Sciences#



Gate. After the "Gate" science is studied you will be able to open City Gate.
Villages. After the "Villages" science is studied, Villages cells, including Resource Deposits and other players’ buildings (if there are any) will become visible for you
Construction. This science allows constructing or upgrading 1 or more buildings, depending on the science level.
Terraformation. Allows constructing the Terraformer building.
Repair. Allows repairing 1 or more buildings, depending on the science level.
Mission Control. Allows a number of missions to run at the same time.
Outer Domains. Allows owning several Outer Domains.
Underground Domains. Allows owning Underground Domains.


After the first level of a science is studied you will be able to construct a building and train units of the type appropriate to the science. When you upgrade a war science to level 2 or higher it will be needed to pay off a difference between the previous and the next levels of units of the given type that you already have (including those on march and those in Resurrector) or train. The payment can be done from any of your domains. Resources will be deducted from the domain you are in or from the domain that was selected in the drop-down list of your domains.

Carrier.
Warrior.
Cavalry.
Airborne.
Archer.
Healer.
Mercenary.
Mage.


Sciences of this purpose help at defence or allow constructing defensive buildings.

Cache.After the "Cache" science is studied you need nothing to do. Amount of resources equal to Cache capacity can’t be stolen. Cache capacity depends on the science level and is specified inside of the Main Building, in prompting message for resources at the upper panel, and in prompting message for "Cache" science. Resources on sale at market are NOT protected by the Cache.
Sanctuary. Allows hiding your troops in the Sanctuary. Starting from the second level, additionally reduces the salary and the cost of moving troops to the Sanctuary of the Capital.

Towers. The science allows constructing the Tower building.
Fortifications. The science allows constructing the Fortification building.
Magic Towers. The science allows constructing Magic Tower building.
Diplomacy. The science allows constructing the Diplomatic Corps building and to form an alliance with several players, depending on the science level.
Clans. The science allows entering or forming a clan.
Temple. The science allows constructing the Temple building.
Resurrection. The science allows constructing the Ressurector building.
Clan Castles. Allows Clans to possess Clan Castles


After studying any science from this list you will be able to construct buildings of the appropriate kind.

Market. You will be able to construct the Market building. Market allows trading with other Markets situated in your Kingdom or farther, depending on the science level.
Merchantry. You will be able to construct the Merchant Guild building and train Merchants there.
Espionage. You will be able to construct the Spy Guild building and train Spies there. According to the science level you will be able to spy on other players’ cities in your Kingdom or farther.
Counterespionage. You will be able to construct the Counterspy Guild building and train Counterspies there.
Vision. You will be able to build Visionary Tower and observe the other players’ missions in your Kingdom or farther.
Reflection. You will be able to construct the Mirror Tower and train Mirrors there.
Mapping. Allows constructing the Expeditionary Corps building. You will be able to explore squares in your Kingdom or farther depending on the science level.
Colonisation. You will be able to construct the Colonisation Centre building and own several cities.


Provide extra facilities and advantages.

Warehouse Extension. Capacity of the Warehouse increases.
Land Management. Allows constructing any buildings on deposit cells.

Capital Transfer#

In order to transfer the Capital you need to study the science and it will become "charged". After that, click the icon of the "charged" science and in the pop-up box choose the city you want to become the Capital. When done, the Capital will be transferred to the specified city. The city level can be any, even first, but after the Capital transfer there will be 51 cells available in the city as it is supposed for the Capital. Maximum level of the Main Building will stay the same as it was before the transfer. In other words, you can get 51 cells in city with the Main Building of level 2, for example.
If you transfer the Capital from the initial city, 43 cells will remain there. If you transfer the Capital not from initial city, the primary number of cells will revert as it was before the city became Capital.
Buildings that have been constructed on odd cells in former capital will be removed. If in the former Capital you had buildings that are to be constructed in the Capital only (for example, the Diplomatic Corps) those buildings will collapse; you will be able to construct them again in the new Capital.
Army of the Ancients will stay in the city where they stood regardless of the Capital transfer.

Exchequer. Reduces troops basic salary.

City Expansion#

Each time, the science expands boundaries of the chosen city by 1 cell, but the limit is 43 cells in a city. The Main Building level doesn't change after Science studying increased the amount of cells in the city. In order to expand city by 1 cell you need to study the science and it will become "charged". After that, click the icon of the "charged" science and in the pop-up box choose the city you want to expand. That moment a cell will be added inside of the specified city.
You can repeat the process as many times as many additional cells you want, up to the limit though. The science requires 25,000 of Science Points to get studied and "charged".

Production Technology. The science increases all resources production by certain %.
Military Drill. The science accelerates units training by certain %.

Heroes Managing. Allows hiring Heroes. The higher the science level, the more Heroes can be hired. Number of Hero Slots in the Sanctuary equals to possible number of hired Heroes according to the "Heroes Managing" science level.

Hero Skills. Hero maximum level depends on the science. Without studying the "Hero Skills" science the maximum level is 12. After maximum level (according to the science) is reached, the Hero Experience will stop increasing.

Hero Capture. Allows constructing the Dungeon building.

Camp. Allows encamping (allows launching the "Encamping" Hero mission). Number of camps to own at the same time depends on the science level.

Alchemy
1. Allows to make buildings and artifacts perfect
2. Allows to rob magic Crystals and Runes
3. Allows to perform funic Rituals
4. Allows to rob magic Recipes.

Accelerated Studying. Increases the experience gained by the heroes in battle.

Hero Commander. Allows you to hire a certain number of heroes of the Commander class in the Tavern. Changes the parameters of science "Heroes Managing" by +1, but no more than 7.


Science Points can be re-directed for studying other science. If there are more Science Points than needed for studying new science – the surplus will be lost.