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Overview
All research requires at least one researcher. The more you have, the better you'll do. Schools increase research speed, but they're really only useful for spellbook and tactics.

The max for most areas of research is 1000%. Spellbook has no max, but spells get sparse when you pass evolve dragon and demon at 300k. Military tactics doesn't have a percentage value, instead it raises the exp of your troops, which is shown in Status. Max exp is 1000% for all units but thieves and ninjas, for whom it's 5000%.

Max study per turn is 5% for most research topics. The exceptions are weapons, armor, and warmachines, which can be studied 3% per turn at best, and spellbook and military tactics, which are limited only by schools and researchers. Not counting the latter two, 1000 researchers will be plenty for most races, besides the particularly stupid, like ogres, and the gifted, such as high elves. Roughly 2000 and 500 researchers is adequate for those two races, respectively. Some things require less researchers than others. 500 researchers will usually get most researchers 5% entertainment.


Armor, Weapons, and War Machines
These skills enable you to build higher quality armor, weapons, and warmachines. The average ratings of whichever ones you study won't rise until you build them. A fair number must be built before their quality will reach your current level of research, especially at higher percentages.

Economy
Economy may be the most important research topic, no matter what your score. Econ has a direct effect on your income from taxes: a 5% increase raises your income 5%. Except for a brief period early mid-game when market places take precedence, taxes are your primary income, so econ has a huge impact. 1k econ will earn ten times the income of 100% econ.

Entertainment
Your base morale equals your entertainment percentage. The higher the morale, the higher you can set your taxes and the faster pop will population will rise, or return in the event of attacks or random spells.

Construction Skill
Construction is of fairly limited usefulness. While it will greatly increase the number of buildings and equipment you can build per turn—5% const equals 5% more buildings per turn—it will gradually become unnecessary. Once you can build two full smithies per turn, you should stop studying const entirely.

Spell Book
Studying spellbook increases the number of spells at your disposal. As a rule, spells learn at higher sb percentages are more powerful, but there are exceptions. I've compiled a comprehensive spell list giving the spellbook percentages of every spell. Higher spells require a huge number of researchers and schools. I wouldn't recommend studying beyond Evolve Dragon (300,000%) without the max 20 million researchers.

Attack Magic
Attack magic increases the effectiveness of any spell cast on anyone other than yourself, regardless of whether the spell is offensive or defensive in nature. Spells are the primary way in which my multis interact. Because of this, attack magic is a greater priority than def magic.

Defense Magic
Defense magic works the same way as attack magic, but it applies to any spell whatsoever which you cast on yourself. Casting Summon Demons on yourself would use def magic.

Military Tactics
Military tactics improves the experience of your troops, with the results visible in Status. With small numbers of researchers and low-experience troops, you will see very few if any increase. I recommend at least 500k researchers before you begin studying tactics. Military tactics becomes much more efficient as your body of trained troops grows. Keep hiring researchers as you study until you reach 2 million or so, which should be adequate for studying tactics for most races.

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