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Thread: Tech Tree Discussion Thread

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    Icon1 Tech Tree Discussion Thread

    Neph has been releasing information on the tech trees/tech progression of the factions recently, but like most things in the Announcement thread, they get lost to comments (both on and off topic), as well as new announcements. It makes sense we have a thread with them because I know I don't really use the Wiki, and sometimes it gets hard to dig up old posts.
    Information on Layout
    Spoiler Alert, click show to read: 

    Notes:
    -Tech-Trees are organized by settlement size
    -Settlements are depicted from small to large in order from top to bottom
    -Tech Trees do not display universal structures such as embasies and religious buildings
    -One of a kind structures only appear in a faction's tech tree if it is required for a units' production (eg. The Spirit Temple)

    Color Key:
    Blue Arrows: Upgrades to target structure
    Green Arrow: The structure is a prerequisite to its target
    Yellow Box: Denotes that other structure in the yellow border are mutually exclusive other buildings in the same group
    Red Arrow: Target not a building, but research from the structure. Research is needed to unlock certain units from existing structures. Its unlocks are currently labled in their text description and not on the tech tree itself.

    Symbol Key:
    Red Rupee: Provides economic bonuses
    Happy Face: Provides happiness/morale bonus
    Purple Heart: Improves population growth
    Jail Bars: Reduces unrest- Improves law
    Red Cross in White Circle: Provides health Bonus and/or Improves retraining costs

    A big thanks to Jakeford for providing, and suggesting I post this information!


    The Kingdom of Hyrule
    Spoiler Alert, click show to read: 

    The Kingdom of Hyrule
    The Hylian's techtree will be largely similar to the current standard already in the game: They have a single generalized barracks that can be upgraded as a city increases in size and a handful of economy and social structures that follow the same mold. As such they have a very tiered techtree, encouraging a player to focus on their economy and city size in order to upgrade to better soldiers and armor. The Hylian techtree is unique in that they have no pre-requisite structures: once a city reaches the appropriate size you can build any of their structures. This comes at the cost of most Hylian buildings needing to be upgraded to higher levels in order to maximize their potential.



    Hamlet Level Structures:

    Basic Urban Farms: Economy structure that aids in income as well as population growth for the Kingdom of Hyrule. The Hylians have mastered the technique of growing their crops within their cities in these Urban farms. While they are not as effective and yield less than traditional rural farms, they are enough to support a small sized settlement.

    Recruitment Base: A Basic armory stocked with weapons and offering minimal training for new Soldier Recruits.

    Gardens: A simply plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Bar: Often the center of entertainment and social gatherings in small Hylians towns, a bar helps improve the happiness of all the workers who toil day in and out.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.

    Village Level Structures:

    Fertile Urban Farms: With better fertilization techniques these Urban Farms are able to yeild a larger crop for their host settlements, improving population growth.

    Small Barracks: With enough resources a Recruitment Base can be upgraded to a Small Barracks, offering both weapons and armor for Hylian infantry and ranged units.

    Market Plaza: A series of shops that sell various goods and services within its host settlement, increasing both its economy and the happiness of people within.

    Inn: By expanding the town's Bar into an Inn, travelers can visit the settlement and social gatherings can expand, increasing the happiness of its host settlement.

    Milk Distributor: By Offering the sale of Lon Lon Milk at the Town's Bazaar, the city's economy is greatly aided and happiness of its citizens soars.

    Town Level Structures:

    Arrayed Urban Farms: By combining the resources of several Urban Farms together they are able to collectively yield a much larger crop, improving population growth.

    Medium Barracks: The Medium sized Barracks adds further training facilities and quarters for soldiers, allowing the training of more unit types.

    Hospital: By building a dedicated hospital, the host settlement's health increases as well as the healing of injured soldiers, decreasing retraining costs.

    Large Gardens: By expanding the Gardens of a settlement both its health and the happiness of its people increase.

    Fairgrounds: Installing Fairgrounds at the settlement's Market Plaza increases both the happiness of the people there as well as the settlement's income.

    Tavern: Expanding the capabilities of the Inn makes it a hot spot for social gatherings and nightlife in its host city. Happiness amongst the people is greatly increased.

    Large Town Level Structures:

    Urban Farm Network: By linking all Urban Farms together with an irrigation network and supportive fertilization effort, these farms are able to yield their best crops to support the populations of cities.

    Large Barracks: Further expanding the armories and equipment of the Barracks allows the training of Hyrulean Knights, as well as keeping law in order of its host settlement.

    Siege Workshop: The expensive Siege Workshop is capable of producing Trebuchets and Repeater Crossbows for the Kingdom of Hyrule, giving them city destroying capabilities.

    Market Festival: Hosting weekly festivals at the Market Plaza further inspired happiness amongst the Settlement's citizens, as well as boosts the economy for periods of time.

    City Level Structures:

    Dedicated Armory: A large barracks devoted entirely to the production and storage of armor, this structure increases the upgrade level of soldiers trained in its host settlement to their first level.

    Grand Barracks: This massive Barracks can train and host the best soldiers in the Hylian army, allowing the deployment of the mighty Iron-clad Elites.

    Great Bimaristan: Putting more money and resources into a settlement's hospital greatly increases the health of the city as well as lowering the retraining cost of soldiers.

    Goddess Festival: By hosting an annual Goddess Festival at the Market Plaza, citizens have a goal to work for every year. The Goddess Festival dramatically increases happiness and the income of a city.

    Bank: A dedicated bank can help stimulate the economy of the entire Kingdom, lending out loans and encouraging rapid business growth.

    Large City Level Structures:

    Royal Armory: The Royal Armory can put finishing touches on Hylian armor, upgrading all soldiers trained here to their second upgrade level.


    Gerudo
    Spoiler Alert, click show to read: 
    Gerudo
    The Gerudo Techtree is rather linear like the Kingdom of Hyrule's, however they lack the single generalized structure to train their troops. Rather they have several specialized buildings that can be further specialized with whatever a Gerudo player needs. Like the Hylians the Gerudo have no prerequisite buildings, though they have far less upgrades they need to invest in to maximize their structures.




    Hamlet Level Structures:

    Pig Farms: Vegetation is scarce in the the desert, therefore the Gerudo adapted to raise the most successful meat in large quantities to support their populations.

    Army Outpost: This low level base can house and produce basic Gerudo soldiers.

    Archer Range: This dedicated Archer range can house and train ranged Gerudo Units.

    Vegetable Market: Building a Vegetable Market in a Gerudo City will increase the happiness of all who live there, as well as the economy from decent prices.

    Brothel: Though most Gerudo hold on to their honor and dignity, some have made great profit for their homes by hosting these brothels for travelers in their cities.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.

    Village Level Structures:

    Swine Corrals: Expanding the Pig Farms to house larger desert boars provides more meat for its host settlement.

    Exotic Dance Floor: Gerudo Brothels host exotic dance shows for travelers visiting their settlements, boosting both their happiness and your coffers.

    Gerudo Fortress Foundation: The foundations of a powerful Gerudo Fortress are set, allowing a host of soldiers to guard the city and prevent unrest.

    Town Level Structures:

    Pig Plantation: These large fields are devoted entirely to Gerudo Swine, allowing the production of far more meat.

    Army Outpost - Stable Add on: By adding a stable to the Army outpost the Gerudo can train mounted soldiers.

    Archer Range - Stable Add on: By adding a stable to the Archer Range the Gerudo can train mounted ranged units.

    Small Gerudo Fortress: Continuing the construction of the Gerudo Fortress allows more troops to defend the settlement and maintain law.

    Animal Arena: The Gerudo sport of animal pit fighting is hosted at these arenas, increasing the happiness of citizens.

    Large Town Level Structures:

    Swine City: Entire dunes of land outside of the settlement are dedicated to pigs, creating massive herds and plenty of meat for the Gerudo.

    Oasis: Providing Gerudo Settlements with a source of fresh water dramatically increases their survival rate.

    Workshop: The Workshop allows the production of Gerudo Siege units, giving them an edge when attacking enemy settlements.

    Medium Gerudo Fortress: Continuing the construction of the Gerudo Fortress allows more troops to defend the settlement and maintain law.

    Tourney Fields: The Gerudo host championship duels between their mounted soldiers. Increases the happiness of citizens as well as the rank of trained cavalry.

    City Level Structures:

    Army Outpost - Palace Add On: Adding lavish quarters to the Army outpost allows for the training of the Gerudo's highest level of soldiers.

    Archer Range - Gerudo Training Ground: By adding the intense Training Ground obstacle course to the Archery Range, those that survive the test can obtain Ice Arrows.

    Large Gerudo Fortress - Adds an armory to the Gerudo Fortress, allowing soldiers trained in its host settlement to upgrade to their first upgrade level.

    Large City Level Structures:

    Superior Gerudo Fortress - Massive defensible base that eliminates most crime in its host city. Adds further armories, allowing soldiers trained in its host settlement to upgrade to their second upgrade level.



    Gorons
    Spoiler Alert, click show to read: 

    Gorons
    The Gorons also have a linear Techtree, though unlike the Hylians and Gerudo some of their structures and units have prerequisite requirements or multiple buildings needed in order to function. Goron buildings have only minor upgrades, allowing a player to focus on building specific structures rather than improving those they already have.



    Hamlet Level Structures:

    Rock Farms: Gorons consume mineral rather than meat or plant and are known for creating rock farms within their territory.

    Battle Chambers: Allows Gorons to practice fighting each other, preparing them for combat and allowing you to deploy basic Goron soldiers.

    Dodongo Den: Once Dodongos have been domesticated the Dodongo Den can be built, allowing for the reptilian creatures to nest within your settlements. Allows the training of Dodongo units.

    Mountain Mine: Gorons are famous for their mining capabilities, and these dedicated structures can greatly increase the wealth of a settlement provided the needed resources are there.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.

    Village Level Structures:

    Quarried Rock Farms: Larger sections of land are cut out in the Goron's search for consumable minerals.

    Bomb Flower Farm: Gorons can set aside some land for the growth of Bomb Flowers, allowing them to arm Bomb Throwers with explosive weaponry.

    Battle Chambers - Molten Pits: By flooding the Battle Chambers with molten lava, Gorons can be encouraged to go Berserk during their training.

    Battle Chambers - Tribal Quarters: Setting aside a quiet and secluded room in the Battle Chambers allows Goron Monks to train in peace and silence.

    Expanded Mountain Mines: Further digging into the earth reveals more minerals for the Goron economy, assuming those minerals are there.

    Arms Dealer: The Arms Dealer sells Goron armor and weaponry to mercenaries and other independent forces, increasing your rupee coffers. Requires a Bazaar to have been built.

    Town Level Structures:

    Trenched Rock Farms: Larger sections of land are cut out in the Goron's search for consumable minerals.

    Dodongo Arena: Gorons flock to bet on and watch the reptilian Dodongos battle to the death in these dedicated arenas, increasing the happiness of your citizens.

    Large Town Level Structures:

    Subterranean Rock Farms: By essentially mining the earth for food, the Gorons can provide plenty of minerals for their people to consume.

    Explosive Foundry: Expanding Bomb Flower Farms into a full fledged armory allows the Gorons to produce all manner of explosive siege weaponry. Requires an Armor Crafter to have been built.

    Goron Armor Crafters: Armor Crafters can create powerful suits of metal armors for Goron Warriors, allowing for the training of the Goron's heaviest units.

    Tournament Arena: Goron Warriors compete in massive battles for fame and glory. Happiness amongst citizens is increased and the rank of all Goron melee units trained in this settlement.

    City Level Structures:

    Big Armor Crafters: Better Armor production allows the Gorons to field better Goron units for battle.

    Refinery: The Refinery can purify and perfect the metals used in Goron armor. Allows Goron units to be trained at their first upgrade level. Requires a Big Armor Crafter to have been built.

    Deep Mine: By digging into the darkest parts of the Earth, the Gorons can potentially uncover the richest veins of minerals for their people.

    Large City Level Structures:

    Biggoron Armor Crafters: Using the legendary techniques of Biggoron, the Gorons can field their best and most powerful soldiers.

    Biggoron Refinery: Applying Biggoron's techniques to the refining process can create the perfect metals used for Goron armor. Allows Goron units to be trained at their second upgrade level. Requires a Biggoron Armor Crafter to have been built.


    Zora Dominion
    Spoiler Alert, click show to read: 

    Zora Dominion
    The Zora techtree consists of several specialized structures dedicated to create certain classes of troops: You wont have a barracks that trains both melee and ranged units for example. Their techtree is more dependent on settlement size as well, encouraging players to grow their settlements in order to produce what the Dominion can create. Some Zora structures have minor prerequisites, and a range of upgrades.



    Hamlet Level Structures:

    Aqua Farms: The Zora gather all manner of food from their submerged farms, everything from fish to vegetation.

    Gardens: A simply plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Village Level Structures:

    Expanded Aqua Farms: By devoting more water space to their farms, the Zora can encourage a larger variety of plant life and fish species to grow for food.

    Hall of Warriors: Training facility and monument dedicated to Zora infantry. Allows the training of melee units.

    Sanctified Hall of Warriors: Increasing the size of the Hall and training programs there allow for the deployment of better Zora soldiers.

    Hall of Magic: Training facility and monument dedicated to Zora magic users. Allows the training of ranged units.

    Sanctified Hall of Magic: Increasing the size of the Hall and training programs there allow for the deployment of better Zora ranged units.

    Bigocto Nest: The difficult to train Bigoctos are kept at these partially submerged nests where they can breed. Allows the training of Cavalry.

    Town Level Structures:

    Protected Aqua Farms: By regulating the hunting and cultivation of certain species to coincide with seasons and mating cycles, the Zora can maximize their food's population and output.

    Public Baths: The Health of a settlement is increased for the Zora populations that bathe there. Happiness is also increased as well as population growth: Public Baths are an excellent way for Zora couples to meet.

    Healing Gallery: Structure dedicated to healing the sick and infirm. Increases the health of a settlement as well as allowing the training of Zora Healers.

    Large Gardens: By expanding the Gardens of a settlement both its health and the happiness of its people increase.

    Large Town Level Structures:

    Blended Aqua Farms: By allowing flora and fauna to grow and live alongside the entirety of Zora settlements, food is no longer an issue for such a population.

    Beauty Spire: Statue dedicated to the purity and beauty of the Zora people, increasing the happiness of their people as well as their desire to have children.

    Art Gallery: Collection of various Zora statues and art put on display. Art is highly valued amongst the Zora people, such a place increases their happiness.

    Domain Hall of Warriors: Greatly expanded Hall of Warriors that can train and discipline the best footsoldiers in the entire Dominion army.

    Domain Hall of Magic: Greatly expanded Hall of Magic that can train and discipline the best mages in the entire Dominion army.

    Enlarged Bigocto Nest: Increasing the size of the Bigocoto nest can potentially allow them to grow into Hugeoctos. Allows the training of large cavalry units.

    City Level Structures:

    Theater: Zora love of art translates into plays, which are performed publicly at this theater. Zora citizens will be appreciative and happy to watch such displays.

    Record Gallery: Essentially a library of Zora knowledge and History, any can purchase or lend from its vast store of information. Increases happiness and the income of a settlement.

    Great House of Healing: This large hospital greatly increases the health of its host settlement and can continue training Zora Healers.

    Hall of Heroes: Largest Hall of Warriors with a dedicated armory. Allows Zora soliders to be trained at their first upgrade level.

    Large City Level Structures:

    Grand Theater: This massive arena can host the largest of Zora plays, enough to have miniature armies and navies battle in retold epics.

    Hall of Ladies: Largest Hall of Magic with a dedicated crystalline core. Allows Zora soliders to be trained at their second upgrade level.



    Kokiri
    Spoiler Alert, click show to read: 

    Kokiri
    The Kokiri Techtree is rather spread across settlement levels. Their production buildings require no upgrades at all, but the troops they produce are dependent on population, encouraging settlement growth rather than rigorous upgrades.



    Hamlet Level Structures:

    Berry Farms: Kokiri can grow rows of Berry Bushes at these farms to feed their populations.

    Battle Grove: Kokiri citizens train here weekly in order to be able to defend their towns. Allows the training of all Kokiri specific troops. Increases in size automatically as settlement level increases.

    Forest Alliance Base: Gathering point for various forest creatures that are affiliated with the Kokiri. Allows the training of non Kokiri specific units. Increases in size automatically as settlement level increases.

    Gardens: A simply plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Mudmen of Faron Huts: Housing dedicated to the Mudmen of Faron. Increases the chance of Mudmen appearing at the Forest Alliance Base.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.

    Village Level Structures:

    Better Berry Farms: Kokiri can grow rows of Berry Bushes at these farms to feed their populations.

    Public Hangings: Kokiri criminals are rare but they do exist. Kokiri are very easily embarrassed, and to deal with these criminals they hang them publicly by their undergarments for all to point and laugh at.

    Market Grove: Setting up shops within a Kokiri Settlement increase both its economy and the happiness of its people.

    Mudmen Village: A Larger host of Mudmen Huts allows more of them to live within Kokiri territory. Increases the chance of Mudmen Mantlets appearing at the Forest Alliance Base.

    Milk Distributor: By Offering the sale of Lon Lon Milk at the Town's Bazaar, the city's economy is greatly aided and happiness of its citizens soars.

    Town Level Structures:

    Best Berry Farms: Kokiri can grow rows of Berry Bushes at these farms to feed their populations.

    Expanded Market Grove: A Larger Market means more happy people and more rupees being spent.

    Wolfos Caves: Caves dedicated as living quarters for Wolfos in Kokiri villages. Increases the chance of Wolfos Riders appearing at the Forest Alliance Base. Requires a Mudmen Village to have been built.

    Large Town Level Structures:

    Superior Berry Farms: Kokiri can grow rows of Berry Bushes at these farms to feed their populations.

    Woodcrafters: These carpenters can create siege engines and idols of Farore for Kokiri armies to use in battle.

    Festive Market Grove: By hosting music and other festive events at Kokiri Market Groves, both the happiness of the people and your rupee income increases.

    Deku Tree Grove: Living space set aside for Deku Trees living in Kokiri settlements. Increases the chance of Deku Trees appearing at the Forest Alliance Base. Requires Wolfos Caves to have been built.

    City Level Structures:

    Target Range: Dedicated grounds for ranged units to practice their game and skill. Increases the rank of all ranged Kokiri units trained in host settlement.

    Grand Feasting Grounds: A huge celebration of Kokiri life under the Great Deku Tree. Dramatically increases the happiness of everyone living in host settlement.

    Korok Metamorphosis Grove: Grove set aside for the final transformation of Kokiri into Koroks. Increases the chance of Korok Warriors appearing at the Forest Alliance Base as well as allowing soldiers to train at their first upgrade level. Requires Deku Tree Grove to have been built.

    Large City Level Structures:

    Fairy Refugee Grove: Area set aside for Rogue Fairies seeking sanctuary from Tarm. Allows Kokiri soldiers to train at their second upgrade level.



    Gohma
    Spoiler Alert, click show to read: 

    Gohma
    The Gohma Techtree is mostly unlocked at smaller settlement levels, however the Gohma must focus and specialize their hives to very specific tasks. For instance, an entire settlement can be dedicated to train only Gohma cavalry units and not any ranged units. This gives the Gohma very early access to all of their forces in a limited sense, but greatly encourages the player to begin invading cities as soon as possible to produce the full range of Gohma units.



    Hamlet Level Structures:

    Mycelium Colony: Large fungal colony that the Gohma are capable of growing to support rudimentary levels of food.

    Lumber Extractor: Gohma colony capable of destroying and converting trees into resources used by the Gohma to augment their structures. Increases the economy of host hive.

    Nesting Chambers: Nests dedicated to the growth and hatching of Gohma Larva.

    Village Level Structures:

    Mycelium Network: Expanded system of Mycelium Colonies to feed larger Gohma populations.

    Lumber Extractor Network: Expanded system of Lumber Extractors to deforest and process flora.

    Royal Infirmary: Configures Nesting Chambers to allow the growth of support based Royal Gohma organisms such as Royal Larva and Queens.

    Elongated Galleries: Configures Nesting Chambers to support the growing of running and cavalry based Gohma organisms such as Pincer Gohma and Gohma Long Legs.

    Hive Defense Grid: Configures Nesting Chambers to host defensive and armored Gohma organisms such as Shield Gohma and Hive Keepers.

    Gapped Birthing Halls: Configures Nesting Chambers to permit the growth of ranged Gohma organisms such as Acid Sprayers and Armogohma.

    Massive Birthing Rooms: Configures Nesting Chambers to allow for the growth of huge Gohma organisms such as Tank Gohma and Shroud Walkers.

    Town Level Structures:

    Mycelium Grid: Highly organized series of Mycelium networks allow for massive fungal growth and food support.

    Lumber Extractor Grid: Highly organized series of Lumber Extractor networks allow for rapid deforestation and production speed.

    Vacuole Node: Large storage chamber that preserves both fungi and the corpses of Gohma victims for later consumption. Allows for the growth of more Gohma organisms.

    Hive Node: Gohma structure capable of processing and emitting orders to individual Gohma throughout the hive, strengthening their connection and cooperation with each other. Increases Gohma growth and reduces the risk of Hive separation.

    Large Town Level Structures:

    Mycelium Microcosm: Gohma Hives are organized to support the growth of Fungi everywhere, ensuring no shortage of food.

    Lumber Extractor Preserver: Lumber Extractors separate seeds and spores from victim flora, replanting them to regrow forests for future deforestation efforts.

    Giant Vacuole Node: Expanded Vacuole allows for the storage and preservation of more fungi and meat for Gohma consumption.

    Giant Hive Node: Larger Hive Node is capable of receiving and emitting even more orders at a more rapid rate across Gohma hives. Increases Gohma growth and reduces the risk of Hive separation.

    City Level Structures:

    Massive Vacuole: Extremely large storage chamber expanded under entire Gohma Hives, capable of preserving both fungi and meat for very long periods of time.

    Massive Hive Node: The Largest of Gohma Hive Nodes is capable of receiving and emitting orders for tens of thousands of Gohma organisms. Host Hive is immune to any form of rebellion.

    Gohma Graveyard: Dead Gohma are brought to the Gohma Graveyard to be analyzed, allowing future generations of Gohma to adapt to weaknesses. Allows Gohma units to be grown with their first unit upgrade level.

    Solarium Nursery: Advanced methods of Gohma nursing allow them to grow eggs into Larva and then into adults at an extremely fast rate. Allows for the growth of five Gohma units simultaneously.

    Large City Level Structures:

    Virid Crystal Node: Gohma Hive Node infused with the magic of the Emerald Sages, spreading the growth of crystalline formations. Allows Gohma units to be grown with their second unit upgrade level.


    Ordona Province
    Spoiler Alert, click show to read: 
    Ordona Province
    Ordona Province's techtree is very decentralized, perhaps to capture their lack of professional training and military organization. Many of their units require separate buildings to be set up, though these buildings often benefit the settlement in other ways in addition to training their soldiers. With a few exceptions Ordona Province has access to most of their units at rather small settlement sizes as well.



    Hamlet Level Structures:

    Ordona Farms: Land set aside for growing crops. Allows the population of a city to grow as well as increasing its economy. Can also deploy basic farmer units.

    Animal Ranch: Large fenced off area of land dedicated to housing various animals, such as Horses and Goats. Allows the training of various animal and mounted units. Scales in size as settlement increases in size.

    Militia Base: Large house converted to an armory loaded with very basic armor and weaponry. Can summon Militamen.

    Gardens: A simply plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Bar: Often the center of entertainment and social gatherings in small Ordonian towns, a bar helps improve the happiness of all the workers who toil day in and out.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.

    Lumber Mill: Lumber Mills can be set up in settlements that border forests and greatly boost economy and reduce the build costs of wooden structures.

    Village Level Structures:

    Fertile Ordona Farms: With better fertilization techniques these Ordona Farms are able to yield a larger crop for their host settlements, improving population growth.

    Ranger Base:Usually set up far away on the borders of the Province, a Ranger Base can be established inside settlements. Provides added defense to host settlement and allows the training of Rangers.

    Market Plaza: A series of shops that sell various goods and services within its host settlement, increasing both its economy and the happiness of people within.

    Inn: By expanding the town's Bar into an Inn, travelers can visit the settlement and social gatherings can expand, increasing the happiness of its host settlement.

    Milk Distributor: By Offering the sale of Lon Lon Milk at the Town's Bazaar, the city's economy is greatly aided and happiness of its citizens soars.

    Lumber Mill - Housing Add On: By setting up houses around the Lumber Mill, its workers are able to report to work faster and increase production. Also allows Lumberjacks to be deployed.


    Town Level Structures:


    Arrayed Ordona Farms: By combining the resources of several Ordona Farms together they are able to collectively yield a much larger crop, improving population growth.

    Ranger Base - Hawk Roost Add-On: By adding a Hawk Roost on top of the Ranger Base's watch towers, Ordona Province can train and deploy Hawkmen.

    Fairgrounds: Installing Fairgrounds at the settlement's Market Plaza increases both the happiness of the people there as well as the settlement's income.

    Tavern: Expanding the capabilities of the Inn makes it a hot spot for social gatherings and nightlife in its host city. Happiness amongst the people is greatly increased.

    Lumber Mill Saw Belt: Adds a cutting saw to the Lumber Mill, increasing the speed it can cut up trees.


    Large Town Level Structures:

    Ordona Farm Network: By linking all Ordona Farms together with an irrigation network and supportive fertilization effort, these farms are able to yield their best crops to support the populations of cities.

    Siege Workshop: The expensive Siege Workshop is capable of producing Catapults and Breaths of Ordona for the Province, giving them city destroying capabilities.

    Market Festival: Hosting weekly festivals at the Market Plaza further inspired happiness amongst the Settlement's citizens, as well as boosts the economy for periods of time.

    Lumber Mill Network: Adds additional Lumber Mills that work together to cut down forests.

    Tourney Fields: The Ordonians host championship duels between their mounted soldiers. Increases the happiness of citizens as well as the rank of trained cavalry.


    City Level Structures:

    Plantation: A massive farm and self contained community that provides excellent crops and products for its host settlement.

    Spirit of Ordona Festival: By hosting an annual Spirit of Ordona Festival at the Market Plaza, citizens have a goal to work for every year. The Spirit of Ordona Festival dramatically increases happiness and the income of a city.

    Lumber Yard: A Large Yard that houses wood unsuitable for building. Scraps are used to enhance Ordona's Military, allowing units to train at the first Upgrade level.


    Large City Level Structures:

    Foreign Armor Market: Ordona Province sets up additional shops in their Market Plaza dedicated to buying armors and weapons from foreign nations. Extra armors allow units to train at their second Upgrade level.




    Lanayru Province
    Spoiler Alert, click show to read: 
    Lanayru Province
    Lanayru Province's techtree is relatively straightforward, with many lesser buildings being very upgradeable. Unlike most factions, all of their units (with the exception of Siege equipment) are available by the time a Settlement is of a Town Level, provided you are willing to pour the rupees needed to upgrade their training buildings.



    Hamlet Level Structures:

    Well Farms: Dug out aquatic cavern housing flora and fauna that Lanayru Province grows for food.

    War Center: Training Facility dedicated to arming the people of Lanayru and training them for potential combat. Can deploy basic coral units.

    Gardens: A simply plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.

    Bar: Often the center of entertainment and social gatherings in small Lanayru towns, a bar helps improve the happiness of all the workers who toil day in and out.

    Village Level Structures:

    Deep Well Farms: By expanding the well deeper under ground more food can be grown from these farms.

    War Center - Subaquatic Training:Adding submerged training chambers allows Lanayru Province to deploy Aquamarines in addition to their coral forces.

    War Center - Coast Watch: Adding a series of watch towers to the War Center allows Lanayru Province to deploy Ocean Guards in addition to their coral forces.

    War Center - Maiden's Cove: Adding secluded and sanctified caverns to the War Center allows Lanayru Province to deploy Guardian Maidens in addition to their coral forces.

    Creature Stables: Fenced off land dedicated to housing animals used by Lanayru Province as mounts, such as horses. Can train basic mounted units.

    Milk Distributor: By Offering the sale of Lon Lon Milk at the Town's Bazaar, the city's economy is greatly aided and happiness of its citizens soars.

    Market Plaza: A series of shops that sell various goods and services within its host settlement, increasing both its economy and the happiness of people within.

    Inn: By expanding the town's Bar into an Inn, travelers can visit the settlement and social gatherings can expand, increasing the happiness of its host settlement.

    Town Level Structures:

    Chambered Well Farms: By expanding the underground chambers of the well outward more food can be grown from these farms.

    Public Baths: The Health of a settlement is increased for the Lanayru populations that bathe there. Happiness is also increased as well as population growth: Public Baths are an excellent way for Zora and Hylian couples to meet.

    Hospital: By building a dedicated hospital, the host settlement's health increases as well as the healing of injured soldiers, decreasing retraining costs.

    Large Gardens: By expanding the Gardens of a settlement both its health and the happiness of its people increase.

    Creature Stables - Aruroda Nest: Converts the Creature Stables to house and raise Aracha larva into Arurodas for battlefield deployment.

    Creature Stables - Battlecrab Nest: Converts the Creature Stables to house and raise Battlecrabs for war.

    Fairgrounds: Installing Fairgrounds at the settlement's Market Plaza increases both the happiness of the people there as well as the settlement's income.

    Tavern: Expanding the capabilities of the Inn makes it a hot spot for social gatherings and nightlife in its host city. Happiness amongst the people is greatly increased.

    Large Town Level Structures:

    Radial Well Farms: By creating a network of organized underground caverns Lanayru is capable of growing more than enough food for its host settlement.

    Art Gallery: Collection of various statues and art of Lanayru put on display. Art is highly valued amongst the Zora people, such a place increases their happiness.

    Coralmolding Foundry: The expensive Coralmolding Foundry is capable of producing Ballista and Shrapnel Flingers for the Province, giving them city destroying capabilities.

    Market Festival: Hosting weekly festivals at the Market Plaza further inspired happiness amongst the Settlement's citizens, as well as boosts the economy for periods of time.

    Pleasure Palace: Though highly frowned upon by many civilized people as a whole, Lanayru Province's use of casual sensuality has attracted large crowds from around Hyrule, boosting both their economy and happiness of the people.

    City Level Structures:

    Theater: Zora love of art translates into plays, which are performed publicly at this theater. Zora citizens will be appreciative and happy to watch such displays.

    Bank: A dedicated bank can help stimulate the economy of the entire Province, lending out loans and encouraging rapid business growth.

    Vault: These large and secure underground vaults hold the excess wealth of Lanayru Province, increasing the value of their economy over time and allowing them to purchase better equipment for their soldiers. Allows soldiers to train at their first Upgrade Level.

    Spirit of Lanayru Festival: By hosting an annual Spirit of Lanayru Festival at the Market Plaza, citizens have a goal to work for every year. The Spirit of Lanayru Festival dramatically increases happiness and the income of a city.

    Large City Level Structures:

    Coralmold Purifier: Expanded and lengthy processes of refining Coralmold can render it extremely durable yet flexible and form fitting. Allows units to train at their second Upgrade Level.



    Deku Tribes
    Spoiler Alert, click show to read: 
    Deku Tribes
    The Deku Tribe Techtree is largely based on population size. The bigger and better your settlements are, the more you will be able to do with them. Their techtree also introduces the idea of buildings that disable other buildings, identified by being inside a shared yellow border.




    Hamlet Level Structures:

    Vineyard: Rows of fences housing fruit bearing vines from which the Scrubs feed. Provides enough food to support a small Hamlet of Deku Scrubs.

    Poor Class District: Little more than fields of mud, the Poor Class District houses the lowest members of Deku society can deploy them for battle if need be.

    Bar: Often the center of entertainment and social gatherings in small Deku towns, a bar helps improve the happiness of all the workers who toil day in and out.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.

    Gardens: A simple plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Wild Vine Gardens: Plot of land set aside for growing wild and unkempt vines, the perfect home for Pikits.


    Village Level Structures:

    Wider Vineyards: By devoting more space for Vineyards the Deku Scrubs are able to grow a larger batch of food.

    Bigger Poor Class District: Designating more land for the poor to live on greatly increases their population and deployment rate.

    Lower Class District: Basic housing set up for the Lower Class members of Deku society, such as Battle Scrubs and Bombardiers.

    Championship Arena: Rigged and set up fights between warrior Scrubs play out in this arena for the masses to cheer on.

    Market Plaza: A series of shops that sell various goods and services within its host settlement, increasing both its economy and the happiness of people within.

    Overgrown Meadow: An empty field with hills allowed to become unkempt and overgrown with festering weeds. Serves as the perfect home for Manhandalites.


    Town Level Structures:

    Taller Vineyards: Being brave and making taller fences allow the Deku Scrubs to grow and harvest more food for their people.

    Creature Battle Arena: Large arena dedicated to epic battle between various wild creatures. Increases the happiness of any Deku settlement as well as the rank of all animal units trained there.

    Bigger Lower Class District: Designating more land for the Lower Class to live on greatly increases their population and deployment rate.

    Middle Class District: Decent housing set up for the Middle Class members of Deku society, such as Plowers and Camo Scrubs.

    Large Gardens: By expanding the Gardens of a settlement both its health and the happiness of its people increase.

    Sunlit Meadow: Large empty field kept trimmed and exposed to sunlight. Serves as the perfect habitat for families of Peahats.


    Large Town Level Structures:

    Whereever Vineyards: By growing vines all over their entire settlements, Deku Scrubs assure everyone has food right at their doorsteps.

    Mustering Base: A hospital dedicated to healing troops for battle again, and by healing they mean screaming at them to deal with it and throwing them back into the fight. Greatly reduces the cost and time to retrain soldiers.

    Bigger Middle Class District: Designating more land for the Middle Class to live on greatly increases their population and deployment rate.

    Upper Class District: Lavish housing set up for the Upper Class members of Deku society, such as Royal Scrubs and Zirros.

    Tree Nursery: Creating arrays of trees on this dedicated land makes it the perfect location for the large Orhats to grow and live on.


    City Level Structures:

    Bank: A dedicated bank can help stimulate the economy of the various Tribes, lending out loans and encouraging rapid business growth.

    Bigger Upper Class District: Designating more land for the Upper Class to live on greatly increases their population and deployment rate. Allows all Scrubs to train at their first Upgrade Level.


    Large City Level Structures:

    Combined Community: By joining all the Districts into a cohesive community, all Deku Scrubs can work in unison to keep society together and their anger at outside forces. Allows Deku Scrubs to train at their second Upgrade Level.



    Moblins(Good read)
    Spoiler Alert, click show to read: 
    Moblins
    The Moblin techtree is very simplified to reflect their crude nature. There is little in the way of upgrades and most of their structures are relatively cheap compared to other races. The cost is that they can only dedicate cities to several types of Blin at any given time: Their races do not generally get along in a civilian setting. They also have the unique advantage of getting their Unit Upgrades at a smaller settlement level than any other faction.




    Hamlet Level Structures:

    Hunting Grounds: With their homeland's devastation yet to recline, Moblins were forced to give up agriculture in favor of creating hunting grounds for their people.

    Minis and Stupids Only!: Camps for the Miniblins and Dodoblins to train up and go to war. No other Blins allowed.

    Bulblins Bashing Here!: Independent and fickle Bulblins set up their camps here, looks like the settlement goes to them and their boars.

    Angy Boko Moblin Club!: Moblins and Bokoblins are the angriest of them all, misery likes company when they set up their camps in a settlement.

    Bar: Often the center of entertainment and social gatherings in small Moblin towns, a bar helps improve the happiness of all the workers who toil day in and out.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.


    Village Level Structures:

    A Lot Better Hunting Grounds: A Lot more ground means a lot more animals. That's what the Moblins think anyway.

    Awesome Moblin Fighting Place: Blin kind loves to fight itself, and what better way to avoid unneeded and unscripted deaths than to host unneeded and scripted deaths instead? Those that live get thrown into armies at a better rank.


    Town Level Structures:

    Almost Best Hunting Grounds: Just throw a bunch of animals on a lot of land and let them have babies. Pretty soon there's food for all the Blins.

    Moblins Rule This Place!: Moblin Grunts dominate the settlement by setting up their base of operations, free from the untrained mess of other Blins.

    Forest Likers Welcome!: Forest Blins move in from the wild to this Settlement, setting up their bases and keeping the other Blins away.

    Biggest and Bestest!: Bigblins migrate from the hills to dominate this settlement, scaring away most lesser Blins in the process.

    Half Breed Haven!: The Half breed Moblinoxi set up their homes and bomb makers in this settlement, their ugly faces driving other Blins away.

    Animals Go Fight!: Large arena dedicated to epic battle between various wild creatures. Increases the happiness of any Moblin settlement.


    Large Town Level Structures:

    Seriously Best Hunting Grounds: All the land on the horizon is fair game.

    Really Smart Science Makers!: The smartest and brightest Moblins put together their crude but effective Catapults. It's practically magic to other Blins.

    Kind of Smart Science Makers!: The dropouts of the Science Makers try to make their own Catapults.... with less then stellar but creative results.

    Meat Pit: All the wasted scraps of food are dumped into this pit for soldiers, making it far easier to feed armies. Allows the free upkeep of up to five Moblin units in this settlement.

    Hand Me Down Armor Pit: Blins that get too old to fight or don better armor hand their former armor down to new soldiers. Allows Blins to train at their first Upgrade level.


    City Level Structures:

    Dead Blin Armor For Cheap: No Blin corpse is sacred... rip their ruined armor off and melt into new and shiny stuff for battle!




    Darknut Legion
    Spoiler Alert, click show to read: 
    Darknut Legion
    The Darknut Legion's techtree is very focused and based largely on settlement size with fewer, more expensive buildings but more upgrades. Many of their soldier training bases lose the ability to deploy lesser units as they are upgraded, giving the impression that they are continually fielding improved soliders.





    Hamlet Level Structures:

    Terraced Farms: Living on Cliffs for most of their history has made the Darknuts skilled at creating terraced farms to feed their people.

    Initiate Training: Training Barracks for the lowest warrior of the Legion, Initiates.

    Dishonored Arena: Living and training center for Darknut Warriors that have shamed themselves in battle. Cannot be built unless player has suffered at least one defeat in battle. More units become available as the player loses more battles.

    Gardens: A simple plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Foreign Quarters: Living area dedicated to non Darknut peoples, such as the sub servant Fokka and Mazura. The Foreign Quarters increases the Legions economy and allows them to train both foreign units and hire randomized Mercenaries.


    Village Level Structures:

    Hanging Terraced Farms: Allowing certain flora to dangle over the edges the Terraced Farms allows more food to be grown.

    Adept Training: Training Barracks for the second level of warrior of the Legion, Adepts.

    Fighting Pit: Small battlefield dedicated to Legion soldiers sparring against each other publicly. Increase the happiness of the people and the rank of trained Darknut units.


    Town Level Structures:

    Outcropped Terraced Farms: Building outcroppings on Terraced Farms allows for more vegetation to grow along its edges.

    Master Training: Training Barracks for the third level of warrior of the Legion, Masters.

    Arena: Larger fighting pit that can accommodate groups of warriors at the time. Increase the happiness of the people and the rank of trained Darknut units.

    Large Gardens: By expanding the Gardens of a settlement both its health and the happiness of its people increase.


    Large Town Level Structures:

    Radial Terraced Farms: Constructing Terraced Farms radially from a central foundation allows for maximum space and growth of food for Darknut populations.

    Mighty Training: Training Barracks for the fourth level of warrior of the Legion, Mighties.

    Colosseum: Massive arena that can house and allow the training of small armies publicly. Increase the happiness of the people and the rank of trained Darknut units.

    Monument of Honor: Massive statue of past Darknut Deities. Many Darknut warriors are humbled and shamed in the presence of such idols. Dramatically increases the local law and reduces unrest.

    Glass Art Gallery: Cliff Lords are known for their detailed stained glass made from the sands of their homelands. These galleries have numerous works on display of famous artists. Increases the settlement's happiness.


    City Level Structures:

    Legendary Training: Training Barracks for the fifth level of warrior of the Legion, Legendaries.

    War Theater: Darknuts are famous for their long and dramatic plays on warfare and fighting. Many Darknuts will enjoy watching recreations of famous battles in their history.

    Ancient Library: A collection of knowledge from the dark and ancient days of the Cliff Lord people. The knowledge hidden within these collections allows the Legion to relearn lost techniques for both fighting and armor making. Allows units to train at their first Upgrade Level.


    Large City Level Structures:

    Deity Training: Training Barracks for the sixth and final level of warrior of the Legion, Deities.

    Mythical Library: Secret knowledge of ancient tombs, dungeons, and lost magic of the earliest age of Cliff Lord history. Allows units to train at their second Upgrade level.




    Lizafos
    Spoiler Alert, click show to read: 
    Lizalfos

    The Lizalfos have a spread out techtree with minor branching paths. The main feature is devoting a settlement to one of two clans, the Wild clan (Faster, cheaper units) or the Urban Clan (Heavier and more expensive units).



    Hamlet Level Structures:


    Poaching Grounds: Lizalfos are master hunters and their entire diet largely consists of meat. Entire sections of forest or plains are devoted to hunting the best game they can find for food.

    War Huts - Wild Clan: Cheaply assembled huts for the Lizalfos of the Wild Clan, who are more content to live in the wilderness than in settlements. Allows the training of Wild Clan units.

    War Huts - Urban Clan: Considered the more civilized and militaristic of the Lizalfos, these permanent homes house and deploy armies of Urban Clan warriors.

    Gardens: A simple plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Dancing Ring: In addition to hunting and sacrifice, dancing is among the most popular and loved past times of the Lizalfos people. Setting up Dancing rings in a settlement will allow idle warriors and civilians to dance to their hearts content and raise the happiness of everyone involved.

    Altar of Dynalkulshut: The Lizalfos deity of blood, warriors trained in melee come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Light Melee Infantry trained in this settlement.


    Village Level Structures:

    Tournament Poaching Grounds: Hosting tournaments for Poachers and hunters increases the yeild of animal corpses as warriors battle to kill the most game.

    Fighting Pit: Small battlefield dedicated to Lizalfos soldiers sparring against each other publicly. Increase the happiness of the people and the rank of trained Lizalfos units.

    Canal Network: The Lizalfos are surprisingly adept at irrigation despite their aversion to agriculture. Instead they use canal networks to make travel through their towns easier as well as disposing of waste.

    Altar of Volvagia: The Lizalfos deity of war, warriors trained in archery come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Ranged units trained in this settlement.


    Town Level Structures:

    Championship Poaching Grounds: Entire teams of Lizalfos compete against each other in these grand hunts of large proportions.

    Arena: Larger fighting pit that can accommodate groups of warriors at the time. Increase the happiness of the people and the rank of trained Lizalfos units.

    Animal Slaughter Mount: When times are rough and drought or famine strikes the Lizalfos animals are sacrificed at this altar to ease their mind and appease their deities. Increases the happiness of host settlement.

    Altar of Garnyle Og: The Lizalfos deity of the hunt, warriors trained in pole arms come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Spearmen trained in this settlement.

    Rain Henge: A large pool left to fill with rainwater, the Lizalfos bathe themselves as a ritual to appease their deities. Unintentionally increases the health of its host settlement.


    Large Town Level Structures:

    Epic Poaching Grounds: Lizalfos teams come from far and wide to participate in competitive hunts that border on the size of full scale wars.

    Sacrificial Altar: Prisoners of War are brought to and sacrificed at this altar to appease the angry Lizalfos deities before marching to their next battle. Increases the morale of all soldiers trained in this settlement.

    Altar of Jeakrock: The Lizalfos deity of beasts, the Helmasaur King, warriors trained in handling animals come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Cavalry trained in this settlement.


    City Level Structures:

    Altar of Trinexx: The Lizalfos deity of natural disasters, warriors trained in heavy armor come to pray and offer sacrifices and practice their skill against other warriors in front of this idol. Increases the skill of all Heavy Infantry trained in this settlement. Also allows units to train at their first Upgrade level.


    Large City Level Structures:

    Lizalfos Pantheon: Temple of Lizalfos deities from which all warriors come to pray and sacrifice. Allows Lizalfos soldiers to train at their second Upgrade level.



    Labrynna Regime
    Spoiler Alert, click show to read: 
    Labrynna Regime

    Labrynna's techtree introduces the need for research in order to produce other units, indicated by red arrows. Other than this they have a rather spread out and tiered techtree balanced between population requirements and rupee costs.




    Hamlet Level Structures:

    Factory Farm: The Regime has been making strides from traditional agriculture to mass producing livestock in heavily manned factories.

    Tokay Slave Quarters: Rows upon rows of cheap housing set aside for Labrynna's Tokay Slave Labor. In addition to providing the Regime a construction force they can deploy Tokay units into battle.

    Bar: Often the center of entertainment and social gatherings in small Labrynna towns, a bar helps improve the happiness of all the workers who toil day in and out.

    Bazaar: A basic shop that can be set up early on, the Bazaar sells any extra supplies or items produced by its host settlement.


    Village Level Structures:

    Improved Factory Farm: By adding basic machinery to the Factory Farms Labrynna can process more food than by hand.

    Exploration Outpost: Barracks dedicated to training exploration and border defense duty soldiers.

    Homeland Security: Barracks dedicated to training police and homeland defense duty soldiers.

    Market Plaza: A series of shops that sell various goods and services within its host settlement, increasing both its economy and the happiness of people within.


    Town Level Structures:

    Automated Factory Farm: By adding conveyor belts and other automated processes to the Factory Farms the Regime is able to produce food at an alarming rate.

    Research and Development: Central location for the brightest minds in the Regime. Allows the research of important technologies.

    Fairgrounds: Installing Fairgrounds at the settlement's Market Plaza increases both the happiness of the people there as well as the settlement's income.

    Hospital: By building a dedicated hospital, the host settlement's health increases as well as the healing of injured soldiers, decreasing retraining costs.


    Large Town Level Structures:

    Mechanized Factory Farm: Adding various steam engines to the Factory Farm allows it to create and process food with almost no manual input.

    Research - Gunpowder: Scientists focus on experimenting and mastering Gunpowder, allowing the training of Gunpowder units.

    Research - Hydraulics: Scientists focus on experimenting and mastering Hydraulics, allowing the Regime to create hydraulic Mechs.

    Tech Depot - Gunnery Range: Warehouse and training facility for Gunpowder based units. Becomes available after Gunpowder is researched.

    Tech Depot - Vehicle Garage: Warehouse and training facility for Mech based units. Becomes available after Hydraulics is researched.

    Market Festival: Hosting weekly festivals at the Market Plaza further inspired happiness amongst the Settlement's citizens, as well as boosts the economy for periods of time.

    Art Gallery: Collection of various Labrynna paintings statues art put on display. Art is highly valued amongst the people of Labrynna, such a place increases their happiness.

    Construction Factory: Large assembly area that can aid in the construction of buildings within a city. Decreases the construction cost of buildings.


    City Level Structures:

    Public College: Education is highly valued amongst the people of the Regime. Any citizen can attend to study and research for the Regime at this public college. Allows units to train at their first Upgrade level.

    Research - Advanced Ballistics: Scientists focus on experimenting and mastering Advanced Ballistics, allowing the training of better Gunpowder units and Cannons.

    Research - Steam Engines: Scientists focus on experimenting and mastering Steam Engines, allowing the training of better Mech units and Steam Tanks.

    Great Bimaristan: Putting more money and resources into a settlement's hospital greatly increases the health of the city as well as lowering the retraining cost of soldiers.


    Large City Level Structures:

    Private University: Only the best and the brightest.... and wealthiest of the Regime attend to study and research at these luxurious Universities. Allows units to train at their second Upgrade level.


    Fairies of Tarm
    Spoiler Alert, click show to read: 
    Fairies of Tarm

    The Fairy Techtree is small but very upgradable. They have few buildings available to them, though they can be changed to suit the needs of a settlement or your military forces.




    Hamlet Level Structures:

    Magic Spring: Through their magic Fairies can create a magical spring of water in any environment to sustain their people.

    Tiny Foundation of Tarm: A mysterious spherical monolith appears on the ground, slowly changing and warping the reality of the world around it in strange ways. Fairies that live within its influence are less likely to rebel against the Essence of Tarm.


    Village Level Structures:

    Magic Pool: Expanding the Spring into a larger pool can provide many Fairies with the glowing life giving waters they need to survive.

    Fairy Fountain: A small henge of stones where smaller Fairies dwell and live out their lives. Can deploy Pink Fairies into battle.

    Fairy Fountain of Spring: When created in Spring, the Fairy Season of Love, a Fairy Fountain can be tasked to magically keep itself and the surrounding area in that season without change. Increases the population growth of its host settlement.

    Fairy Fountain of Summer: When created in Summer, the Fairy Season of Fun, a Fairy Fountain can be tasked to magically keep itself and the surrounding area in that season without change. Increases the happiness of host settlement.

    Fairy Fountain of Fall: When created in Fall, the Fairy Season of Labor, a Fairy Fountain can be tasked to magically keep itself and the surrounding area in that season without change. Increases the economic output of host settlement.

    Fairy Fountain of Winter: When created in Winter, the Fairy Season of Sleep, a Fairy Fountain can be tasked to magically keep itself and the surrounding area in that season without change. Reduces the retraining cost of injured Fairies.

    Small Foundation of Tarm: The sphere grows larger, warping the land around it into strange and alien shapes.


    Town Level Structures:

    Magic Geyser: Expanding the Pool into a larger geyser can provide many Fairies with a constant stream of the glowing life giving waters they need to survive.

    Medium Foundation of Tarm: The sphere grows larger, warping the very air and flow of seasons in strange and disorientating ways.


    Large Town Level Structures:

    Magic Reservoir: Expanding the Geyser into a larger reservoir can provide many Fairies with all of the life giving waters they will ever need to survive.

    Great Fairy Fountain: Altars dedicated as homes to powerful Great Fairies, whom may also be deployed into battle.

    Great Fairy Fountain of Freedom: When left unattended to the forces of nature in Hyrule, Great Fairy Fountains become hectic messes of flora and fauna. Mad Mystics are able to dwell and master their powers at such fountains.

    Great Fairy Fountain of Order: When the Seasons are kept in rigid order and balance, Great Fairy Fountains serve as a beacon of stability for the surrounding landscape. Herald of Seasons are able to dwell and master their powers at such fountains.

    Great Fairy Fountain of Calm: When the Seasons are abolished and the land is kept in a state of stand still, Great Fairy Fountains serve as a place of rest and where the dead can be awoken into life. The lifeless Fairy Golems can be animated at such places.

    Great Fairy Fountain of Chaos: When the Seasons are enticed and left in a state of constant flux and chaos, such Great Fairy Fountains become feared and respected for their power. Allows the creation of powerful and destructive Beam Golems.

    Large Foundation of Tarm: The sphere grows to its largest size, at which point the world around it is nothing anyone but Tarm itself can fully comprehend. Objects move through each other, the ground and sky twist through one another, and the phantoms of the dead haunt those who wander within.


    City Level Structures:

    Magic Lake: This massive body of water glows with the brightness to light the night sky. Fairies come to cleanse themselves in the mysterious waters. Allows Fairies to train at their first Upgrade level.

    Prison of Tarm: The Essence of Tarm warps reality into a harsh and twisted confine from which none can escape. Criminals of the Fairies are trapped within, unable to make sense of and navigate their way to freedom. The deadly Korrigans can be released and sent into battle from these nightmare prisons.


    Large City Level Structures:

    Lake of the Eternal: It is said these waters can bring the fallen of anyone back to life. Allows Fairies to train at their second Upgrade level.

    Phantom Gateway: Believed to be a door to the meaning of Tarm itself, even the mighty Great Fairies are terrified to look upon the Phantom Gateway, from which the nightmarish Phantoms of Tarm emerge.



    Sheikah
    Spoiler Alert, click show to read: 
    Sheikah

    With a few exceptions the Sheikah techtree is essentially the same as that of the Kingdom of Hyrule. Naturally the Sheikah are only capable of creating buildings while in Death Stance.




    Village Level Structures:

    Brainwashing Center: Hylian soldiers are brought into local brainwashing centers in order to insure loyalty to Agahnim and the Cadre. Only the most resistant are sent to Agahnim himself to face the Eye of Truth.

    Town Level Structures:

    Torture Chamber: A small underground dungeon used to interrogate prisoners and enemies of the Sheikah.

    Large Town Level Structures:

    Wizard's Tower: Disguised as a simple farm tower, these buildings provide silence and solace for the few Sheikah left with the magic of Ancient Hylians.

    City Level Structures:

    Reliquary: Underground crypt from which the Sheikah store many forbidden artifacts and knowledge that they can draw power from in times of need. Allows units to train at their first Upgrade level.

    Large City Level Structures:

    Dark Reliquary: This underground crypt contains many dark secrets that some would consider potentially if not outright blasphemous to the Goddesses of Hyrule. Allows units to train at their second Upgrade level.



    Ikana
    Spoiler Alert, click show to read: 
    Kingdom of Ikana

    The Kingdom of Ikana have a very focused techtree with a lot of building prerequisites and population marks to be reached. Their barren landscape and quality units are reflected with poor economy buildings and expensive costs. Their techtree is also dual in nature: Players can continue to worship Majora in return for power and his favor, or they can seek repentance from the Goddesses to repair the damage to their land. Both options lead to very different settlement types as well as giving Ikana four different Upgrade levels.




    Hamlet Level Structures:

    Crack into Termina: A small crack in the earth from which the dead of Termina can march into Hyrule.

    Civilian Sector: Once served as a large housing district for all the civilian population of Ikana.

    Favor of Majora: Orders the inhabitants of Ikana to create idols of Majora in his name. As the population of a city increases, you can order further idols be displayed. Increases the chance that Majora will lend support to your efforts and increases the law of the city.

    Repentance for the Goddesses: Orders the inhabitants of Ikana to create idols of the Goddesses in their name. As the population of a city increases, you can order further idols be displayed. Decreases the chance of Majora lending his support and creates unrest within host city. If enough idols are present the city will convert to Strict Goddess Worship, eliminating the negative effects of the idols and allowing you to train living units.

    Ikanian Farms: Simple farmland devoted to cultivating crops for Ikana. Can only be constructed if no Termina Fissure is present and Majora Worship is abolished. Upgrades to a larger size as population increases.


    Village Level Structures:

    Termina Fissure: A large fissure in the earth from which entire armies can march into Hyrule from Termina.

    Military Sector: Once served as a large training ground and armory district for many soldiers of Ikana.


    Town Level Structures:

    Sacred Sector: Once served as a graveyard for the dead of Ikana, patrolled by soldiers tasked with guarding their spirits.

    Termina Corridor: More cracks open up upon the earth, allowing more denizens of Termina to slip into Hyrule.

    Large Town Level Structures:

    Luxury Sector: Once served as living quarters for the wealthiest of Ikana, as well as guests from foreign nations.


    City Level Structures:

    Termina Portal: A large gaping pit into the earth of Hyrule allows entire populations to move from Termina.

    War Council Sector: Once served as a base of operations and planning for the various generals of Ikana's armies.

    Tower of Worship: Massive tower constructed in order to appease and worship the Ikana deity, be it Majora or the Goddesses of Hyrule. Allows units to train at their first Upgrade Level


    Large City Level Structures:

    Termina Fixture: A pit so massive, who knows what terrors of Termina can climb their way into Hyrule?

    Supreme Sector: Once served as a large base of operations, lavish living quarters, and training grounds for the most famous and deadliest warriors of Ikana.

    Answered Tower of Worship: Majora or the Goddesses answer the worship and prayer of Ikana, granting them power in their name. Allows Ikana to train at their second Upgrade level.


    Forces of Twilight
    Spoiler Alert, click show to read: 

    Forces of Twilight

    The Forces of Twilight have a very streamlined techtree spread across population requirements with no prerequisites. During the Twili civil war it's somewhat shattered and broken however, as is to be expected when a nation tears itself apart.



    Hamlet Level Structures:

    Fungal Farms: Though there are flora that grow within the dim Realm of Twilight, the Twili prefer to grow fungus in large quantities to feed their people.

    Gardens: A simple plot of land devoted to flora, Gardens increase the health of their host settlement as well as the happiness of those that live there.

    Sol Nursery: Radial resting place from which Sols are placed to light up Twili cities, improving the quality of life.

    Mask Crafters: Masks are a cultural icon of the Twili people, and this dedicated crafting team creates Masks for worship, celebration, and all sorts of activities.

    Village Level Structures:

    Fungal Colonies: Allowing Twili fungus to grow as it pleases rather than limiting its spread radius, allowing for more food production.

    Imperial Barracks: Central training facility for the soldiers deployed by the Forces of Twilight.

    Imperial Barracks - Shadow Morphing: By subjecting soldiers to the form warping Shadow masks the Forces of Twili can field powerful monstrosities in battle.

    Imperial Barracks - Light World Training: Having soldiers train for periods of time in the world of light and simulated conditions hardens them for battle.

    Market Plaza: A series of shops that sell various goods and services within its host settlement, increasing both its economy and the happiness of people within.

    Kargarok Roost: Large spires and outcroppings make ideal nests for large flocks of Shadow Kargoroks.

    Town Level Structures:

    Fungal Ecosystem: With minor guidance and restrictions Fungal Colonies can become self sufficient ecosystems that provide replenishing food for the Twili people.

    Insect Pits: The vicious Shadow Bloats and their young love to nest in these underground burrows. At a young age they can be trained and deployed from these hives for battle.

    Mask Guild: Devotes an entire guild to the creation of Masks for the Twili people, greatly increasing the happiness of those that live in its host settlement.

    Large Town Level Structures:

    Fungal Invasion: Fungus begins to grow across entire Twili cities, allowing civilians to cultivate whatever they need to their heart's content.

    Twili Prison: Secure and ominous Prison for containing Twili criminals. Greatly increases the Law and prevents unrest after the Twili Civil War has ended.

    Twili Spider Nest: Structures created for Twili Spider Swarms to create their elaborate and glowing webs upon.


    City Level Structures:

    Bonemolding Shapery: The difficult art of bonemolding is practiced and performed here, allowing the Twili to sculpt everything from clothing to entire buildings. Decreases the cost of construction projects in host settlement.

    Shadow Mask Market: The Masking guild empowers their masks with magical forces, allowing those that wear them to perform enhanced feats and tasks. Allows soldiers to train at their first Upgrade level.

    Large City Level Structures:

    Mark of Oorgath : Twili Masks are empowered by the dangerous magic of Oorgath, allowing the wearers to perform almost superhuman feats at the cost of great physical and emotional pain. Allows units to train at the second Upgrade level.



    Order of the Wizzrobe
    Spoiler Alert, click show to read: 

    Order of the Wizzrobe

    Like the Sheikah, the Order of the Wizzrobe shares a portion of its techtree with the Kingdom of Hyrule, save for their unit production buildings. The Wizzrobes must devote their Colleges to a specific area of study in each settlement, which limits what they can produce. The only exception is the Cathedral of Vigjaro, which can eventually train every Wizzrobe unit.



    Hamlet Level Structures:

    Arcane College: Though it is very expensive to establish, this structure serves as a center of study for Wizzrobe mages and Hylian recruits intending to regain the magic of their ancestors. The College must be devoted to a specific area of expertise.

    Pyro-Solath Schooling: Dedicates this college to the schooling of Wizzrobe Pyromancers.

    Village Level Structures:

    Aqua-Zealkan Schooling: Dedicates this college to the schooling of Wizzrobe Aquamancers.

    Electro-Vairdai Schooling: Dedicates this college to the schooling of Wizzrobe Electromancers.

    Town Level Structures:

    Geo-Naltak Schooling: Dedicates this college to the schooling of Wizzrobe Geomancers.

    Aero-Soolithar Schooling: Dedicates this college to the schooling of Wizzrobe Aeromancers.


    Large Town Level Structures:

    Illus-Carocklon Schooling: Dedicates this college to the schooling of Wizzrobe Illusionists.

    Conjure-Chilfos Schooling: Dedicates this college to the schooling of Wizzrobe Conjurers.

    Arcane Manufactorium: A large and complex construct that can creature the deadly Wizzrobe Earth Reapers.

    City Level Structures:

    Crystal of Power: The Wizzrobes can erect these mysterious glowing crystals within a settlement they control, empowering their soldiers with magics. Allows units to train at their first Upgrade level.

    Death-Xelthos Schooling: Dedicates this college to the schooling of Wizzrobe Death Mages.

    Large City Level Structures:

    Tabernacle of Hylia : Place of worship dedicated to the False Goddess Hylia, whom blesses the Wizzrobe with her divine power. Allows units to train at their second Upgrade level.




    Just as Neph has pointed out, none of these tech trees are final and all are subject to change. I'll keep updating this post when I can, so please point out if I'm missing trees that have been released already.
    Last edited by Drazule; June 28, 2014 at 08:52 AM.

  2. #2
    Drazule's Avatar Campidoctor
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    Default Re: Tech Tree Discussion Thread

    Known Errors

    So the latest version came out and we're obviously experiencing a few bugs for such a massive change to the game. Here is a list of all the reported errors, inconsistencies, and otherwise unexpected states of the Tech Trees.

    Spoiler Alert, click show to read: 

    Factions Which Work Largely As Intended (Not critically broken):
    Lanayru
    Lizafos

    Common Issues Between Factions:
    -Overlap between cavalry and beast production buildings in certain factions [FIX Available]
    -Public Bath available to all factions [FIX Available]
    Spoiler Alert, click show to read: 
    Community hotfix fixes the Beast Den and Public Bath issues http://www.twcenter.net/forums/showt...1#post13940961


    -Farming buildings should all produce crops at their intended rates, but lack unique art and non-farming functionality

    Labrynna Regime:
    -No Homeland Security (melee) barracks at first - it's unlocked after building the Exploration Outpost (ranged) barracks, and once built overwrites the Outpost completely. By the looks of things they're in the wrong relationship with each other.
    -Tech Depot upgrading to Gunnery or Garage does fine though, they don't overwrite or have unusual prerequisites. You can get them all surprisingly low in the techtree though.
    -Also the Tech Depot has the wrong thumbnail - it's using the Gunnery Range / Vehicle Garage one instead...
    -Labrynna: I'm not sure where Research is done at, but there does not to seem to be requirements for their structures. (It seems as soon as you build a Lab Depot, you can change it immediately to a Lab Garage and start pumping out Steam Tanks.)

    Lizafos:
    -Religious buildings don't seem to show up(?)

    Kokiri:
    -The Battlegrove seems to upgrade into the Forest Alliance Base, contrary to its intentions.
    -Mudmen huts don't seem to exist, and don't seem to need to because of the point above.

    Wizzrobe:
    -Mages can attune to attune to any school without a settlement requirement. (You can have Death Magnus as soon as you have a Wizard college and attune to it.)

    Fairies:
    -They seem to be split into simple "Normal Fountain" and "Great Fountain" which produces the respective units. They also do not seem to have any requirements.

    Gerudo:
    -Bronze Knuckles don't seem to be recruit-able from the Spirit Temple at any settlement tier.

    Gohma:
    -Don't seem to have access to buildings past nesting chamber.
    -Cannot train Gohma General units.

    Sheikah:
    -Don't seem to be able to build Skull Knights or The Devoured.


    Thanks to SirMark9 for digging into files and finding most of this info.
    Last edited by Drazule; July 16, 2014 at 03:24 PM.

  3. #3

    Default Re: Tech Tree Discussion Thread

    And so, just to start the first discussion of the thread... (great idea Drazule, by the way)

    I've heard some reservations over the 'get lots of unit options early on' factions (Lanayru, Ordona, Ghoma possibly) and the advantage they may have in both versatility and in swarming their opponents. Who's really worried about this, who's actually perfectly happy, and who has some great ideas to help balance it out?
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  4. #4

    Default Re: Tech Tree Discussion Thread

    Well, I think Lanaryu is ok, they have very powerful surronding factions like the Gohma, KoH and the Gorons, they kind of need the ability to get units quickly, so with then Iīm fine.

    Ordona worries me more, they are already quite powerful and since they are allied with the KoH that leaves then in a comfy spot.
    I donīt know about you, but moblins rarelly do well in my games, if is possible and convenient maybe some scripted events could fix that. Spawming an army would probably lead to some issues, but Iīm sure that we can find alternatives. Something like:

    Wild moblin band raid: A group of moblin acting by thenselves intead of by Gannon command used the opportunity given by the last moblin attack to suprise some of our supliy caravans/village storages/etc. They took everything of value and killed eveyone before runnig away.

    Results: Loss of money and posibly population for the Ordona province.

    Maybe scrips are not the best way, but I canīt think of something else for Ordona . Besides, it can be quite cool.

    I think the Gohma are fine, they are supposed to be that way after all, itīs fair for then to have that advantage.

  5. #5
    Jakeford's Avatar Ducenarius
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    Default Re: Tech Tree Discussion Thread

    Great idea Draule! I have made a couple threads like this one, good to see somebody else doing it to. I just wish Undyingnephalim would sticky threads like this.

    This should be posted on the first post.

    The following techtrees are organized by settlement size, with larger settlement sizes in descending rows. Blue Arrows indicate the structure can be upgraded to its target. Green arrows indicate a structure is a prerequisite for its target. A Red Rupee icon indicates the structure provides an economy bonus. A Happy Face icon indicate the structure provides a happiness or morale bonus. A Purple Heart indicates the structure provides a Population Growth Bonus. A Jail Bar symbol indicates the structure reduces unrest or enforces law. A Red Cross in a white circle indicates the Structure provides a Health Bonus and/or retraining cost reduction. Also note the following Techtrees do not include structures shared by every faction such as religious buildings or Embassies (with the exception of farms). One of a kind buildings such as the Spirit Temple are only listed if they are needed to produce a faction's unit.
    Last edited by Jakeford; June 09, 2014 at 08:06 PM.
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  6. #6
    Avatar of the Ice Wolf's Avatar Praeses
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    Default Re: Tech Tree Discussion Thread

    I second the request for a sticky.

    As for early impressions, I guess it depends on how it works with the economy. Money can be tight in the beginning if you try to build expensive structures in each of your settlements. This could prevent an early spam by these factions. Lanayru is supposed to have a strong economy, as seen by the natural resources in their area. I actually hope this will work with the tech tree to give Lanayru a sizeable force, as they have to contend with very powerful neighbors, which makes playing as them more difficult than most others.

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  7. #7
    SirMark9's Avatar Tiro
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    Default Re: Tech Tree Discussion Thread

    Now to derail this topic with regards to organization and sticky threads...

    Spoiler for ClickMe
    ...if we start stickying everything then the their importance and ease of access will essentially be somewhat nullified.

    Currently, only the Announcements thread sees constant use. Releases is important for obtaining the mod and Donations is there to show support. The one sticky I can see fading away is the Trailers and Cinematics as that thread seems to have run its course. (Besides, unless there is a release trailer for a new version or a hype trailer for some large update, most cinematics are in the Hyrule Historia.)

    Here are some paths I can see if a restructuring would occur.

    Path A (Same number of pinned topics as of present.)
    1: Announcements (Sees frequent use and acts as the official "update" topic.)
    2: HTW Download & Installation Guide (Essentially combines both the Releases and Installation Guide topics)
    3: HTW - FAQ, Quick Q&A, Topic Database (Combines a FAQ, the Quick Questions and Answers thread, and contains links to important unpinned topics.)
    4: Local Moderator and Forum Rules (Mandatory)
    5: Donations (Support!)

    Path B (Adds two more pinned topics that have long term usage.)
    1: Announcements
    2: HTW Download & Installation Guide
    3: HTW - FAQ & Quick Questions / Answers (Topic guide may still be included but it is not needed in the title.)
    4: Lore Questions (Neph replies here, so why not sticky it?)
    5: Expansion Pack Thread (Convenient source of information and discussion on the long term)
    6: Local Moderator and Forum Rules
    7: Donations

    Path C (More pinned topics!)
    1: Announcements
    2: HTW Download & Installation Guide
    3: HTW - FAQ & Quick Questions / Answers
    4: Lore Questions
    5: Expansion Pack Thread
    5: Tech Tree Discussion (It's a convenient place for information and discussion)
    6: Open Beta Feedback (It's the Open Beta feedback topic!)
    7: Freeform Campaign Discussion (The Freeform Campaign is one major component of HTW and can use improvement.)
    8: Local Moderator and Forum Rules
    9: Donations

    ... needless to say as the number of pinned threads increase it will become harder to find information, including those topics that are not a sticky.

    While I like Path A due to the small number of pinned topics, I can see that a "Topic Database" may not be an intuitive way to navigate the forum. I find Path C to be too cluttered with information, so I personally would be happy if Path B was implemented.

    While stickying the Tech Three thread may sound like a nice idea, how long will it last? It may have attention until it releases and maybe some afterwards for feedback, but discussions here seem to arrive in bursts instead of on a consistent basis.
    ...and now to steer ourselves back on track, I got nothing. I can't really draw conclusions by speculating from the information provided and need to see it implemented before I can start providing actual feedback.

    I like the concept behind the different tech trees, but the art of balancing is not my strong point.
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  8. #8
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    Default Re: Tech Tree Discussion Thread

    how much population do settlements upgrades require? [assuming that the settlement will have the same requirement there were intended to have a long time ago]. I remember that the biggest settlement upgrade would require 20,000 people. This is one of the things that could make some faction balanced or unbalanced.

  9. #9
    Drazule's Avatar Campidoctor
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    Default Re: Tech Tree Discussion Thread

    To comment on the idea that some factions get access to their units faster than others, you have to realize that their economy wont necessarily be able to afford them all that early. Like yes they have more options which is an advantage, but other factions can just build full stacks of their fewer units which are generally pretty good. Of course, in the current state of the game, Ordon's economy is good enough to support anything, but we don't have to talk about that.

    And @Jakeford,
    I directly quoted you in the first post, but I think I'll retool it so its more like a legend with color coordinated labels when I get the chance.
    Last edited by Drazule; June 10, 2014 at 09:38 AM.

  10. #10

    Default Re: Tech Tree Discussion Thread

    Very cool looking models!

  11. #11

    Default Re: Tech Tree Discussion Thread

    Will these appear on the battle map I wonder? Eh probably not.

  12. #12
    Drazule's Avatar Campidoctor
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    Default Re: Tech Tree Discussion Thread

    I'd love to see Hamlet, Village, Town, Large Town, City, Large City for each faction, but that seems like an exorbitant amount of work. Though I wouldn't be surprised if we just got a bunch of custom settlements which made up a significant portion of the map instead.

  13. #13
    Emrys's Avatar Primicerius
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    Default Re: Tech Tree Discussion Thread

    I believe it was stated that Neph would like to create each and every settlement as a unique one. The process of creating the Hyrule Historia missions allows him to take the settlements one at a time as a new one is present each mission.

  14. #14

    Default Re: Tech Tree Discussion Thread

    So the Darknut building tree. Is it going to do a good job of making each barracks tier seem like a universal upgrade (in lore terms) to the soldier quality, or is it going to throttle Darknut unit recruitment some? Or will the mercenary recruitment thing give them a different feel entirely?
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  15. #15
    Drazule's Avatar Campidoctor
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    Default Re: Tech Tree Discussion Thread

    I believe that each Darknut unit is simply superior to the last, with their variety existing in the form of Dishonored and Mercenary units. He specified that the barracks upgrades will be expensive, so there's a good chance that while near the end of the game you'll be producing exclusively Deities (or whatever they're called) from Onontheon, as your empire fans out you'll have weaker and weaker barracks that you wont be able to keep up with the improvements.

    My bigger concern is that of the 11 or so units on that tech tree, five are available in the Hamlet tier.


    Also, am I behind on the times or is the exclusion of Zuna in their list kind of odd? Wasn't the point that the Zuna produced their weapons for them while they focused on warfare?

  16. #16

    Default Re: Tech Tree Discussion Thread

    Quote Originally Posted by Drazule View Post
    I believe that each Darknut unit is simply superior to the last, with their variety existing in the form of Dishonored and Mercenary units. He specified that the barracks upgrades will be expensive, so there's a good chance that while near the end of the game you'll be producing exclusively Deities (or whatever they're called) from Onontheon, as your empire fans out you'll have weaker and weaker barracks that you wont be able to keep up with the improvements.

    My bigger concern is that of the 11 or so units on that tech tree, five are available in the Hamlet tier.


    Also, am I behind on the times or is the exclusion of Zuna in their list kind of odd? Wasn't the point that the Zuna produced their weapons for them while they focused on warfare?
    That is true. It could be that the Zuna remain their own subfaction (until absorbed). About the fanned-out unit production thing though, I'm happy about that and we'll need to see if the real campaign can carry it forward.

    On the Lizalfos, I notice they have to get the town-level Wild barracks before they can set down a single ranged unit, and the Large Town barracks before they have spears. Finders are alright for their cost and Dinalos from a hamlet makes me cackle with glee slightly, but they really seem to lack efficient counters until fairly late on. Anyone's thoughts?
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  17. #17

    Default Re: Tech Tree Discussion Thread

    Well, I have never played as the Lizalfos, so I donīt know how big their starting/surronding settlements are, but Iīm guessing that would be a big factor.

    If Faron (Thatīs their capital right?) is big enough to produce some specialized units you should be able to manage until other towns can do the same. I wonder if Faron and other starting cities will come already as wild or urban instead of having the player choose, that can make a difference.

  18. #18

    Default Re: Tech Tree Discussion Thread

    Wit this darknut foreign quaters will it allow you to train any mercenary you have hired at all, or will it allow you to recruit any absorbed faction units like say zuna crossbowman

  19. #19
    Drazule's Avatar Campidoctor
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    Default Re: Tech Tree Discussion Thread

    I'm curious to see how the Twili turn out. They could easily follow a system similar to this with their split faction mechanic.

    Quote Originally Posted by Aleatorio View Post
    If Faron (Thatīs their capital right?) is big enough to produce some specialized units you should be able to manage until other towns can do the same. I wonder if Faron and other starting cities will come already as wild or urban instead of having the player choose, that can make a difference.
    I'd hope you could choose seeing as most capitals in the current version don't really start with anything, but it wouldn't surprise if it started urban because of the nature of the map. If I ever take Hyrule Prime as the Lizafos, i'm making it wild clans and turning it into an I Am Legend style overgrown ruin.


    Quote Originally Posted by VictorAYorke View Post
    That is true. It could be that the Zuna remain their own subfaction (until absorbed). About the fanned-out unit production thing though, I'm happy about that and we'll need to see if the real campaign can carry it forward.
    I meant more lore-wise, but that makes sense.


    Quote Originally Posted by tedster1995 View Post
    Wit this darknut foreign quaters will it allow you to train any mercenary you have hired at all, or will it allow you to recruit any absorbed faction units like say zuna crossbowman
    Right now I have no idea how the sub-factions fit into this. I wouldn't be surprised if each sub-faction got a single building which upgrades with settlement tier. This is purely speculation/wishful thinking, but imagine like a Subrosian Quarters building with its own art, and it gives Miners at Hamlet, Ore Knights at Town, and Molodorm Riders at Large Town or City, and maybe income from mining. Or a Zuna Market which gives their units at various tiers, and increase in Trade Goods. So absorbing factions isn't just for a few extra units and two territories, but small bonus barracks which give a little edge to a city. Hell, maybe make them all mutually exclusive so you can't build Tokay and Huskus units in the same city.

  20. #20

    Default Re: Tech Tree Discussion Thread

    Quote Originally Posted by Drazule View Post
    I'm curious to see how the Twili turn out. They could easily follow a system similar to this with their split faction mechanic.
    I'd imagine so - as early as the version before the current (or possibly earlier) they had split unit recruitment between beasts (spiders, messengers etc) and troops (infantry, sorceresses, sol cannon)
    Quote Originally Posted by Drazule View Post
    I meant more lore-wise, but that makes sense.
    oh alright, very sorry for misunderstanding. Lore-wise the Zuna could be selling their weapons to the Darknut while retaining their independence - it'd explain their swollen merchant class and the high price of Darknut units.
    Quote Originally Posted by Drazule View Post
    Right now I have no idea how the sub-factions fit into this. I wouldn't be surprised if each sub-faction got a single building which upgrades with settlement tier. This is purely speculation/wishful thinking, but imagine like a Subrosian Quarters building with its own art, and it gives Miners at Hamlet, Ore Knights at Town, and Molodorm Riders at Large Town or City, and maybe income from mining. Or a Zuna Market which gives their units at various tiers, and increase in Trade Goods. So absorbing factions isn't just for a few extra units and two territories, but small bonus barracks which give a little edge to a city. Hell, maybe make them all mutually exclusive so you can't build Tokay and Huskus units in the same city.
    If you mean the subfaction barracks is a special structure that's unlocked once the player absorbs them, I agree wholeheartedly...
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