8.0 Technologies

8.0 Technologies

This chapter explains the concepts and all technologies.

8.1 About soc:s and tech:s

Technologies are divided into soc:s and tech:s. A soc costs nothing to develop, but your leaders can not do anything else the same turn it is developed. This means that you only can develop one soc per turn and that your mages or priest can not perform any ritual or your warrior leaders can not improve the training of new warriors the same turn, which means that all new armies will have only 1 ERF.

To develop a tech, you just have to pay some money. You can develop as many as you can afford.

Some technologies are just discovered by accident and can not be developed.

8.2 How to get a technology

To get a technology, just write develop_(technology name)
But you can not develop all technologies and many technologies require something to be discovered before they can be developed.

In the beginning you can develop the ones mentioned in 4.3 Standard orders. Later on new technologies possible to develop will be mentioned in your turn report.

8.3 The list of all technologies

This is a list of all technologies.

armour bows castles catapults churches crime death_training diburn duck_lore dwarf_lore elf_lore even_more_military_toys firewalkers fishing_boats fishing_nets floating_houses food_industry forest_lore frigates game_laws grassland_lore healing horseriding human_lore iron irrigation jewellery knights land_lore magic_village metallurgy military_toys mining mining_tools mission mithril moral more_military_toys mountain_lore orc_lore pest protect_inventions protection province_plunder roads sea_lore secret_service ships silviculture sky_worms steel stone_building teleport terraces town_plunder towns trade trade_ships training trolls worm_building worm_lore worms

Descriptions of the technologies.

Armour will make our soldiers much more protected.

Armour costs 20 gold to develop and can be developed when iron is possessed.

Bows: This technology will make it possible for all our soldiers to carry and use bows. Normal soldiers are bad archers, but you may create archers with the command:
place_archers (province number) (directions)
Archers are four times better archers than other soldiers, but they cost 2 gold more to build and they are half as strong in melee.

Bows cost 20 to develop and can always be developed.

Castles: This will make it possible to build stone_castles in land provinces for 4 gold, in mountains for 5 gold, in grassland for 6 gold and in forest for 8 gold. With the technology floating_houses it is possible to build a castle on water and it will then cost 12 gold. To build a castle just give the order:
place_castle (province number)
The castle will automatically get its own army and when this army dies the stone_castle also will be destroyed.
Note that a castle in a forest will be built for only 4 gold if the technology worms is discovered.

Castles cost 20 to develop and can always be developed.

Catapults - This technology makes it possible to build catapults-armies. They cost 4 gold more than normal armies, but they are 10 times as strong as archers while firing at castles. Otherwise they are as normal archers. Place them with the order:
place_catapults (province number) (directions)
(cost 4 more gold than ordinary armies)

Catapults cost 50 to develop and can be developed shortly after more_military_toys is possessed.

Churches: A church may be built in any province and costs 2 gold to build. It will make the people calm and no uprisings will occur in a province with a church. Rebels already present in the province will not stop their rebellion. To build a church just give the command:
build_church (province number)

Churches are invented with 1 percent chance for every village if mission is possessed.

Crime: A wonderful way for the common people to increase there income. This technology can not be given to other kingdoms. Ducks and orcs steal very much, elves do not steal and dwarves steal very little.

Crime is invented with a 3.3 percent * (every plunder + armies villages and towns removed) risk. This risk is doubled for orc kingdoms and zero for elf kingdoms.

The soc death_training makes it possible to train our armies by letting the soldiers fight each other as if they were in a real battle. Just give the order:
death_train (army number) (cost no gold)
And a bloody training will take place. It is 20 % chance the army will lose half of its ERF due to loss of soldiers (not below 2 ERF though) and 10 % chance the army will be totally destroyed. The army can not be moved the same turn it is trained, but plunder can be a part of the training. It is trained in the same moment this order is given. An army can be trained as much as you like, but only warrior kingdoms may ever use this training method. If you want to death_train an army the same turn as you place it just write "death_train" or "dt" after your place order instead of, or before, directions.

Death_training is invented with 2.5 percent * every army placed during the turn. Non-normal armies counts as two armies. Only warrior kingdoms can invent death_training.

Diburn: Only mage kingdoms can use this spell and it can be used like this:
diburn (province number) (province number)
Of course the mages can not use the burn ritual or do anything else the same turn as they use diburn.

Diburn can be developed by mage kingdoms for 160 gold. It can not be given away to another kingdom.

Duck_lore makes it possible to use the order:
duck_populate (province number)
It costs 4 gold to populate a province with ducks. It does not matter if another race already lives in the province or if there is a village in it. Any plague in the province will disappear.

Duck_lore can be developed by your leaders after a demand from the ducks in your kingdom. This demand occurs with 1/6000 chance per province they populate.

Dwarf_lore makes it possible to use the order:
dwarf_populate (province number)
It costs 6 gold to populate a province with dwarves. It does not matter if another race already lives in the province or if there is a village in it. Any plague in the province will disappear.

Dwarf_lore can be developed by your leaders after a demand from the dwarves in your kingdom. This demand occurs with 1/6000 chance per province they populate.

Elf_lore makes it possible to use the order:
elf_populate (province number)
It costs 6 gold to populate a province with elves. It does not matter if another race already lives in the province or if there is a village in it. Any plague in the province will disappear.

Elf_lore can be developed by your leaders after a demand from the elves in your kingdom. This demand occurs with 1/6000 chance per province they populate.

Even_more_military_toys: This technology will make it possible to develop even more military equipment.

Even_more_military_toys cost 160 gold to develop and requires more_military_toys. There is however only a 0.25 * every army placed during the turn (Non-normal armies counts as two armies) percent chance that this development will be possible.

Firewalkers - Soldiers of heat. This technology makes it possible to place armies of firewalkers. These armies only have 1/ERF risk of dying in a burn attack but cost 2 gold more to place. Place them with:
place_firewalkers (province number) (directions)

Firewalkers cost 20 gold to develop and requires military_toys. There is however only a 2.5 * every army placed during the turn (Non-normal armies counts as two armies) percent chance that this development will be possible.

Fishing boats - This technology makes it possible to build the structure "fishing_boats" which can be built in any water province. To build fishing boats in a province give the order:
build_fishing_boats (province number) (costs 4 gold)
The fishing boats give a nearby town 3 extra food. The fishing_boats can not be moved to another province.

Fishing_boats costs 10 gold to be developed and can be developed shortly after sea_lore and ships are possessed.

Fishing_nets - this will make all your kingdoms' sea provinces yield one more food to a nearby town and two more gold as income from provinces.

Fishing_nets are invented by people in every sea province with a 6 % chance each turn.

The technology "floating_houses" allows us to build castles, villages and towns in sea provinces.

Floating_houses are always possessed by ducks. It is always given to a kingdom that rule a floating village. It can not be developed otherwise.

Food_industry - This technology increases the food production in towns with already high food production. The production becomes max(production, 10+(production-10)*2).

Food_industry can be developed shortly after grassland_lore is discovered and it costs 20 gold to develop.

Forest_lore - The knowledge about the forest. This technology will make it possible to develop the technology silviculture. Just give the order:
develop_silviculture (costs 10 gold)
and we will be able to increase our lumber production by building lumber_production units.

Forest_lore is invented with 0.17 % chance for every forest province in the kingdom.

Frigates - War ships with catapults. Frigates are four times as strong as normal ships and equipped with all kinds of toys. They cost 18 gold more than normal armies and are placed with:
place_frigate (province number) (directions)

Frigates can be developed for 60 gold shortly after even_more_military_toys, ships and catapults are possessed.

Game_laws - Laws that make a controlled hunting possible and therefore 1 extra unit of food will be produced in every land province.

Game_laws can be developed by your leaders (it costs nothing) shortly after land_lore is possessed.

Grassland_lore - The knowledge of the grasslands.

Grassland_lore is invented with 0.17 % chance for every grassland province in the kingdom.

Healing - The technology to heal sick people. If your priests are given the order
heal (province number)
they will heal all sick ones in the province. The province does not have to be nearby or ruled by you and even enemies are healed. The priest can not do anything else the same turn they heal.

Healing can be developed by priest kingdoms' leaders shortly after the discovery. The chance to discover the technology is 0.2 % per plague province and 0.6 % per sick army.

Horseriding: This will make it possible to build stables. Just give the order:
build_stable (province number)
and a stable will be built in that province. A stable costs 2 gold to build and 1 gold to support each turn.
When you have built a stable you may place a cavalry (only one cavalry per turn) in that province with the command:
place_cavalry (province number)
A cavalry cost twice as much to build as an ordinary army and twice a much to support (4 gold per turn in friendly land and 5 gold (4 for orcs) in enemy land). The cavalry is great in grassland provinces, strong in land provinces and rather strong in mountains and forest.
If you want to remove a stable just give the order:
remove_stable (province number)

Horseriding is invented with 1 % chance for every grassland province in the kingdom. It is also invented if there is a stable in the kingdom.

Human_lore makes it possible to use the order:
human_populate (province number)
It costs 6 gold to populate a province with humans. It does not matter if another race already lives in the province or if there is a village in it. Any plague in the province will disappear.

Human_lore can be developed by your leaders after a demand from the humans in your kingdom. This demand occurs with 1/6000 chance per province they populate.

Iron, the knowledge of extracting and using iron. This will make all our soldiers better equipped and 50 % better in combat. But there are many more things to discover in this field.
This technology makes it possible to give the orders:
develop_armour (costs 20 gold)
develop_mining (costs 20 gold)
develop_steel (costs 20 gold)
develop_metallurgy (costs 200 gold)
And we will develop the new tech.

Iron can be discovered when mountain_lore is possessed with 0.2 % per mountain province owned by the kingdom.

Irrigation: This will make it possible to build irrigation in land and grassland provinces for 4 gold. To build irrigation in a province just give the order:
build_irrigation (province number)
The irrigation will give a nearby town 4 extra food if a grassland is irrigated and 1 extra food in other cases.

Irrigation costs 20 to develop and can always be developed.

Jewellery: With this technology every town in the kingdom will try to build one (and only one) unit of jewellery out of one ore, one timber and one spec. The jewellery are then sold for 3 gold. This is done by the mayor and is nothing for you to worry about.

Jewellery cost 20 gold to develop and can be developed shortly after metallurgy, trade and towns are possessed.

Knights: This technology makes it possible to build knights. Just give the order:
place_knights (province number) (directions)
To place knights, there has to be a stable in the province. Knights are cavalry equipped with heavy weapons and armour of mithril. They are like cavalry except that they cost twice as much as your normal armies plus 12 gold and they are much stronger in battle.

Knights cost 60 gold to develop and can be developed shortly after even_more_military_toys, horseriding, churches and mithril are possessed.

Land_lore - The knowledge about the mixed land. This technology will make it possible to develop the technology game_laws. Just give the order:
develop_game_laws
and 1 extra unit of food will be produced in every land province. The laws are developed by your leaders who can not do anything else while they are developing.

Land_lore is invented with 0.17 % chance for every land province in the kingdom.

Magic_village: A ritual for kingdoms ruled by mages only, that allows magic village building. If you give the order:
magic_village (province number)
your mages will build a village. It does not cost any gold, but you can not use your mages for something else during the turn a magic_village is being built and the village can only be built in your own province.

Magic_village can always be developed by mage kingdoms' leaders.

Metallurgy - the secrets of metals. After a while this technology will make it possible for our kingdom to develop technologies like mithril, jewellery and mining_tools.

Metallurgy can be developed when iron is possessed and it costs 200 gold.

Military_toys: This technology will make it possible to develop many kinds of new military equipment.

Military_toys cost 30 gold to develop. There is however only a 1 * every army placed during the turn (Non-normal armies counts as two armies) percent chance that this development will be possible.

The art of building mines!
Just give the order:
build_mine (province_number)
and you will have a mine in that province. One mine gives you between one and eight gold each turn depending on the resources in the province and, if you have a town near the mine, it will also generate 1-5 ore. A mine costs 4 gold to build. Mines can be built in all non-water provinces, but it is easiest to find a mine in mountains, then land, grassland and hardest in forest. And you can only build one mine per province, but build_mine can also be used to upgrade a mine. This costs just as much as building a new one and fails if the new mine is less good.

Mining can be developed for 20 gold when iron is possessed.

Mining_tools: This is the technology to build mining_tools that will double the ore production in mines.

Mining_tools can be developed for 30 gold when mining and metallurgy are possessed

Mission, the knowledge of spreading the word of god.
Just give the order:
mission
and your priests will preach the Word to all provinces no-one owns near our kingdom and make these provinces ours, but rebel armies in these provinces will continue fight us. Of course the priests can not heal any killed soldiers while they are preaching. If two or more kingdoms do missions in the same province, the province will still be unowned. Only 4 provinces or less can be subjected to mission from your kingdom. It will be 4 random provinces. Kingdoms not ruled by priests may never preach!

Mission can always be developed by priest kingdoms' leaders.

Mithril - the metal of the gods. This technology makes it possible to build simple things in mithril. Even though much of an armour can not be built in mithril, the mithril plates will be very efficient and mithril swords are unbreakable. But mithril is very expensive. With this technology the army type mithril_warriors may by built. Just give the order:
place_mithril (province number)
and you will have a five times stronger but also 10 gold more expensive army. Unfortunately the mithril armour does not protect the soldiers from heat...

Mithril can be developed for 40 gold shortly after steel, armour and metallurgy is possessed

Moral: If you give the command:
moral (army number)
this army will have 2 extra ERF during this turn and all other armies 1 extra ERF, but if you train new armies the same turn they will be less well trained. The army that you try to improve the moral of can not be newly built. Only warrior kingdoms can use moral.

Moral can always be developed by warrior kingdoms' leaders.

More_military_toys: This technology will make it possible to develop more military equipment.

More_military_toys cost 60 gold to develop and requires military_toys. There is however only a 0.5 * every army placed during the turn (Non-normal armies counts as two armies) percent chance that this development will be possible.

Mountain_lore - The knowledge of the mountains.

Mountain_lore is invented with 0.17 % chance for every mountain province in the kingdom.

Orc_lore makes it possible to use the order:
orc_populate (province number)
It costs 4 gold to populate a province with orcs. It does not matter if another race already lives in the province or if there is a village in it. Any plague in the province will disappear.

Orc_lore can be developed by your leaders after a demand from the orcs in your kingdom. This demand occurs with 1/6000 chance per province they populate.

Pestilence: The way of the devil.
To spread pestilence give the order:
pest (province number)
and your priests will try to bring a plague to that province. The plague will appear just as if it was a natural plague. Only priest kingdoms may use pest and the priests can not heal any army while they are wishing for pestilence.

Pest can always be developed by priest kingdoms' leaders.

Protect inventions: This will make it more difficult for our enemies to steal our inventions.

Protect_inventions can always be developed by any kingdom´s leaders.

Protection - This technology allows you to send you leaders to a province and they will protect it from burn and rebellions. This is done by giving the command:
protect (province number)
If there already are rebels in the province they will vanish. Of course this will fail sometimes and your leaders can not be used for something else the same turn. You can only protect your own kingdom's provinces.

Protection can always be developed by any kingdoms' leaders at no cost.

Province_plunder, a wonderful new way to increase the income!
This discovery makes it possible for you to give the order:
plunder (army number)
The province will then become unpopulated and all villages, stables and warg_farms will be destroyed.
This gives you 3 gold (if the province is populated!) and one gold extra for villages, stables and wargfarms. Town guards can not plunder because they are not real big armies when it comes to plundering. It is not possible to plunder a province if there are enemy armies in it. The plunder take place directly after you have given the order and the army is then able to move in the same turn. If you plunder your subjects may invent crime. If you give ALL as army number, all your armies will plunder but they will not plunder villages and farms unless you order them specificly.

Province_plunder is invented by orc kingdoms that have less than -4 gold.

Roads: To build roads in a province you just give the order "build_roads (province number)".
The roads cost 1 gold to build and they allow our armies to move one time before the other armies if the army march from a friendly province with roads to an other friendly province with roads. Roads can not be built on water.

Roads are given to kingdoms that has roads in their land. This often happens when the first town is built.

Sea_lore - The knowledge of the sea. This will make it possible to discover new technologies.

Sea_lore is invented with 0.17 % chance for every sea province in the kingdom.

Secret_service - The trenchcoat-guys who find the rebel leaders and interrogate and torture them. With this soc there will only be half as much rebellions in your kingdom. There is also a 50 % chance that any crime in the kingdom is eliminated each turn.

Secret_service is discovered with (0.125 * number of rebellions) % chance. After discovery it has to be developed by your leaders.

The technology ships!
Just give the order:
place_ship province_number (directions)
and you will have a great ship in that province. Unfortunately must the province you build the ship in be a land or a forest province.
Ships cost 5 gold more than ordinary armies to build and can only move across water. On the other hand they are four times as strong and they move twice as fast.

Ships cost 20 to develop and can always be developed.

Silviculture - Makes it possible to build lumber_production in forest or land provinces. A lumber_production is built with the command:
build_lumber_production (province number) (costs 5 gold)
Lumber_production costs 1 gold to run but gives a nearby town 4 timber in forest and 1 in mixed land. It can be removed with
remove_lumber_production (province number)

Silviculture can be developed when forest_lore is possessed and it costs 10 gold.

Sky_worms - the discovery that makes it possible to develop the technology worms.
Sky_worms are social worms of the size of an anaconda and they build large "trees", in which they grow plants and irrigate them. This knowledge makes it possible to give the order:
develop_worms
(It will cost 10 gold!)
This will make it possible for us to build impregnable castles where there are sky_worms.

Sky_worms are possessed by elven kingdoms and elf_lore makes other kingdoms discover it.

Steel will make our weapons and armours better.

Steel can be developed when iron is possessed and it costs 20 gold to develop.

Stone_building: This technology will turn your towns into towns of stone. A town made of stone is more resistant to natural and magical fire.

Stone_building can be developed for 20 gold shortly after (mining, castles and steel) or (roads, towns and churches) are possessed.

Teleport: A ritual for kingdoms ruled by mages only, that can move one of our armies to a place in our kingdom. The order:
teleport (army number or name) (province number)
will teleport the army to that province. Your mages can not do anything else the same turn as they are teleporting.

Teleport can always be developed by mage kingdoms' leaders and costs 10 gold and the use of your leaders to develop.

Terraces - The technology to build irrigation in mountains. With this technology the order "build_irrigation" can be used to build irrigation in mountains and this increases the raw material output to a nearby town with 1 food.

Terraces can be developed for 15 gold shortly after irrigation and mountain_lore are possessed.

Town_plunder - The methods of plunders towns. Just use the order:
town_plunder (army number)
and the town in the province will be plundered and gone. This gives 1/6 gold for each raw material in the town's stock, but not more than 3 gold. The town_guard will also be removed.

Town_plunder is invented with 25 % chance every time an army plunders outside a town. Orc and warrior kingdoms have 50 % chance and orc warrior kingdoms have 100 % chance.

Towns: A town generates extra gold each turn. Towns can only be built on non-water provinces if your kingdom does not possess the technology floating_houses. If you have villages, warg_farms, stables or roads in the neighbouring provinces they also give 1/6 extra gold each turn due to the trade they generate in the city. A town becomes richer and bigger if it is built near provinces that give all kind of resources. When you build a city it will stop all towns in the future to use the friendly provinces around it.
To build a town you just give the command:
build_town (province number) (town name)
And it costs 10 gold. A town can only be built in a province with a village. Only English letters and _ (underscore) can be used in the town name.
A town also has a town guard which is an immobile army.
To change which town a province supplies, give the order:
supply (town name or province number) from (province number)
This costs nothing. The default is that a town is supported by (in order) its own province (regarless of owner), a province that supported the town last turn and is still friendly to the town, a province belonging to the same kingdom, a province belonging to a allied kingdom. If many provinces can be choosen in the same way, a random of them is choosen. If the province around the town is out of control, the town is still supported by other provinces, but can not use this support.

Towns are invented with 50 % for every village built. Magically built villages gives 10 % chance, and most building and development projects give a good chance.

Trade - A great way to increase town income. With this technology you can use the order
export (amount) (type of raw material) (town1) (town2)
This will move (amount) raw material of the type (type of raw material) from the warehouse in (town1) to (town2). The towns can either be province numbers or town names. Example of order:
export 3 food from 123 to 128
("from" and "to" can be added if you want to) The towns must be within 5 provinces away from each other and there have to be roads or water between them. But the export is not without risk. About 1/6 of the cargo will be lost due to bandits, accidents and other things. Tradegoods however will never be lost.

Trade is invented by ducks in a province or a town with 0.2 % chance.

The tech trade_ships: Trade_ships will make all our sea provinces return one extra unit of tradegoods to a nearby town.

Trade_ships cost 10 gold to develop and can be developed shortly after (trade or floating_houses) and ships are possessed.

The soc training makes it possible to train our armies with the order:
train (army number) (cost 1 gold)
The army can not be moved the same turn it is trained, but plunder can be a part of the training. It is trained in the same moment this order is given. An army can not be trained to more than 5 ERF if it belongs to a warrior kingdom and 2 ERF else. If you want to train an army the same turn as you place it just write "train" or "t" after your place order instead of, or before, directions.

Training is invented with 2.5 percent * every army placed during the turn and only when military_toys are possessed. Non-normal armies are counted as two armies.

Trolls - The technology for using trolls in combat. Trolls are large, dumb and violent creatures that live in all orc-populated provinces that are not sea or grassland provinces. Trolls may be placed with the order:
place_trolls (province number) (directions)
(costs twice as much as ordinary armies)
Trolls will never enter a grassland or sea province. Also the trolls have to be placed in a province populated by orcs and they have no use of weapons of iron or steal (They kill everything they hit anyway!), but they can with a little trouble be dressed in armour. Trolls are 24 times stronger that ordinary armies, but there are some problems with a troll army. Very often they will not obey the orders they are given and sometimes if they have no plunder to spend their time with, they will become rebels. And trolls always plunder the province the are in and always eat the plunder by themselves without giving anything to the Crown. Trolls cost as much as ordinary armies to maintain. No known plague has any effect on trolls.

Trolls can be developed by your leaders when they have been discovered. They can only be discovered when military_toys are possessed and only with 0.5 % chance for each orc populated province in the kingdom that is not grassland or water.

Worm_building: This technology will make it possible to make timber with the help of sky_worms. If you give the order:
build_worm_factory (province number) (costs 4 gold)
We will build a worm_factory which will generate 4 timber to a nearby town if it is a forest province and 3 timber if it is a non-water province near water. In other provinces a worm_factory can not be built. A worm_factory costs 1 gold to maintain each turn. You may also want to use the command:
remove_worm_factory (province number)

Worm_building costs 20 gold to develop and can be developed shortly after worm_lore is possessed.

Worm_lore: This technology makes our sky_castles in forests 50 % better.

Worm_lore is invented with 6 % chance for every sky_castle built with worms the kingdom owns.

The controlling of the sky_worms!
Just give the order:
place_castle (province_number)
and you will have a castle with its own army in that province. The castles can of course not move but they have great strength and cost 4 gold to build. The sky_castles can only be built in forest provinces controlled by our kingdom.

Worms can be developed for 10 gold when sky_worms are possessed.

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