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Krglok edited this page Jul 1, 2015 · 11 revisions

Picture of the techtree for Realms

Techtree

####Tech_0 This is the starting level. The player will receive it automatically when it receives access to the Realms System. It is roughly equivalent to a Stone Age technology with simple crafts and agriculture. The player is not only limited sedentary and has no subordinates or friends. The following building permissions or realm achivements are given:

  • HOME
  • WOODCUTTER
  • QUARRY
  • WHEAT
  • SHEPHERD

####Tech_1 The first stage of the art. The player has learned to build the Basic building for a settlement and can now build the main house and a settlement (HAMLET) reasons. The player is now settled. In this settlement automatically come settlers who lived in ahben around in caves or were on the move. The following building permissions or realm achivements are given:

  • HALL
  • CARPENTER
  • HUNTER
  • TAMER
  • FISHERHOOD
  • GATE
  • KEEP

####Tech_2 The second stage lays the foundation for the systematic expansion of the settlement. In addition to raw materials and equipment needed for an expanded production, better nutrition. The following building permissions or realm achivements are given:

  • CABINETMAKER
  • BAKERY
  • WAREHOUSE

####Tech_3 In previous Techlevel the foundations for better tools were laid. Now the building can for the shops to be built. The following building permissions or realm achivements are given:

  • AXESHOP
  • PICKAXESHOP
  • KNIFESHOP
  • SPADESHOP
  • HOESHOP
  • KNIFESHOP

These tools are for the next level of production required.

####Tech_4 With tech level 4, the next stage of Settlements has been reached. Now villages (TOWN) can be established. The following building permissions or realm achivements are given:

  • HOUSE
  • WORKSHOP
  • CHARBURNER
  • FARMHOUSE
  • STONEMINE
  • COWSHED
  • SPIDERSHED
  • CHICKENHOUSE
  • TAVERNE
  • CASTLE

The tech level also includes the creation of simple military units., The first stage of military technology. Thus the village is no longer defenseless the raids of bandits.

####Tech_5 This tech level allows the green thing of cities and the establishment of improved military units to defend the settlement. Likewise, the first stage of the metal processing is introduced. So far, the use of metal was not necessary. The following building permissions or realm achivements are given:

  • TOWNHALL
  • MANSION
  • TANNERY
  • BOWMAKER
  • BLACKSMITH
  • FLETCHER
  • FARM
  • SMELTER
  • ARCHERY
  • GUARDHOUSE
  • WATCHTOWER
  • BIBLIOTHEK
  • STRONGHOLD

The administrator can set up unlimited refills for the Settlement. But this is of game substantive conditions dependent because an infinite mine is an immense advantage for a settlement and greatly expanded the power. Especially for players Controlled Settlements this is to make with caution not to disturb the balance.

Note: It must be a few mines so that the economy can ever grow appreciably.

####Tech_6 This Techlevel consists essentially of military technology. There are more and more equipment units.· The following building permissions or realm achivements are given:WEAPONSMITH

  • PIGPEN
  • WEAPONSMIH
  • ARMOURER
  • CHAINMAKER
  • HORSEBARN
  • BARRACK
  • CASERN
  • TOWER
  • DEFENSETOWER

####Tech_7 This is the tip of the settlement technique. The building now available expand the military capabilities to a new dimension, regiments and colonists. It can cities (Metropol) to be built. The following building permissions or realm achivements are given:

  • HEADQUARTER
  • GOLDSMELTER
  • GARRISON
  • LIBRARY
  • PALACE

Now you can build a colonist. That is a moving Settlement, which builds a new settlement (HAMLET) at a given point.

A regiment is a movable Settlement. It can change its location and take settlers or soldiers. Thus, the sphere of influence of settlements can be considerably extended by other settlements to be conquered.

Note: regiments are expensive to manufacture and maintain.

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