Category:Inventions

12. DETAILS ON INVENTIONS

This chapter lists all inventions in each of the four possible research areas: Agriculture and Ecology, Civil Engineering, Military, and Religion and Magic. The effect of each invention is explained.

Note that it is possible to switch from one research area to the next between missions. If no research area is selected, research is automatically carried out in Agriculture and Ecology. Inventions numbered 0 are automatically available during the first two missions. No research is needed.

INVENTIONS IN AGRICULTURE AND ECOLOGY:

0 You can train Farmers.

0 You can build Crop Centres.

1 Farmers harvest crops 1.5 times faster.

2 Farmers harvest crops 2 times faster.

3 The Circus opens. You can now train Killers.

4 Four food units are enough to attract Settlers to the Crop Centre.

5 The Circus is expanded. You can now train Stompers.

6 The Reaper is invented.

7 Farmers carry two bags of food at a time.

8 Killers become more powerful.

9 Stompers become more powerful.

10 Killers need to be fed less often.

11 Stompers need to be fed less often.

12 All units need to be fed less often.

13 Three units are enough to attract Settlers to the Crop Centre.

14 Killers need to be fed two times less often.

15 Stompers need to be fed two times less often.

16 All units need to be fed two times less often.

17 Farmers can now carry two times more food.

MILITARY INVENTIONS

0 You can train Swordsmen.

0 You can build Barracks.

1 All units increase their damage capacity.

2 You can now train a Scorcher.

3 The Catapult is invented.

4 All units increase their firing range.

5 You can now train an Archer.

6 All units improve their firing pace by 50%.

7 All buildings become 50% more resistant.

8 You can now build a Workshop, and a Speeder.

9 The protection on all vehicles is improved.

10 You can now train a Captain.

11 The Tower Cannon is invented.

12 The Bomber is invented.

13 All units increase their damage capacity.

14 Maximum firing range is achieved.

15 The Boomer is invented.

16 The resistance of all buildings is improved.

17 All units double their firing pace.

18 The protection on all vehicles is improved.

INVENTIONS IN CIVIL ENGINEERING

0 You can train Builders.

0 You can train Mechanics.

0 You can build a Sanctuary.

0 You can build a Storehouse

0 You can build a Laboratory.

0 You can build a Hangar.

0 You can build a Market and train a Messenger.

1 You can now build a Wall.

2 Builders learn how to construct buildings 1.5 times faster.

3 The Heliport is invented.

4 You increase the capacity of your buildings.

5 Builders learn how to carry twice as many Stones

6 Builders spend 50% less time in the mines.

7 You can now build a Lighthouse.

8 You can now build a Hospital.

9 You can now build a Garage.

10 You can now build a Portcullis.

11 Builders construct buildings twice as fast.

12 Builders spend 50% less time in the mines.

13 The holding capacity of the Boomer, the Reaper and the Hellfire increases.

14 The holding capacity of your buildings increases.

15 No progress. Your scientists mark time.

16 You discover the Campaign tent.

17 No further results: your scientists are tired of this field of research.

INVENTIONS IN RELIGION AND MAGIC

1 You can train Druids.

2 You can build a Temple.

1 You can build a Library.

2 The Crystal Gate is invented.

2 You learn how to cast the Vision spell.

3 Druids grow more powerful.

4 You learn how to cast the Petrifaction spell.

5 Druids boost their psychic shield by 25%.

6 You can now build a Hellfire.

7 You learn how to cast the Armour spell.

8 You learn how to cast the Mirror spell.

9 Druids increase their mana reserves.

10 Druids boost their psychic shield by 50%.

11 You learn how to cast the Nova spell

12 Druids double their mana reserves.

13 You can now upgrade your Temple to a Fusion Temple.

14 Druids achieve maximum power.

15 Druids replenish their mana reserves faster.