exploration, quest and recruiting. Each track is listed below along with a brief summary of the type of techs you can expect to find within. Rarity, presumably as a percentage, appears in parenthesis after the name of each tech in the track.

Exploration Track

The exploration track reveals a variety of resources, and to a lesser extent "goodies." Techs in this line do not increase notables or quest levels!

Exploration (100) --> Lost Bounty (100) --> Lost Maps (100) --> Rare Resources (100) --> Secrets of the Nemesis (100)

Quest Track

The quest track contains techs increasing either quest or notables levels. Ruin delving, as a special case, increases both. This track also contains the potentially game-winning "Quest of Mastery" tech.

Quests (100) --> Ancient Lore (100) --> Ruin Delving (100) --> Ereog's Journals (100) --> Dungeoneering (100) --> Breon's Letters (75) --> Quest of Mastery (20)

Recruiting Track

The recruiting track increases the number and strength of NPCs on the world map. Naturally, these are NPCs that may be recruited by players as champions, for a fee. Refined charm may be researched to lower the hiring fee.

Recruiting (100) --> Heroes (100) --> Legends (25) --> Refined Charm (20)

Adventuring Tech Definitions

Ancient Lore: Raises notables (N2) level. Causes more creatures to spawn.

Breon's Letters: Raises notables (N5) level. Causes more creatures to spawn.

Dungeoneering: Raises quest (Q4) level. Causes more creatures to spawn.

Ereog's Journals: Raises notables (N4) level. Causes more creatures to spawn.

Exploration: Reveals additional resources (all?).

Heroes: Causes champions (C2) to spawn. Causes more creatures to spawn.

Legends: Causes champions (C3) to spawn. Causes more creatures to spawn.

Lost Bounty: Reveals food resources.

Lost Maps: Reveals additional resources (all?).

Quests: Raises quest (Q2) level. Causes more creatures to spawn.

Quest of Mastery: Raises quest (Q5) level. Causes more creatures to spawn.

Rare Resources: Reveals metal resources.

Recruiting: Causes champions (C1) to spawn. Causes more creatures to spawn.

Refined Charm:  Lowers recruiting cost by 10%. Repeatable.

Ruin Delving: Raises quest (Q3) level. Raises notables (N3) level. Causes more creatures to spawn.

Secrets of the Nemesis: Reveals crystal resources.

 

<< EMPIRE DOMINATION TECHS >>

Empires have two primary tracks within the domination tech tree, one of which is branching. Both tracks are listed below along with a brief summary of the type of techs you can expect to find within. Rarity, presumably as a percentage, appears in parenthesis after the name of each tech in the track

Codex Track

The codex track increases the number and strength of NPCs on the world map. Naturally, these are NPCs that may be recruited by players as champions, for a fee. Refined charm may be researched to lower the hiring fee.

Morrigan's Notes (100) --> Umber's Diary (60) --> Curgen's Journal (60) --> Legend of the Bane (80) --> Kir Tion's Codex (80) --> Refined Charm (20)

Mapping Track

The mapping track contains techs increasing quest or notables levels, often both at once. This is the only track, for both Empire and Kingdom civilizations, featuring a branching tree. It also contains the potentially game-winning "Quest of Mastery" tech.


             --> Destiny's Scrolls (50) --> Treasure Hunting (50)

Mapping (80)

             --> Myth Making (60) --> Plundering (50) --> Demon Lairs (50) --> Quest of Mastery (20)

Domination Tech Definitions

Curgen's Journal: Causes champions (C2) to spawn. Causes more creatures to spawn.

Demon Lairs: Raises notables (N4|5) level. Causes creatures to spawn.

Destiny's Scrolls: Reveals resources (all?).

Kir-Tion's Codex: Reveals metal resources.

Legend of the Bane: Causes champions (C3) to spawn. Causes more creatures to spawn.

Mapping: Raises quest (Q2) level. Raises notables (Q2) level. Reveals resources (all?).

Morrigan's Notes: Causes champions (C1) to spawn. Causes more creatures to spawn.

Myth Making Raises quest (Q3|4) level. Causes more creatures to spawn.

Plundering: Raises notables (N3|4) level. Causes more creatures to spawn.

Quest of Mastery: Raises quest (Q5) level. Causes more creatures to spawn.

Refined Charm: Causes champions (C4) to spawn (bug?). Lowers recruiting cost by 10%. Repeatable.

Treasure Hunting: Raises quest (Q3|4) level. Raises notables (N3|4) level.

Umber's Diary: Reveals gold resources.

 

Additional Notes

Either the Empire or Kingdom's "Refined Charm" tech may not be working as intended--the Empire version could be used to continuously spawn more NPC champions. It is possible, however unlikely appearing, that this is an intentional design feature marking a difference between the competing civilization types and the overall design of their respective trees.

Research within the Empire's domination tech tree is significantly less certain than the Kingdom's adventuring tree. Morrigan's notes is the only tech sporting a 100% chance of appearance. Regardless of rarity, one tech is always assured. Still, the Quest of Mastery may be easier to achieve for Kingdom civilizations because of the direct nature of the quests track.

Did I get something wrong? Forget something entirely? Let me know and I'll update it!

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Reply #26 Top

Quoting Dereliction, reply 22
This seems to be the consensus, at least for revealed resources. Notables and quest locations obviously don't work by that same standard, though I would question if only new quest/notable locations of level X (X being the newly achieved level) can appear, or if it is a range--such as level 1 to 2 for mapping, instead of just 2--can appear in some weighted fashion.

One thing is for sure, there is still a fair bit of mystery and a lot of unanswered questions about the game as a whole.
End of Dereliction's quote
As far as I can tell, that's excactly how it is - the resources appear randomly at one of your towns. As far as I can tell, it's also true that the resources that spawn are set, and you get neither more or less resources depending on how much territory you control, and you always get the same resource for any given tech.

This is anecdotal experience, but as far as I can tell it's the rule.

Reply #27 Top

Yeah, I'm fairly certain that the resource-discovery techs spawn a specific set of resources directly in your area of influence somewhere.  In my earliest games, I used to rush them assuming that it would reveal new resources everywhere and help me decide where to found new cities, but all that actually happened is that my lone capital wound up swamped with bees, orchards, and mines.

Reply #28 Top

Excellent info +1 thumbs up. Yet another aspect of the game that lack documentation.

RAT

Reply #29 Top

Quoting Norhg, reply 26

Quoting Dereliction, reply 22This seems to be the consensus, at least for revealed resources. Notables and quest locations obviously don't work by that same standard, though I would question if only new quest/notable locations of level X (X being the newly achieved level) can appear, or if it is a range--such as level 1 to 2 for mapping, instead of just 2--can appear in some weighted fashion.

One thing is for sure, there is still a fair bit of mystery and a lot of unanswered questions about the game as a whole.As far as I can tell, that's excactly how it is - the resources appear randomly at one of your towns. As far as I can tell, it's also true that the resources that spawn are set, and you get neither more or less resources depending on how much territory you control, and you always get the same resource for any given tech.
This is anecdotal experience, but as far as I can tell it's the rule.
End of Norhg's quote

 

Yeah that needs to be fixed.  You are kind of screwed if you do not wait to research those techs.  Not only will your later outposts be deprived of potential resources, but the growth of your capital can be hindered by limiting availible tiles as it is choked off by excessive resource squares.  I'm not so sure that the tech that discovers food resources works that way too though.  I have noticed new (maybe 1-2 on a large map) appearing later in the game but that may have been from something else.

Reply #30 Top

(This is on version 1.05, since I had a game going that I wanted to continue, I haven't updated yet)

I have a question regarding the maximum notable level. Playing Kingdom, on my map, I have many Notable Locations that are level 5. My level is 4. However, I have researched all of the Adventure tree now, except for Refined Charm, and there is nothing that will get me from level 4 to level 5. Is there a bug somewhere, either in the Tech tree, or elsewhere? Has any Kingdom player been able to get to Notable Level 5?

 

Reply #31 Top

Exploration has only ever revealed Gold for me. It could be a fluke, but I've had it happen that way 100% of the time.

Reply #32 Top

Nice info,thank you for sorting out alot of things  k1

And such vital info should really have been in the game from the start through tooltips or by other means!

Reply #33 Top

 

Quoting Lord_Asmodeous, reply 31
Exploration has only ever revealed Gold for me. It could be a fluke, but I've had it happen that way 100% of the time.
End of Lord_Asmodeous's quote
Same here. Once I waited 'till I had 5 cities and researched it. The other time I did it when I just had my starting city. Both times I got one gold mine - the second time at one of the secondary cities. Did the same thing with Lost Bounty and received a single fruit orchard and apiary at my capital - with 5 cities they were placed randomly at different cities.

Reply #34 Top

Quoting Norhg, reply 33
Once I waited 'till I had 5 cities and researched it. The other time I did it when I just had my starting city. Both times I got one gold mine - the second time at one of the secondary cities. Did the same thing with Lost Bounty and received a single square of both a fruit orchard and twilight bee both times - with 5 cities placed randomly around my cities.
End of Norhg's quote

One Gold Mine, then one Orchard and one Apiary... yep, same here.

Reply #35 Top

Quoting AndonSage, reply 34

Quoting Norhg, reply 33
Once I waited 'till I had 5 cities and researched it. The other time I did it when I just had my starting city. Both times I got one gold mine - the second time at one of the secondary cities. Did the same thing with Lost Bounty and received a single square of both a fruit orchard and twilight bee both times - with 5 cities placed randomly around my cities.
End of Norhg's quote


One Gold Mine, then one Orchard and one Apiary... yep, same here.
End of AndonSage's quote

So far as I can tell, the "WORLDAWARENESS" flag is hard-coded, meaning that its definition isn't exposed in any XML so far. Deciphering out just what it is supposed to produce for the player upon being researched is, well, a matter of trial and error at best, I'm afraid. Know that other, similar techs are quite explicit about the resulting resource--metals, gold, etcetera are listed as the wholly expected result of the tech.

With that in mind, I'm fairly certain that I've seen an iron deposit spawn as a result of the exploration tech. Don't take that as gospel truth, I'm anything but 100% certain. Perhaps, time permitting, I'll test it out a bit. Even a fairly small sample should be enough to tell us if it consistently produces the same resource (e.g., gold) or if there is any randomization to it, however weighted.

 

Reply #36 Top

Why isnt this in the tech descriptions? >_<
At least in a vague but still decipherable way like "...gives you confidence to enter harder dungeons".
Tech description mod, anyone? :)

Reply #37 Top

I'm playing my first Empire game, and I see you are missing some Domination techs. This branch of the Domination Tree opens up various buildings that can be built.

The Old Order (Likely): This breakthru represents a significant effort on behalf of our scouts. We will map out more of the world and find superior notable locations which can provide great items. Unfortunately, it also awakens more dangerous creatures.

Unlocks:
Temple of the Titans: The Temple of the Titans increase [sic] the Influence produced by the settlement.
Requires Allegiance: Empire
Per faction: 1
Requires:
Guildar: 90
Labor: 15
Open Tiles: 1
City Level: 3

Leads to: Order of Zaleth

Order of Zaleth: Zaleth was Curgen's chief treasurer. Legend says he could make Guildar appear out of thin air. While we doubt that is the case, this technolgoy will allow us to construct a Treasure in his honor and thus attract the scholars of the coin who can increase that settlement's wealth production.

Unlocks:
Zaleth's Treasury: Zaleths' [sic] Treasury increases the Gildar produced by the settlement by 50%.
Requires Allegiance: Empire
Per faction: 1
Requires:
Gildar: 40
Materials: 80
Labor: 15
Open Tiles: 1
City Level: 3
Bonuses:
Gildar: 50%

Leads to: Keepers of the Telenanth

Keepers of the Telenanth: It is said that the Telenanth is the source of all magic. Long before there was life, there was Telenanth. Legend says it took on the physical form of a splendid crystal. Curgen's journals indicate that the Shards themselves are fragments of this Telenanth. By learning more on the Telenanth, we hope to be able to make better use of Arcane Crystal which in turn will allow the construction of more powerful items to aid our soldiers.

Unlocks:
Temple of the Telenanth: The Temple of the Telenanth increases the Crystal produced by the settlement by 100%.
Requires Allegiance: Empire
Per faction: 1
Requires:
Gildar: 80
Materials: 50
Labor: 15
Open Tiles: 1
City Level: 3
Bonuses:
Crystal: 100%

Leads to: Order of Islidar

Order of Islidar: Islidar is the legendary farmer who is said to have created the first fruit orchards in the world. We have been fortunate enough to recover his notes only to find that much of his power comes in the form of an enchanted soil given to him by one of the great Magic of the first age. His notes, however, indicate that there is enough of this enchanted soil to vastly increase the food production of a single settlement. We have called this soil "Islidar's Bounty."

Unlocks:
Islidar's Bounty: Islidar's Bounty increases the Food produced by the settlement by 100%.
Requires Allegiance: Empire
Per faction: 1
Requires:
Gildar: 40
Materials: 80
Labor: 15
Open Tiles: 1
City Level: 3
Bonuses:
Food: 100%

Leads to: Keepers of the Faith

Keepers of the Faith: The Titans have only been gone a century and already there are those who would have us believe that the Titans were evil destroyers who enslaved. The truth is the only weapon we have to fight such blasphemy. Be assembling the true knowledge of the past, we can build a Temple of Knowledge which will greatly increase our world research capability and spread the word on the benevolence of the Titans.

Unlocks:
Temple of Knowledge: The Temple of Knowledge increases the Tech Knowledge produced by the settlement by 100%.
Requires Allegiance: Empire
Per faction: 1
Requires:
Gildar: 140
Materials: 20
Labor: 15
Open Tiles: 1
City Level: 3
Bonuses:
Tech Knowledge: 100%

Leads to: Order of the Emerald

Order of the Emerald: The Emerald Sorceress was beloved by both the Kingdoms of Men and the Empires of old. By making one of our settlements the center of worship of lost Arnor, we can greatly increase that settlement's influence.

Unlocks:
Emerald Palace: The Emerald Palace increases the Influence produced by the settlement.
Requires Allegiance: Empire
Per faction: 1
Requires:
Gildar: 100
Labor: 25
Open Tiles: 1
City Level: 4

Leads to: Keepers of Avarice

Keepers of Avarice: Greed is a powerful motivator. Long ago, the Titans build [sic] splendid Temples to attract the most greedy of mortals who, in turn, enriched those around them. This technology will allow us to reconstruct this temple.

Unlocks:
Temple of Avarice: The Temple of Avarice increases the Gildar produced by the settlement by 100%.
Requires Allegiance: Empire
Per faction: 1
Requires:
Gildar: 80
Materials: 50
Labor: 15
Open Tiles: 1
City Level: 3
Bonuses:
Gildar: 100%

Leads to: Order of Draginol

Order of Draginol: The Order of Draginol claims that it can rediscover lost shards. We are skeptical of this claim. It cannot be verified since where were these shards previously? Nevertheless, this technology will allegedly reveal more elemental shards.

Unlocks:
Order of Draginol: The Order of Draginol summons Lost Shards to the world.
Requires Allegiance: Empire
Per Game: 1
Requires:
Gildar: 80
Materials: 50
Labor: 15
Open Tiles: 1
City Level: 3

 

 

Reply #38 Top

For my Empire of Magnar, Mapping opened up a Gold Mine that was next to my capitol, and Destiny's Scrolls opened up a Gold Mine next to my second city.

Reply #39 Top

Quoting AndonSage, reply 37
I'm playing my first Empire game, and I see you are missing some Domination techs. This branch of the Domination Tree opens up various buildings that can be built. 
End of AndonSage's quote

You're right, I should have included that track as well. Originally I was trying to stay focused more on the notables and quest levels dimension and, obviously, it started to grow from there. In any case, I'll update the OP with the "buildings" track soon. Thanks!

Reply #40 Top

Quoting AndonSage, reply 38
For my Empire of Magnar, Mapping opened up a Gold Mine that was next to my capitol, and Destiny's Scrolls opened up a Gold Mine next to my second city.
End of AndonSage's quote
Same results here.
We really should try map out what resources appear from specific techs as all evidence points toward revealed resources being predetermined.

Reply #41 Top

Quoting Norhg, reply 40
We really should try map out what resources appear from specific techs as all evidence points toward revealed resources being predetermined.
End of Norhg's quote

Kingdom
1st: Gold Mine
2nd: Orchard and Apiary

Empire
1st: Gold Mine
2nd: Gold Mine

 

Reply #42 Top

Quoting AndonSage, reply 41

Kingdom
1st: Gold Mine
2nd: Orchard and Apiary
 
End of AndonSage's quote

 

3rd: Gold Mine

4th: Ventri Ore

5th: Crystal Deposit

Reply #43 Top

The first level for Kingdoms appears to be random, as I have had it spawn a Crystal Crag.

Reply #44 Top

Devs! put ingame info showing a tech if it increases notable level!!!! ( +1 notable!!) o.o

Reply #45 Top

I'm poking around in the Empire files now.  I've been adding 'Game Effect: Raises 'x' Level.  More monsters appear.' to the descriptions for my own mod.  Just thought I'd point out that 'The Old Order' raises Notable Locations (Goodiehut) Level, so a Level of 6 in Notable Locations is possible with Empire...