8.0 Technologies
8.0 Technologies
This chapter explains the concepts and all technologies.
8.1 About soc:s and tech:s
Technologies are divided into soc:s and tech:s. A soc costs nothing to
develop, but your leaders can not do anything else the same turn it is
developed. This means that you only can develop one soc per turn and
that your mages or priest can not perform any ritual or your warrior
leaders can not improve the training of new warriors the same turn,
which means that all new armies will have only 1 ERF.
To develop a tech, you just have to pay some money. You can develop
as many as you can afford.
Some technologies are just discovered by accident and can not
be developed.
8.2 How to get a technology
To get a technology, just write develop_(technology name)
But you can not develop all technologies and many technologies
require something to be discovered before they can be developed.
In the beginning you can develop the ones mentioned in
4.3 Standard orders.
Later on new technologies possible to develop will be
mentioned in your turn report.
8.3 The list of all technologies
This is a list of all technologies.
armour
bows
castles
catapults
churches
crime
death_training
diburn
duck_lore
dwarf_lore
elf_lore
even_more_military_toys
firewalkers
fishing_boats
fishing_nets
floating_houses
food_industry
forest_lore
frigates
game_laws
grassland_lore
healing
horseriding
human_lore
iron
irrigation
jewellery
knights
land_lore
magic_village
metallurgy
military_toys
mining
mining_tools
mission
mithril
moral
more_military_toys
mountain_lore
orc_lore
pest
protect_inventions
protection
province_plunder
roads
sea_lore
secret_service
ships
silviculture
sky_worms
steel
stone_building
teleport
terraces
town_plunder
towns
trade
trade_ships
training
trolls
worm_building
worm_lore
worms
Descriptions of the technologies.
Armour will make our soldiers much more protected.
Armour costs 20 gold to develop and can be developed when iron is possessed.
Bows: This technology will make it possible for all our soldiers to
carry and use bows. Normal soldiers are bad archers, but you may
create archers with the command:
place_archers (province number) (directions)
Archers are four times better archers than other soldiers, but they
cost 2 gold more to build and they are half as strong in melee.
Bows cost 20 to develop and can always be developed.
Castles: This will make it possible to build stone_castles in land
provinces for 4 gold, in mountains for 5 gold, in grassland for 6 gold
and in forest for 8 gold. With the technology floating_houses it is
possible to build a castle on water and it will then cost 12 gold. To
build a castle just give the order:
place_castle (province number)
The castle will automatically get its own army and when this army dies
the stone_castle also will be destroyed.
Note that a castle in a forest will be built for only 4 gold if the
technology worms is discovered.
Castles cost 20 to develop and can always be developed.
Catapults - This technology makes it possible to build
catapults-armies. They cost 4 gold more than normal armies, but they
are 10 times as strong as archers while firing at castles. Otherwise
they are as normal archers. Place them with the order:
place_catapults (province number) (directions)
(cost 4 more gold than ordinary armies)
Catapults cost 50 to develop and can be developed shortly after more_military_toys is
possessed.
Churches: A church may be built in any province and costs 2 gold to
build. It will make the people calm and no uprisings will occur in a
province with a church. Rebels already present in the province will
not stop their rebellion. To build a church just give the command:
build_church (province number)
Churches are invented with 1 percent chance for every village if mission is possessed.
Crime: A wonderful way for the common people to increase there income.
This technology can not be given to other kingdoms. Ducks and orcs
steal very much, elves do not steal and dwarves steal very little.
Crime is invented with a 3.3 percent * (every plunder + armies
villages and towns removed) risk. This risk is doubled for orc
kingdoms and zero for elf kingdoms.
The soc death_training makes it possible to train our armies by
letting the soldiers fight each other as if they were in a real
battle. Just give the order:
death_train (army number) (cost no gold)
And a bloody training will take place. It is 20 % chance the army will
lose half of its ERF due to loss of soldiers (not below 2 ERF though)
and 10 % chance the army will be totally destroyed. The army can not
be moved the same turn it is trained, but plunder can be a part of the
training. It is trained in the same moment this order is given. An
army can be trained as much as you like, but only warrior kingdoms may
ever use this training method. If you want to death_train an army the
same turn as you place it just write "death_train" or "dt" after your
place order instead of, or before, directions.
Death_training is invented with 2.5 percent * every army placed
during the turn. Non-normal armies counts as two armies. Only warrior
kingdoms can invent death_training.
Diburn: Only mage kingdoms can use this spell and it can be used like
this:
diburn (province number) (province number)
Of course the mages can not use the burn ritual or do anything else
the same turn as they use diburn.
Diburn can be developed by mage kingdoms for 160 gold. It can not
be given away to another kingdom.
Duck_lore makes it possible to use the order:
duck_populate (province number)
It costs 4 gold to populate a province with ducks. It does not matter
if another race already lives in the province or if there is a village
in it. Any plague in the province will disappear.
Duck_lore can be developed by your leaders after a demand from the
ducks in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Dwarf_lore makes it possible to use the order:
dwarf_populate (province number)
It costs 6 gold to populate a province with dwarves. It does not
matter if another race already lives in the province or if there is a
village in it. Any plague in the province will disappear.
Dwarf_lore can be developed by your leaders after a demand from the
dwarves in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Elf_lore makes it possible to use the order:
elf_populate (province number)
It costs 6 gold to populate a province with elves. It does not matter
if another race already lives in the province or if there is a village
in it. Any plague in the province will disappear.
Elf_lore can be developed by your leaders after a demand from the
elves in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Even_more_military_toys: This technology will make it possible to
develop even more military equipment.
Even_more_military_toys cost 160 gold to develop and requires more_military_toys. There is
however only a 0.25 * every army placed during the turn (Non-normal
armies counts as two armies) percent chance that this development will
be possible.
Firewalkers - Soldiers of heat. This technology makes it possible to
place armies of firewalkers. These armies only have 1/ERF risk of
dying in a burn attack but cost 2 gold more to place. Place them
with:
place_firewalkers (province number) (directions)
Firewalkers cost 20 gold to develop and requires military_toys. There is however
only a 2.5 * every army placed during the turn (Non-normal armies
counts as two armies) percent chance that this development will be
possible.
Fishing boats - This technology makes it possible to build the
structure "fishing_boats" which can be built in any water province. To
build fishing boats in a province give the order:
build_fishing_boats (province number) (costs 4 gold)
The fishing boats give a nearby town 3 extra food. The fishing_boats
can not be moved to another province.
Fishing_boats costs 10 gold to be developed and can be developed
shortly after sea_lore and ships are possessed.
Fishing_nets - this will make all your kingdoms' sea provinces yield
one more food to a nearby town and two more gold as income from
provinces.
Fishing_nets are invented by people in every sea province with a 6
% chance each turn.
The technology "floating_houses" allows us to build castles, villages
and towns in sea provinces.
Floating_houses are always possessed by ducks. It is always given
to a kingdom that rule a floating village. It can not be developed
otherwise.
Food_industry - This technology increases the food production in towns
with already high food production. The production becomes
max(production, 10+(production-10)*2).
Food_industry can be developed shortly after grassland_lore is discovered and
it costs 20 gold to develop.
Forest_lore - The knowledge about the forest. This technology will
make it possible to develop the technology silviculture. Just give the
order:
develop_silviculture (costs 10
gold)
and we will be able to increase our lumber production by building
lumber_production units.
Forest_lore is invented with 0.17 % chance for every forest
province in the kingdom.
Frigates - War ships with catapults. Frigates are four times as strong
as normal ships and equipped with all kinds of toys. They cost 18 gold
more than normal armies and are placed with:
place_frigate (province number) (directions)
Frigates can be developed for 60 gold shortly after even_more_military_toys,
ships and catapults are possessed.
Game_laws - Laws that make a controlled hunting possible and therefore
1 extra unit of food will be produced in every land province.
Game_laws can be developed by your leaders (it costs nothing)
shortly after land_lore is
possessed.
Grassland_lore - The knowledge of the grasslands.
Grassland_lore is invented with 0.17 % chance for every grassland
province in the kingdom.
Healing - The technology to heal sick people. If your priests are
given the order
heal (province number)
they will heal all sick ones in the province. The province does not
have to be nearby or ruled by you and even enemies are healed. The
priest can not do anything else the same turn they heal.
Healing can be developed by priest kingdoms' leaders shortly after
the discovery. The chance to discover the technology is 0.2 % per
plague province and 0.6 % per sick army.
Horseriding: This will make it possible to build stables. Just give
the order:
build_stable (province number)
and a stable will be built in that province. A stable costs 2 gold to
build and 1 gold to support each turn.
When you have built a stable you may place a cavalry (only one cavalry
per turn) in that province with the command:
place_cavalry (province number)
A cavalry cost twice as much to build as an ordinary army and twice a
much to support (4 gold per turn in friendly land and 5 gold (4 for
orcs) in enemy land). The cavalry is great in grassland provinces,
strong in land provinces and rather strong in mountains and
forest.
If you want to remove a stable just give the order:
remove_stable (province number)
Horseriding is invented with 1 % chance for every grassland
province in the kingdom. It is also invented if there is a stable in
the kingdom.
Human_lore makes it possible to use the order:
human_populate (province number)
It costs 6 gold to populate a province with humans. It does not matter
if another race already lives in the province or if there is a village
in it. Any plague in the province will disappear.
Human_lore can be developed by your leaders after a demand from the
humans in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Iron, the knowledge of extracting and using iron. This will make all
our soldiers better equipped and 50 % better in combat. But there are
many more things to discover in this field.
This technology makes it possible to give the orders:
develop_armour (costs 20 gold)
develop_mining (costs 20 gold)
develop_steel (costs 20 gold)
develop_metallurgy (costs 200
gold)
And we will develop the new tech.
Iron can be discovered when mountain_lore is possessed with
0.2 % per mountain province owned by the kingdom.
Irrigation: This will make it possible to build irrigation in land and
grassland provinces for 4 gold. To build irrigation in a province just
give the order:
build_irrigation (province number)
The irrigation will give a nearby town 4 extra food if a grassland is
irrigated and 1 extra food in other cases.
Irrigation costs 20 to develop and can always be developed.
Jewellery: With this technology every town in the kingdom will try to
build one (and only one) unit of jewellery out of one ore, one timber
and one spec. The jewellery are then sold for 3 gold. This is done by
the mayor and is nothing for you to worry about.
Jewellery cost 20 gold to develop and can be developed shortly
after metallurgy, trade and towns are possessed.
Knights: This technology makes it possible to build knights. Just give
the order:
place_knights (province number) (directions)
To place knights, there has to be a stable in the province. Knights
are cavalry equipped with heavy weapons and armour of mithril. They
are like cavalry except that they cost twice as much as your normal
armies plus 12 gold and they are much stronger in battle.
Knights cost 60 gold to develop and can be developed shortly after
even_more_military_toys,
horseriding, churches and mithril are possessed.
Land_lore - The knowledge about the mixed land. This technology will
make it possible to develop the technology game_laws. Just give the order:
develop_game_laws
and 1 extra unit of food will be produced in every land province. The
laws are developed by your leaders who can not do anything else while
they are developing.
Land_lore is invented with 0.17 % chance for every land province in
the kingdom.
Magic_village: A ritual for kingdoms ruled by mages only, that allows
magic village building. If you give the order:
magic_village (province number)
your mages will build a village. It does not cost any gold, but you
can not use your mages for something else during the turn a
magic_village is being built and the village can only be built in your
own province.
Magic_village can always be developed by mage kingdoms'
leaders.
Metallurgy - the secrets of metals. After a while this technology will
make it possible for our kingdom to develop technologies like mithril, jewellery and mining_tools.
Metallurgy can be developed when iron
is possessed and it costs 200 gold.
Military_toys: This technology will make it possible to develop many
kinds of new military equipment.
Military_toys cost 30 gold to develop. There is however only a 1 *
every army placed during the turn (Non-normal armies counts as two
armies) percent chance that this development will be possible.
The art of building mines!
Just give the order:
build_mine (province_number)
and you will have a mine in that province. One mine gives you between
one and eight gold each turn depending on the resources in the
province and, if you have a town near the mine, it will also generate
1-5 ore. A mine costs 4 gold to build. Mines can be built in all
non-water provinces, but it is easiest to find a mine in mountains,
then land, grassland and hardest in forest. And you can only build one
mine per province, but build_mine can also be used to upgrade a mine.
This costs just as much as building a new one and fails if the new
mine is less good.
Mining can be developed for 20 gold when iron is possessed.
Mining_tools: This is the technology to build mining_tools that will
double the ore production in mines.
Mining_tools can be developed for 30 gold when mining and metallurgy are possessed
Mission, the knowledge of spreading the word of god.
Just give the order:
mission
and your priests will preach the Word to all provinces no-one owns
near our kingdom and make these provinces ours, but rebel armies in
these provinces will continue fight us. Of course the priests can not
heal any killed soldiers while they are preaching. If two or more
kingdoms do missions in the same province, the province will still be
unowned. Only 4 provinces or less can be subjected to mission from
your kingdom. It will be 4 random provinces. Kingdoms not ruled by
priests may never preach!
Mission can always be developed by priest kingdoms' leaders.
Mithril - the metal of the gods. This technology makes it possible to
build simple things in mithril. Even though much of an armour can not
be built in mithril, the mithril plates will be very efficient and
mithril swords are unbreakable. But mithril is very expensive. With
this technology the army type mithril_warriors may by built. Just give
the order:
place_mithril (province number)
and you will have a five times stronger but also 10 gold more
expensive army. Unfortunately the mithril armour does not protect the
soldiers from heat...
Mithril can be developed for 40 gold shortly after steel, armour and metallurgy is possessed
Moral: If you give the command:
moral (army number)
this army will have 2 extra ERF during this turn and all other armies
1 extra ERF, but if you train new armies the same turn they will be
less well trained. The army that you try to improve the moral of can
not be newly built. Only warrior kingdoms can use moral.
Moral can always be developed by warrior kingdoms' leaders.
More_military_toys: This technology will make it possible to develop
more military equipment.
More_military_toys cost 60 gold to develop and requires military_toys. There is however
only a 0.5 * every army placed during the turn (Non-normal armies
counts as two armies) percent chance that this development will be
possible.
Mountain_lore - The knowledge of the mountains.
Mountain_lore is invented with 0.17 % chance for every mountain
province in the kingdom.
Orc_lore makes it possible to use the order:
orc_populate (province number)
It costs 4 gold to populate a province with orcs. It does not matter
if another race already lives in the province or if there is a village
in it. Any plague in the province will disappear.
Orc_lore can be developed by your leaders after a demand from the
orcs in your kingdom. This demand occurs with 1/6000 chance per
province they populate.
Pestilence: The way of the devil.
To spread pestilence give the order:
pest (province number)
and your priests will try to bring a plague to that province. The
plague will appear just as if it was a natural plague. Only priest
kingdoms may use pest and the priests can not heal any army while they
are wishing for pestilence.
Pest can always be developed by priest kingdoms' leaders.
Protect inventions: This will make it more difficult for our enemies
to steal our inventions.
Protect_inventions can always be developed by any kingdom´s
leaders.
Protection - This technology allows you to send you leaders to a
province and they will protect it from burn and rebellions. This is
done by giving the command:
protect (province number)
If there already are rebels in the province they will vanish. Of
course this will fail sometimes and your leaders can not be used for
something else the same turn. You can only protect your own kingdom's
provinces.
Protection can always be developed by any kingdoms' leaders at no
cost.
Province_plunder, a wonderful new way to increase the income!
This discovery makes it possible for you to give the order:
plunder (army number)
The province will then become unpopulated and all villages, stables
and warg_farms will be destroyed.
This gives you 3 gold (if the province is populated!) and one gold
extra for villages, stables and wargfarms. Town guards can not plunder
because they are not real big armies when it comes to plundering. It
is not possible to plunder a province if there are enemy armies in it.
The plunder take place directly after you have given the order and the
army is then able to move in the same turn. If you plunder your
subjects may invent crime. If you give ALL as army number, all your
armies will plunder but they will not plunder villages and farms
unless you order them specificly.
Province_plunder is invented by orc kingdoms that have less than -4
gold.
Roads: To build roads in a province you just give the order
"build_roads (province number)".
The roads cost 1 gold to build and they allow our armies to move one
time before the other armies if the army march from a friendly
province with roads to an other friendly province with roads. Roads
can not be built on water.
Roads are given to kingdoms that has roads in their land. This
often happens when the first town is built.
Sea_lore - The knowledge of the sea. This will make it possible to
discover new technologies.
Sea_lore is invented with 0.17 % chance for every sea province in
the kingdom.
Secret_service - The trenchcoat-guys who find the rebel leaders and
interrogate and torture them. With this soc there will only be half as
much rebellions in your kingdom. There is also a 50 % chance that any
crime in the kingdom is eliminated each turn.
Secret_service is discovered with (0.125 * number of rebellions) %
chance. After discovery it has to be developed by your leaders.
The technology ships!
Just give the order:
place_ship province_number (directions)
and you will have a great ship in that province. Unfortunately must
the province you build the ship in be a land or a forest province.
Ships cost 5 gold more than ordinary armies to build and can only move
across water. On the other hand they are four times as strong and they
move twice as fast.
Ships cost 20 to develop and can always be developed.
Silviculture - Makes it possible to build lumber_production in forest
or land provinces. A lumber_production is built with the command:
build_lumber_production (province number) (costs 5 gold)
Lumber_production costs 1 gold to run but gives a nearby town 4 timber
in forest and 1 in mixed land. It can be removed with
remove_lumber_production (province number)
Silviculture can be developed when forest_lore is possessed and it
costs 10 gold.
Sky_worms - the discovery that makes it possible to develop the
technology worms.
Sky_worms are social worms of the size of an anaconda and they build
large "trees", in which they grow plants and irrigate them. This
knowledge makes it possible to give the order:
develop_worms
(It will cost 10 gold!)
This will make it possible for us to build impregnable castles where
there are sky_worms.
Sky_worms are possessed by elven kingdoms and elf_lore makes other kingdoms discover
it.
Steel will make our weapons and armours better.
Steel can be developed when iron is
possessed and it costs 20 gold to develop.
Stone_building: This technology will turn your towns into towns of
stone. A town made of stone is more resistant to natural and magical
fire.
Stone_building can be developed for 20 gold shortly after (mining, castles and steel) or (roads, towns and churches) are possessed.
Teleport: A ritual for kingdoms ruled by mages only, that can move one
of our armies to a place in our kingdom. The order:
teleport (army number or name) (province number)
will teleport the army to that province. Your mages can not do
anything else the same turn as they are teleporting.
Teleport can always be developed by mage kingdoms' leaders and
costs 10 gold and the use of your leaders to develop.
Terraces - The technology to build irrigation in mountains. With this
technology the order "build_irrigation" can be used to build
irrigation in mountains and this increases the raw material output to
a nearby town with 1 food.
Terraces can be developed for 15 gold shortly after irrigation and mountain_lore are possessed.
Town_plunder - The methods of plunders towns. Just use the order:
town_plunder (army number)
and the town in the province will be plundered and gone. This gives
1/6 gold for each raw material in the town's stock, but not more than
3 gold. The town_guard will also be removed.
Town_plunder is invented with 25 % chance every time an army
plunders outside a town. Orc and warrior kingdoms have 50 % chance and
orc warrior kingdoms have 100 % chance.
Towns: A town generates extra gold each turn. Towns can only be built
on non-water provinces if your kingdom does not possess the technology
floating_houses. If you have villages, warg_farms, stables or roads in
the neighbouring provinces they also give 1/6 extra gold each turn due
to the trade they generate in the city. A town becomes richer and
bigger if it is built near provinces that give all kind of resources.
When you build a city it will stop all towns in the future to use the
friendly provinces around it.
To build a town you just give the command:
build_town (province number) (town name)
And it costs 10 gold. A town can only be built in a province with a
village. Only English letters and _ (underscore) can be used in the
town name.
A town also has a town guard which is an immobile army.
To change which town a province supplies, give the order:
supply (town name or province number) from (province number)
This costs nothing. The default is that a town is supported by (in
order) its own province (regarless of owner), a province that
supported the town last turn and is still friendly to the town, a
province belonging to the same kingdom, a province belonging to a
allied kingdom. If many provinces can be choosen in the same way, a
random of them is choosen. If the province around the town is out of
control, the town is still supported by other provinces, but can not
use this support.
Towns are invented with 50 % for every village built. Magically
built villages gives 10 % chance, and most building and development
projects give a good chance.
Trade - A great way to increase town income. With this technology you
can use the order
export (amount) (type of raw material) (town1) (town2)
This will move (amount) raw material of the type (type of raw
material) from the warehouse in (town1) to (town2). The towns can
either be province numbers or town names. Example of order:
export 3 food from 123 to 128
("from" and "to" can be added if you want to) The towns must be within
5 provinces away from each other and there have to be roads or water
between them. But the export is not without risk. About 1/6 of the
cargo will be lost due to bandits, accidents and other things.
Tradegoods however will never be lost.
Trade is invented by ducks in a province or a town with 0.2 %
chance.
The tech trade_ships: Trade_ships will make all our sea provinces
return one extra unit of tradegoods to a nearby town.
Trade_ships cost 10 gold to develop and can be developed shortly
after (trade or floating_houses) and ships are possessed.
The soc training makes it possible to train our armies with the
order:
train (army number) (cost 1 gold)
The army can not be moved the same turn it is trained, but plunder can
be a part of the training. It is trained in the same moment this order
is given. An army can not be trained to more than 5 ERF if it belongs
to a warrior kingdom and 2 ERF else. If you want to train an army the
same turn as you place it just write "train" or "t" after your place
order instead of, or before, directions.
Training is invented with 2.5 percent * every army placed during
the turn and only when military_toys are possessed.
Non-normal armies are counted as two armies.
Trolls - The technology for using trolls in combat. Trolls are large,
dumb and violent creatures that live in all orc-populated provinces
that are not sea or grassland provinces. Trolls may be placed with the
order:
place_trolls (province number) (directions)
(costs twice as much as ordinary armies)
Trolls will never enter a grassland or sea province. Also the trolls
have to be placed in a province populated by orcs and they have no use
of weapons of iron or steal (They kill everything they hit anyway!),
but they can with a little trouble be dressed in armour. Trolls are 24
times stronger that ordinary armies, but there are some problems with
a troll army. Very often they will not obey the orders they are given
and sometimes if they have no plunder to spend their time with, they
will become rebels. And trolls always plunder the province the are in
and always eat the plunder by themselves without giving anything to
the Crown. Trolls cost as much as ordinary armies to maintain. No
known plague has any effect on trolls.
Trolls can be developed by your leaders when they have been
discovered. They can only be discovered when military_toys are possessed and
only with 0.5 % chance for each orc populated province in the kingdom
that is not grassland or water.
Worm_building: This technology will make it possible to make timber
with the help of sky_worms. If you give the order:
build_worm_factory (province number) (costs 4 gold)
We will build a worm_factory which will generate 4 timber to a nearby
town if it is a forest province and 3 timber if it is a non-water
province near water. In other provinces a worm_factory can not be
built. A worm_factory costs 1 gold to maintain each turn. You may also
want to use the command:
remove_worm_factory (province number)
Worm_building costs 20 gold to develop and can be developed shortly
after worm_lore is possessed.
Worm_lore: This technology makes our sky_castles in forests 50 %
better.
Worm_lore is invented with 6 % chance for every sky_castle built
with worms the kingdom owns.
The controlling of the sky_worms!
Just give the order:
place_castle (province_number)
and you will have a castle with its own army in that province. The
castles can of course not move but they have great strength and cost 4
gold to build. The sky_castles can only be built in forest provinces
controlled by our kingdom.
Worms can be developed for 10 gold when sky_worms are possessed.
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