reload page in low res mode
 

Technology

It is a fact that cannot be avoided, if you have better technology than you opponent you will make better things and thus have a better chance of winning in whatever field you compete. Of course, technological advances are slow to come by and expensive. Technology is used in the World of Arl to improve what your nation can do and produce.

Getting technology

To research technology you must have a University, each university creates 50 research points which last for that turn and that turn only, they are recreated each turn so you essentially must use them or lose them. Initially you must spend some materials to fund this research, thus each technology has a cost in both materials and university power. Most technologies have multiple levels of power and you can thus research it more than once, each time you advance a level the cost will go up, giving you a worse cost/benefit ratio.

What are the technologies?

The technologies are listed below, their initial costs are listed in black and the red part is a simple equation to work out how much more they will cost with each level. The character "L" in these equations represents the level you are aiming for, you begin with level 0 of all technologies. If the red part of the equation is not present, the technology is a "one off" and cannot be taken up levels. If you type a level into the box in each row, it will calculate the cost of the technology at that level.

If you move your mouse over the table, it will display additional information about that technology.

Technology Materials cost Research cost Bonus per level Level Materials Tech
Farming 3 + L x 2 100 + L x 40 5% more food is produced per level  
Economy 4 + L x 4 100 + L x 60 5% more materials is produced per level  
Army training 3 + L x 3 100 + L x 40 Troops are trained with 1 month of combat experience per level  
Shipbuilding 3 + L x 3 100 + L x 40 Your shipyards produce 10 more construction points per level  
Covert Training 1 + L x 3 100 + L x 40 Covert agents are trained to be 5% faster and fitter, essentially making them better  
Siege Equipment 1 + L x 3 100 + L x 40 Siege engines can shoot 5% further per level  
Architecture 1 + L x 6 100 + L x 40 All buildings are 10% stronger per level  
Taranskan fire 40 1500 You gain the ability to produce Taranskan fire, an oil that when ignited cannot be quenched.
Steam 80 4500 Your gain railways, as long as you have a supply of Iron and Stone, your people can march at four times the normal rate. You cannot power a steamtank with steam alone.
Gunpowder 60 1500 You gain the ability to produce gunpowder which is needed to make handguns
Airships 40 1000 You gain the ability to produce airships


If you are mid-way through researching a tech and want to research a different one, your progress on the old one will be kept and you can come back to it later. You must pay all the materials cost of a tech before you can begin researching it.

Trading

One of the most useful things about allies is that they very often have different techs to yourself. They can help you research such technologies. If an ally is sharing research with you, any research points spent on a technology that they have are doubled in value.



Just because it doesn't bleed doesn't mean it cant be killed