Knowledge: Difference between revisions
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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 25 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, [[Weapon Smithy|weapon smithing]], [[happiness|civics]], [[administration]], decreasing the degradation rate of [[buildings]], knowledge production, carry capacity, [[mining]], [[Refinery|refining]], [[bread]] production, [[drinks|drink]] production, [[woodcutter]], [[workshops]], [[clothes]], [[carpenter|carpentry]], [[pottery]] and [[Tool Smithy|tool 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 25 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, [[Weapon Smithy|weapon smithing]], [[happiness|civics]], [[administration]], decreasing the degradation rate of [[buildings]], knowledge production, carry capacity, [[mining]], [[Refinery|refining]], [[bread]] production, [[drinks|drink]] production, [[woodcutter]], [[workshops]], [[clothes]], [[carpenter|carpentry]], [[pottery]] and [[Tool Smithy|tool smithing]]. | ||
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Upgrades must be chosen one at a time, meaning that to get better and better upgrades, the previous one must be chosen first. Each upgrade is 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. | Upgrades must be chosen one at a time, meaning that to get better and better upgrades, the previous one must be chosen first. Each upgrade is 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. | ||
[[Category:Gameplay elements]] | [[Category:Gameplay elements]] | ||
[[Category:Knowledge]] | [[Category:Knowledge]] |
Revision as of 07:47, 31 December 2021
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This article is about knowledge points mechanic. For the article about the category of buildings, see Infrastructure. |
Knowledge is a game mechanic that allows settlements to gain upgrades. There are roughly 25 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, weapon smithing, civics, administration, decreasing the degradation rate of buildings, knowledge production, carry capacity, mining, refining, bread production, drink production, woodcutter, workshops, clothes, carpentry, pottery and tool smithing.
There are 7 buildings that must be unlocked via knowledge: weapon smithy, bathhouse, chamber, gem mine, sithilon mine, distillery and tool smithy.
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.
Upgrades must be chosen one at a time, meaning that to get better and better upgrades, the previous one must be chosen first. Each upgrade is 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.