Research Branches
by Alliances At War
Combat
The field of making warfare more efficient have occupied the minds of many great Orkfian researcher, the most successful ones often killed once their research was done — as to not spread their harmful knowledge to other tribes. Who said life as a scholar was easy?
1% Combat
- 2% increased effectiveness of Weaponries
- 1% increased capacity of Hideouts & Guilds
- 1% faster generation of Mana Points & Thievery Points
- 1% higher crown costs for exploring
20% bonus
- Generals and troops return 1 hour sooner from any type of attack to a minimum of 2 hours.
Warding
The very second field of Orkfian research to be opened up by the researchers. After encountering an alliance specialized in knowledge of Combat, most elders will decide that knowledge in Warding is the best knowledge to have. And if that fails, it is practical—even if somewhat late—to be able to quickly build up one's barren land again.
1% Warding
- 2% increased effectiveness of Walls
- 1% increased effectiveness of Churches & Guard Houses
- 1% lower military losses
- 1% less damage from Raid & Blasphemy Crusade
- 0.25% more population
20% bonus
- Buildings are constructed 1 hour faster for all races, including Dwarves
Economics
The researchers who specialize in the growth of tribes can be spotted easily in tribes, their round shapes and particular way of walking is often the cause of much merriment amongst ordinary citizens. It is not so strange that researchers with a passion for growth also apply this research to themselves.
1% Economics
- 1% faster citizen regrowth
- 1% increased production from Farms
- 1% less citizen & defence required for exploring
- 1% lower crown & log costs to construct buildings
- 0.25% lower military training costs
20% bonus
- Basic military is trained 1 hour faster for all races, including Brood
Last updated: August 2011