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{{imagefix|[[File:knowledge_points_icon.png|left]]}}[[File:knowledge_gui.png|thumb|200px|right|Knowledge GUI.]]'''Knowledge''' is a game mechanic that allows [[settlement]]s to gain upgrades. There are roughly 26 categories of upgrades: general farming, five separate categories for increasing the efficiency of specific farm types ([[cotton]], [[fruit]], [[grain]], [[mushrooms]] and [[vegetables]]), fishing, breeding, combat training (which further branches into combat defense and offense), ruling (which controls [[happiness]]), [[administration]], knowledge production, civics, services, spirituality, warehouse storage spoiling speed and carry capacity, [[mining]], refining, [[bread]] production, [[drinks|drink]] production, [[metal]] smelting, foreign relations and [[trading]], [[woodcutter]], [[workshops]], [[clothes]], [[carpenter|carpentry]], [[pottery]] and [[Smithy|smithing]].
{{imagefix|[[File:knowledge_points_icon.png|left]]}}[[File:knowledge_gui.png|thumb|200px|right|Knowledge GUI.]]'''Knowledge''' is a game mechanic that allows [[settlement]]s to gain upgrades. There are roughly 10 categories of upgrades: civic, knowledge, farming, animal science, refining, crafting, health, mining, miscellaneous and procreation. There are two buildings that are related to increasing and maintaining the knowledge: the [[laboratory]] and the [[library]]. The former will have employed citizens studying nature around them and gaining knowledge, while the latter is meant to give a modest boost to knowledge points by increasing the knowledge gained by the laboratories.


There are roughly 40 buildings (including [[decorations]]) that must be unlocked via knowledge: [[school]], [[university]], [[speaker]], [[stage]], [[guardpost]], [[dungeon]], [[scaffolds]], [[slaver]], [[arena]], [[court]], [[lavatory]], [[flat house]], [[canteen]], [[tavern]], [[Cretonian_Breeder|all]] [[Garthimi_Hatchery|of]] [[Human Nursery|the]] [[Tilapi Nursery|nurseries]], [[bathhouse]], [[chamber]], [[graveyard]], [[crypt]], [[temples]], [[transport]], [[gem mine]], [[sithilon mine]], [[bakery]], [[brewery]], [[metal smelter]], [[papermaker]], [[Pottery (building)|pottery]], [[masonry]], [[smithy]], and the [[jeweler]]. The three decorations that can be unlocked are [[trees]], statues and pillars.
When starting the game, you may notice that many buildings (and [[decorations]]) are unavailable to the player, as they are locked. They must be unlocked with knowledge points. The following buildings can be unlocked in this way: [[lavatory]], [[speaker]], [[guardpost]], [[dungeon]], [[scaffolds]], [[slaver]], [[court]], [[graveyard]], [[crypt]], [[bathhouse]], [[resthome]], [[arena]], [[rationmaker]], [[trees]], torches, pillars, statues, [[canteen]], [[tavern]], [[library]], [[school]], [[university]], [[papermaker]], [[bakery]], [[brewery]], [[weaver]], [[charcoaler]], [[metal smelter]], [[tailor]], [[bowyer]], [[pottery]], [[masonry]], [[smithy]], [[jeweler]], [[physician]], [[asylum]], [[hospital]], [[gem mine]], [[sithilon mine]], three types of [[roads]] (dire, [[stone]] and [[Cut stone|fancy]]), [[transport]], [[human nursery]], [[cretonian breeder]], [[tilapi nursery]] and the [[garthimi hatchery]].


Choosing upgrades require technology points (also shortened to "tech points" in-game), which are gained by [[citizens|scribes]] [[Workforce|working]] in a [[library]] or [[administration]] [[building]]. Technology points can be gained faster by having bigger libraries and having more scribes working at once. These points can even be used to better accumulate even ''more'' points at a faster rate.
Choosing upgrades require technology points (also shortened to "tech points" in-game), which are gained by [[citizens|scribes]] [[Workforce|working]] in a [[library]] or [[administration]] [[building]]. Technology points can be gained faster by having bigger libraries and having more scribes working at once. These points can even be used to better accumulate even ''more'' points at a faster rate. If citizens don't maintain knowledge properly, it will slowly decay.


To get better and better upgrades, the previous one(s) must be unlocked first. Each upgrade is usually more expensive than the last, meaning that to manage the increasing need for more technology points, more and larger libraries will need to be built to sustain that. Selecting a technology choice before purchasing the previous ones is possible, but will require the player to spend all knowledge points up front. For example: if there are farming upgrade choices that come in the prices of 100, 250, 315, 400 and 550 respectively; assuming all of them are previously not unlocked, selecting the one that's 315 will cost 665, which is the price of the one selected ''and'' the two previous ones all combined.
To get better and better upgrades, the previous one(s) must be unlocked first. Each upgrade is usually more expensive than the last, meaning that to manage the increasing need for more technology points, more and larger laboratories and libraries will need to be built to sustain that. Selecting a technology choice before purchasing the previous ones is possible, but will require the player to spend all knowledge points up front. For example: if there are farming upgrade choices that come in the prices of 100, 250, 315, 400 and 550 respectively; assuming all of them are previously not unlocked, selecting the one that's 315 will cost 665, which is the price of the one selected ''and'' the two previous ones all combined.


[[Category:Gameplay elements]]
[[Category:Gameplay elements]]
[[Category:Knowledge]]
[[Category:Knowledge]]

Latest revision as of 17:52, 28 August 2022

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Knowledge GUI.

Knowledge is a game mechanic that allows settlements to gain upgrades. There are roughly 10 categories of upgrades: civic, knowledge, farming, animal science, refining, crafting, health, mining, miscellaneous and procreation. There are two buildings that are related to increasing and maintaining the knowledge: the laboratory and the library. The former will have employed citizens studying nature around them and gaining knowledge, while the latter is meant to give a modest boost to knowledge points by increasing the knowledge gained by the laboratories.

When starting the game, you may notice that many buildings (and decorations) are unavailable to the player, as they are locked. They must be unlocked with knowledge points. The following buildings can be unlocked in this way: lavatory, speaker, guardpost, dungeon, scaffolds, slaver, court, graveyard, crypt, bathhouse, resthome, arena, rationmaker, trees, torches, pillars, statues, canteen, tavern, library, school, university, papermaker, bakery, brewery, weaver, charcoaler, metal smelter, tailor, bowyer, pottery, masonry, smithy, jeweler, physician, asylum, hospital, gem mine, sithilon mine, three types of roads (dire, stone and fancy), transport, human nursery, cretonian breeder, tilapi nursery and the garthimi hatchery.

Choosing upgrades require technology points (also shortened to "tech points" in-game), which are gained by scribes working in a library or administration building. Technology points can be gained faster by having bigger libraries and having more scribes working at once. These points can even be used to better accumulate even more points at a faster rate. If citizens don't maintain knowledge properly, it will slowly decay.

To get better and better upgrades, the previous one(s) must be unlocked first. Each upgrade is usually more expensive than the last, meaning that to manage the increasing need for more technology points, more and larger laboratories and libraries will need to be built to sustain that. Selecting a technology choice before purchasing the previous ones is possible, but will require the player to spend all knowledge points up front. For example: if there are farming upgrade choices that come in the prices of 100, 250, 315, 400 and 550 respectively; assuming all of them are previously not unlocked, selecting the one that's 315 will cost 665, which is the price of the one selected and the two previous ones all combined.