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Research

Research is one the most efficient keys to the game. Since all research cost always increase for each points, all investments here is irreversible and limits your other research. Think before you research and make sure you have a plan behind what you research. Making one points here and one there is seldom worthwhile focus your research on those spots you think is essential to you.

Resource Research
You need to think of how to get your economy going, what are you going to sell to get money and what recourses do you need. It is not always so that you need do this research, but usually you need to put some research here else you cant afford big armies or effective mage runs.

food production - this is useful to most civs, you need food to explore, your armies and population needs. This means you often have a lot of farmers/hunters and so food research is good to have. Though many people despises it, food is often very good for driving your economy. Unless you have very specific strategy in mind or if you choose to go all military research start of with 25-50 food points, even go up to a 100 if your going to run a horseman based army. Just don't forget you need some military research to.

wood production - i haven't seen any strategy with so many woodcutters and where wood is so essential to the economy that this research is worthwhile. As long as this stays at 1% a point no good players will research it.

mine production - the only civs who have enough base gold/iron to this research worthwhile is Vikings/Byzantines. These can usually get their economy going without their research, but as Byzantine it can be worthwhile to research a lot of it and build your entire game plan around your gold mines

weapons and tools production - most players spend a lot of resources on weapons and tools, so this could be worthwhile for everyone, but there is usually thing you need more. If you play Mongol you should research this. It means both that you could get much more tools and weapons yourself but also share with those members who don't produce to well. As a Mongol you could also do the now standard 200 tool point strategy where you go all plains, sell tools and weapons and buys everything else. Of course if there is a Mongol in your alliance, he should produce your weapons for you, so then you shouldn't need to research this.

wine production - I haven't seen anyone with this research yet, you usually don't have enough wineries to make this worthwhile. As a barbarian you could research wine and use it both to get your own army drunk and sell wine on the public market for gold., but it's usually simpler to just increase your numbers of wineries instead and use the points on something else.

Military research
You should do your military research for two reasons, to get better at your strengths and to overcome your weaknesses. The classic is that people only do either attack or defence. You need both to get more land and to be able to hold on those you have. Having only one means you either get nowhere or just bounce up and down in the score list..

attack points - this research is important, if you don't do it you will have a hard time breaking people and have to spend allot of wine or thieves/catapults to grow

defence points - this research is better then allot of thinks, especially if you have allot of people around you. You often don't need an obscene amount, just enough to get people choosing another target than you. People learn quickly who is breakable. Hold back their attacks a few times, and they will look through the score list tharaly before attacking you again.

conquered land - this research have two good use, to grow quickly even if you are a bad explorer during the start or to climb quickly in the score list. It's a good research if you are already winning your battles, but if you rarely break someone you should go for attack points instead.

fort space - if you don't have any problem filling up your forts then fort space is the best research for you, its like attack/defence/conquer in one research, of course it takes more time and recourses to build and upkeep an army.

thief strength - as thieves always do the same damage no matter how much you win by, you don't often need thief research to win. Only research increases effectiveness when you win so if you choose to thief research then you do it to be able to steal a lot of goods and help out by poisoning a lot of armies. I haven't ever used it, I'll have to ask players better on when to get this and then edit this.

catapults strength - this research isn't for everybody, it's often used in a bundle with massive catapult armies to wipe out big part's of armies, destroying all buildings or all population.. So I advise you either decide to be a catapult player and get a lot of it, or never mind wasting points on it to begin with.

military loss - I consider this do be luxury research and think fort space or defence points are better choices. However if you can't make weapons yourself and have high quality army then you'll need it or the replacement will be to hard.

army upkeep cost - If you intend to build armies, really big armies and have a limited economy research this. 50 points of this is better then 50 points on food if you do not intend to produce any horses for your army.

explorers - I call this a military research as you take land by exploring instead of conquest. Don't research this unless you will build your whole strategy on exploring. To be able to explore as much as possible do 55% food 45% exploring on those points you don't use on defence.

Land saving research

Only research Space efficiency and markets to free up your land. You should have rather much land as house/warehouse or markets to research any of these.

By: Turkles Hits: 1076 Last Updated: 17/4/07

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