Game Manual |
Multiplayer II Dragoon |
---|
Quick Jump: List of Technologies
Technologies[]
During the game all nations will race to discover more powerful advances (technologies.) A few advances provide immediate benefits, such as making new actions available to your units. Many introduce new units or buildings you can construct. Most are gateways to further technology. Beware that some advances also make things obsolete. While obsolete units merely become impossible to make, obsolete buildings are immediately sold, and obsolete wonders lose their effect.
By default, each player starts with no technology (this could be changed with the techlevel
server option). You direct your research toward one advance at a time. Research progress is measured in research points which are called "bulbs." You can generate your own bulbs through trade and scientists, or receive them from others through blueprints. Unlike gold, which can be transferred or spent on anything, bulbs are research knowledge tied toward acquiring a specific technology. Each technology has a specific bulb cost.
Researching technologies[]
Each "bulb" or research point you generate is permanently credited toward the technology that was your current research when the bulb was generated. The technology becomes "discovered" and usable when you acquire bulbs equivalent to 100% of its bulb cost. If you switch technology goals, you will start learning the new technology from zero again. You will keep a research bulb credit toward your previous research, which will be there when you come back to your previous research.
Instead of selecting each new advance manually, you can establish a future goal that is several technologies away, and your scientists will work through all the prerequisite advances automatically. (In Freeciv-web, you can do this by 1) clicking a far off tech for which you do not yet have the pre-requisites, 2) middle click, 3) alt-right click.) You can open the Tech tab at the top of the screen to view science progress and set new tech goals. The online hover-help system displays information for every item and technology in the game, allowing you to explore technologies and the capabilities they unlock.
Techleak[]
The more nations who already know a technology, the more the bulb cost will be reduced, due to a phenomenon called techleak.
(See /help techleak
). Loosely speaking if the techleak setting is 50: if no other nations know a tech, it will be full bulb cost. If all the nations of the world know a tech, it's 50% cost. All gradations in between those two extremes will fit between those proportions. Techleak puts a bit of a premium price on "rushing techs" faster than the rest of the world, though having such tech certainly brings advantages.
Blueprints[]
The only way to learn a technology is to research it. But there are several ways to more easily gain advances from other civilizations. You might discover Blueprints for enemy technology when you capture a city*. You can steal Blueprints with Emissaries, Diplomats and Spies. You can also get Blueprints from another player in a tech trade as part of the terms of a pact.
Tech theft through espionage, city conquest, and tech trade give you Blueprints: a non-transferable bulb credit toward a specific technology advance. The bulb credit reduces the remaining bulb cost for researching the advance. A blueprint fills a technology's bulb account up to but not past the blueprint's value toward that technology. Bulbs are not like "wallet dollars" you can transfer from one research project to another. It is a waste of research effort to acquire partial bulbs into a tech for which you later get blueprints, since the bulb account for a blueprinted tech will not exceed the bulb value of the blueprint.
Use /help blueprints
and /show blueprints
to learn about the server setting and its configuration in a particular game.
* In older game versions, events such as city conquest and technology theft immediately awarded you a technology. This is no longer the case.
Research Goals[]
If you have no future goal and discover a tech, your current research target will go to an unselected state. You will probably have remaining bulbs. At TC, if your current research is still unselected and you have no future goal, then a current research is randomly set for you.
Whenever a new current research is set, all remaining bulbs are permanently assigned to that current research instantly. The same happens for subsequent techs along the path to your future goal, if there is one.
👉🏻 Blueprints can be obtained by diplomatic treaty, theft, or conquest at any point in time, especially in multiplayer games. It is favorable to leave current research unselected and set new future goals turn-by-turn, so you can weigh your chances of acquiring blueprints before spending your remaining bulbs on techs for which blueprints might give you the bulbs for free.
👉🏻 TIP - If you are unsure how many bulbs are remaining after your last discovery, middle-click an already-researched technology to fetch this information from server.
The Space Race[]
If the server option is enabled, the game may be won peacefully by building a spacecraft and becoming the first civilization to reach Alpha Centauri. To enter the "space race" you must complete the Apollo Program. With the necessary technologies, this allows you to begin building spacecraft parts:
|
| ||||
|
The skeleton of your spacecraft consists of structural components, each of which can hold in place either a component or module. Components provide fuel and propulsion systems, and decrease the amount of time your craft will require to reach Alpha Centauri; you can install up to sixteen, though they must be installed in pairs. Modules themselves come in three flavors: a habitation module provides living space for ten thousand colonists; a life support module can keep ten thousand colonists alive; and a solar panel provides the power required by any two other modules.
Use the spaceship window to observe your progress as you build your spacecraft. You may manufacture spacecraft elements anywhere with a factory; they will automatically be assembled in your capital city. As you add components you improve the craft's probability of success and travel time; you may launch as soon as you find these satisfactory. If several civilizations are building spacecraft, they are faced with the decision of whether to launch quickly and start their craft on its way, or continue building in the hopes of launching a faster spacecraft later, or one with a higher probability of success.
During construction and after launch, the spaceship is considered a building of your capital city. It will be lost if your capital is taken or destroyed.
List of Technologies[]
Technology
|
Effects | Allows (Units, Buildings, Techs)
Obsoletes (Units, Buildings) |
---|---|---|
Advanced Flight |
| |
Alphabet |
|
|
Amphibious Warfare | ||
Astronomy | ||
Atomic Theory |
| |
Automobile |
|
|
Avionics | ||
Banking |
|
|
Bridge Building |
|
|
Bronze Working | ||
Ceremonial Burial | ||
Chemistry |
| |
Chivalry |
| |
Code of Laws |
| |
Combined Arms | ||
Combustion |
|
|
Combustion.2 | Specialization tech for Combustion | |
Communism |
|
|
Computers |
| |
Conscription |
|
|
Construction |
|
|
Currency |
| |
Democracy |
|
|
Economics | ||
Electricity |
|
|
Electronics | ||
Engineering |
|
|
Environmentalism |
|
|
Espionage |
|
|
Explosives | Disallows free upgrade from Workers to Workers II |
|
Feudalism |
|
|
Flight | ||
Flight.2 | Specialization tech for Flight | |
Fusion Power | ||
Guerilla Warfare |
|
|
Gunpowder |
|
|
Horseback Riding | Travelers spread news to the world if discovered before Turn 15 (2600 BC) | |
Industrialization |
|
|
Invention |
|
|
Iron Working |
| |
Laser |
| |
Leadership |
| |
Literacy |
| |
Machine Tools |
|
|
Magnetism |
| |
Map Making |
|
|
Masonry |
|
|
Mass Production |
|
|
Mathematics |
| |
Mechanization
|
|
|
Medicine |
| |
Metallurgy |
|
|
Microbiology | ||
Miniaturization |
| |
Mobile Warfare |
| |
Monarchy |
|
|
Monotheism | ||
Mysticism |
|
|
Nationalism |
|
|
Navigation |
| |
| ||
Nuclear Fission | ||
Nuclear Power |
|
|
Philosophy | Gives a bonus tech blueprint before T85 (1600AD). Tech awarded will be random if you have no future goal. Otherwise, it will be the first undiscovered tech leading up to your selected "Future Goal." No bonus tech is given to nations who already have Banking, Invention, or Physics. |
|
Physics |
|
|
Plastics |
|
|
Polytheism |
| |
Pottery |
|
|
Radar |
|
|
Radio |
|
|
Radio.2 | Specialization tech for Radio | |
Railroad |
|
|
Recycling |
|
|
Refining |
|
|
Refrigeration |
|
|
Robotics | Leonardo's Workshop only upgrades 1 unit per turn |
|
Rocketry | Leonardo's Workshop only upgrades 1 unit per turn | |
Sanitation |
| |
Seafaring |
| |
Space Flight |
|
|
| ||
Space Flight.2 |
|
|
Stealth | ||
Steam Engine |
|
|
Steel |
|
|
Superconductors |
|
|
Tactics |
| |
The Corporation |
|
|
The Republic |
|
|
The Wheel |
| |
Theocracy | ||
Theology |
|
|
Theory of Gravity |
| |
Trade |
| |
University |
| |
Warrior Code |
|
|
Writing |
|
Previous: Government | Chapter | Next: Wonders |