Research Every week, each system earns a bounty of 10 Research Points which can be saved and eventually spent on a particular branch of technology. This bounty can be substantially increased through certain building upgrades or through the Technocrat bonus.
Technology comes in four different tiers, of increasing potency. When a player has enough points, they may select a technology to unlock it from that tier. You do have to use your research points immediately but are allowed to store them for later use. The following points are required to unlock each tier:
- Tier 1 - 20 points.
- Tier 2 - 40 points.
- Tier 3 - 60 points.
- Tier 4 - 120 points.
A list of techs can be found here:https://docs.google.com/spreadsheets...it?usp=sharing
Once you decide which technology to unlock, you must post publicly in the Research thread which tech that you are unlocking. For bookkeeping purposes only. This is not considered an announcement and anyone who uses this as one will have their techs reset and possibly even have a research penalty imposed upon them (techs cost twice as much to unlock)
For the Tech Owner: There are three options for dealing with discovered technology - keeping it solely for yourself, sharing it with specific others (perhaps for a fee) and gifting the new knowledge to all of equally to all the Freyma of the Empire. While some technologies can give you a distinct advantage over your rivals, sharing them also makes for an excellent political or diplomatic bargaining chip. The most powerful technologies may even be banned or confiscated by the Emperor!
For other Players: Techs can be stolen due to the actions of a spy or Condotierri. Once stolen, you can then research that tech at half of the research points cost. However, process will be monitored closely by a moderator and you must discover that a player has a particular tech through the following methods.
A technology’s discovery is considered to be “unknown” by anyone but the researcher(s) until the player(s) who owns that particular tech either 1) announces the news of the discovery publicly, 2) tells another person privately and it is only known by that person (public announcements can only be made if you have the tech actually researched) or 3) makes public use of the discovery, i.e. recruiting an unlocked unit or using the tech in battle. Only then can you send an agent to steal the tech.
Once a particular tech has been unlocked by more than 75% of all player Lords (absolutely no NPCs), then the tech can be researchable at half the original points cost.
You must keep a list of techs that you have researched and the amount of research points that you currently have up to date in your vault thread. Be specific when you acquire a tech or research points. If there is any confusion, moderators do reserve the right t9o reset your techs and your tech points back to 0.
You do not have to join in on this process if you do not want to. It is purely up to you.
Archaeology In order to search for artifacts, a patron must assemble an Expedition (see Items) which must be led by a player character - a lord, freeman or other hired agent. In order to shuttle the expedition around, the party must be carried by a ship with sufficient cargo space.
Ruins may be found directly by the player through exploration (for example, in long abandoned or rebel systems around the galaxy’s periphery). Alternately they may be announced by game moderators as a random event and revealed on the map.
Upon an expedition arriving at a site, a thread is opened in the Spacelanes area where the involved player(s) can roleplay their activities. Moderators will proceed with a D20 success roll on the following table when sufficient progress has been made:
- 1-4 - Catastrophic failure: Ancient ruins can be immensely dangerous, either due to long dormant traps or extensive structural instability wrought by the ravages of time. The expedition is destroyed and the leading player character(s) must make a roll on the wound chart with a +3 modifier
- 5-8 - Failure: After thoroughly exploring the ruins, nothing new or useful is found. The expedition returns home frustrated.
- 9-12 - Slight Insight: The expedition finds some curious objects that bear further scrutiny. +5 research points.
- 13-15 - Significant Insight: The expedition finds numerous interesting artifacts that demand further study. +10 research points.
- 16-18 - Sensational Insight: The expedition’s recovered artifacts promise a paradigm shift! +15 research points.
- 19-20 - Treasure Trove: The expedition stumbles across a cache of gold or cultural artifacts. Selling the find earns the expedition D20 * 3,000 Crowns.
Reverse Engineering:
While it is possible to superficially learn about a recovered artifact by studying it externally, you have to pull it apart to fully explore its secrets. There is however always the risk that in doing so you could inadvertently destroy your prize. Reverse engineering costs 3,000 and takes 2 days to process.
There is a 10/20 chance of destroying the artifact, in which case you lose all of the research points you earned. If you succeed, you double the number. So an expedition which resulted in Sensational Insight would then double its points from 15 to 30. The Academic Trait influences this roll and is extremely useful in shifting the odds towards success.
You may also outsource your reverse engineering to another party, although this does mean entrusting your artifact - and its research points - to the hands of another. If the reverse engineering player succeeds - and elects to share their insight - both players receive the full bounty of doubled points.




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