| || || || |
The world |
The Races |
The resources (fields) |
The workers |
The population |
Forced labour |
Tax rate |
Armies & ETA |
Capture Size |
Military experience |
Unit Classes |
The Advisors |
|CITY UNITS |
|Units | Constructions & Researches | Techtree | Battlecalc | Polycalc | Tutorial
|This a browserbased multiplayer online game. It is turnbased with a turn happening every fixed period of time. This may be one minute in fast games or half an hour in slower games.|
Each player is assigned a city which they are to lead through the game. Every city has unique coordinates that is a way of saying where in the world it is. A city with coordinates 1:1:1 is located in realm 1, empire 1 within realm 1 and is the first city inside the empire. Each empire may hold several cities.
All cities inside an empire are "friends" i.e. they are supposed to cooperate to win the game.
The purpose of the game is to achieve the biggest overall score. See scoring below for an explanation of the different types.
In the start of the game gathering resources and building an army is essential. This is done from acquiring new fields and hireing worker to work on them. They then gather resources that can be used to train city units and armies. City units are important to develop the city.
Later, it will be too expensive to aquire fields by your own. Then you have to attack other cities to try and steal their fields and resources. A strong army is important in this part of the game.
You can also defend your friends or attack together with others.
|The world is devided into realms (x-coordinate), realms are devided into empires (y-coordinate) and empires are devided in city-states (z-coordinate). Every players coordinates are unique.
You start out with very little resources and some polyargain. Polyargain can be turned into fields
|On signup, all players must select two abilities they want their city to have. The five different abilities are listed below.
All five give extra bonuses. What to choose is based on how you want to play the game. i.e. a person choosing fertile as an ability will get more people from the start, and fill more fields. A city that is religious will have accumulated more religionpoints when the protection period runs out, and may therefore be less of an target etc.
'Spiritual' constructions and researches are done 20% faster. The city starts with +10% magic.
'Religions' constructions and researches are done 20% faster. The city starts with +10% religion.
'Militaristic' constructions and researches are done 20% faster. The city starts with +5% war.
'Fertile' constructions and researches are done 20% faster. The city starts with +10% growth.
'Trader' constructions and researches are done 20% faster. The city starts with +10% trade.
|Happiness is the key factor to your a city's growth. Happiness is affected by many things;|
|4. Forced work|
|5. Big losses of population|
|1. The number of entertainers, the more the merrier|
|2. If your city grows without keeping a descent entertainers to people rate, the happiness will fall.|
|3. High taxrates will make people unhappy.|
|4. The worst enemy to happiness. People tend become very unhappy when forced to do reaserch and construction. Use with caution!|
|5. When losing a big battle, your people will be ashamed and the loss of familymembers will reduce the happiness of the population|
|All tendencies of unhappiness can be countered by training more entertainers and the construction of Ale Store, Theatre and Amphi.|
Beware; Entertainers will stop working if the city runs out of food.
|Your score is the sum of:|
|1. Your current population|
|2. Your militarypoints|
|3. Your tradepoints|
|4. Your religionpoints|
|5. Your manapoints|
|6. Your army's experience|
|1. This one is selfexplained.|
|2. When killing a unit in battle, (both defence and attacking), you receive militarypoins proportional to the killed unit's score.|
|3. Tradepoints are the sum of all extra goods produced due to the work of your merchants.|
|4. Religionpoints produced by your priests.|
|5. Manapoints produced by your mages.|
|6. An army being in battle gains experience. The more the fight the more experience they get. By killing another army you will make him lose experience points in total|
The different type of scores can be found on the overview page.
|You will gain warpoints during battle. When a unit is killed, half of that unit's score is added to your warpoints. So being aggressive will earn you many points of this type.|
Warpoints cannot be lost
|You gain tradepoints as soon as you start having a tradebonus. All "extra" earned resources will add to your tradepoints. If you have a 10% trade bonus and have a total income of 110 units of resources (with bonus), 10 points will be added to your tradepoints. Having alot of merchants, governments and building with +trade bonus will give you a large amount of tradepoints, in addition to the extra gained resources.|
Tradepoints cannot be lost
|Religionpoints are used to determine the caprate during a battle. Praying to the gods will increase your religionscore. This can be done by training priests, and building House of God and a Cathedral. Certain governments also give bonus to the generation of religionpoints.
The higher religionpoins to population rate the better, both in defence and attack.|
When the capsize is determined, all the attacker's religionpoints and population are added. The defender's religionpoints and population are not added. Only the attacked city's religionpoints and population is used.
Religionpoints can be lost in two ways, either during capturing resources or during defence of your own city. ie. The more resources you capture the more religionpoints you lose. On the other hand, when defending, with a low caplimit for your attackers the more you will lose as the defender. This way, attacking a target with alot religionpoints several times will eventually result in a larger caplimit, as the defender has lost religionpoints.
|Beware; The generation of religionpoints will stop if the city runs out of food. (The priests stop working)|
|Manapoints are the same as your generated mana. The mana is used in visions and as a manashield. With a strong shield theres hardly anyone who can see through and retrieve information about your city.|
To increase your manageneration you need to train mages, in addition to constructing buildings that give +magic. These are Dark Temple and Altar of Pain. In addition several governments give an +bonus to magic.
Manapoints will be lost when you perform visions. Reflecting visions will not lose you any mana.
|Beware; The generation of manapoints will stop if the city runs out of food. (The mages stop working)|
|See Military Experience|
|In the Trade-page you can establish traderoutes with other cities. You can have three traderoutes at the time, all with different other cities. The revenue from these traderoutes is dependant on the size of the other city. The larger the other city is the more extra income for you. Traderoutes works by adding some percents to your tradebonus. In other words, the more income you already have, the more extra you will get.|
Creating a traderoute doesn't cost anything. A traderoute can last 12, 24 or 48 ticks after the 4 ticks it takes for the route to be established.
The revenue from a traderoute will increase with distance. ie a trade route inside your empire will earn you less than one with a city from an other realm or empire.
|The market can be found on the trade & diplomacy page. Use the market whenever you have too much of a resource, that you cannot get rid of. Select the the resource you want to trade and the one you would like to trade to.|
How much you get back can be seen at the 'rate'. The 'rate' is dependant on how large your tradebonus is. The rate starts at 60% and might get as high as 90% with a very large tradebonus.
Use the market with care, especially if you have a low exchangerate. There might be better alternatives i.e. donations to friendly cities that might give you something back.
Also, you always get only 40% back when trading with flour as this is such a common resource.
Smallest amout you can trade for is 50.
|You can at any time donate resources to friends.|
There is also a fee when donating resources , analog to when you trade. However the fee is determined by the sizes of the cities involved. They smaller you are compared to the receiving city the lower the fee will be. When donating resources to a much larger city than your own, a huge fee will be involved.
|In the world all things cost different amounts of resources (except Visions, that only cost mana).
There are 5 types of resources. 4 of them can be harvested (Flourbags, stoneblocks, timber and coalbags). The 5th resources is gold, that you will receive when taxing the population.|
The 5 field types are Farms (Flourbags), Quarrys (Stoneblocks), Forests (Timber) and Coalmines (coalbags).
The gold you receive depend on the taxrate. Say you have an income of 100 Flourbags pr. tick, and a taxrate of 20%. Then you will receive 20Gold. (The income on Flourbags will be reduced with a small amout).
The same goes for the rest of the resources. Have in mind that tradebonus will increase the output from your fields considerably, and thus also give you more gold.
|All 5 resources can be stolen when attacking an enemy with Resource-Stealers (Targets Resource).|
|The 4 types of fields can be stolen with Field-Stealers (Targets Field).|
|Workers comes from your population. Workers are hired from your free citizens.
A field can hold 100 workers. When full a field produces 5 units of goods pr tick. If halvfull, they produce 2.5 units. Any number of workers between 0 and 100 may work on a single field.|
I.e. if you have 20 farms, and dedicate 600 workers to farming, you will receive 30 flourbags pr tick. However, those 20 farms could hold 2000 farmers and produce 100 bags of flour pr. tick.
If you have 10 farms and dedicate 900 workers to farming, you will receive 45 flourbags. In other words, there is no use having alot of fields unless you can fill them with workers.
Workers may switch between types of fields with a small timepenalty. Workers are very loyale and will always do their duty. In case an enemy army captures the field they work on they hurry back to the safety of the city, and add to the free citizens.
|The population is the sum of all the people in your city. (All workers, free citizens, soldiers, priests, merchants, entertainers, mages, engineers and scientists).|
If you have enough food and a descent happiness your population will grow. The more surplus in food production and higher happiness will make the population grow faster. Any newborn is added to the free citizens.
Free citizens can be hired to any profession (workers, soldiers etc..) As free citizens they do no good, however they still eat food.
Your population demands food. 100 people eat 1 flourbag pr tick. I may seem strange, but if you run out of food your population will not starve. However, the populationgrowth will slow down and all city-workers will stop working. This can lead to catastrophical consequences for your city.
Your population can only decrease during battle, when soldiers are killed in action.
|Once the construction of the city hall is done, your most trusted wise men gather and if lucky they will discover this acient art of alchemy. From then on these men are known as alchemists and they can produce the magic powder called polyargain.|
For a small price of gold they will produce this powder which will turn the wasteland into anything you can wish for.
For each 100 polyargain accumulated you will have enough to create a field of your choice.
Though this is a great discovery, the old men have new and better things to do, and they soon grow tired of making the powder. They will start to demand more and more gold, as your city grows, thus making it hopelessly expencive.
However they never tire of teaching apprentices their wisdom, and their favorite skill to teach the art of turning any fertile land back into polyargain. This is not entirely true; once polyargian has been used it is marked forever and may only be turned back into a field of the same kind as it was stolen from. This knowledge that your stealers learn is of great importance to the development of your city.
|In times of great need your population can be forced to work harder. Though loyale, your workers hate to work in their spare time and their happiness with drop before the first brick is laid. Anyway, forced work means double shifts and 50% increase in the construction and research speed.
|Complaining is always heard when taxes are mentioned, and the loudness of the complaining is proportinal to the taxrate. Not a good thing for the mood, but necessary for the growth of your city, taxes ensures you the income of gold. The taxrate may be set to 0-60%.
|Research can be done on different kinds of governments. From the start anarchy is the government in your city. This is not good, as no bonuses are received during anarchy. Early research and change to a better government is crusial. After the construction of the palace, 5 different ideas can be explored. There are Paganism, Monarchy, Polytheism, Republick and Passifism. Each give different types of bonuses. Choose carefully, a wrong path may cost you dearly. However, you can research any government, and a change in governing can be done after a short revolution. A revolution lasts 8 ticks, and during this period anarchy will rule.
A government change can only be triggered by a revolution lead by you.
|When your city runs out of food all city units will stop working. These are priests, entertainers, mages and merchants. Engineers and scientists will never strike. When this happen place more workers on farms. This doesnt happen very often.
|After a while polyargain becomes so expensive that you get more from you money by building an army and attacking others. When attacking others you may steal their resources and fields. The stolen goods will be brought home with the army after battle, and upon homearrival you may set your free citizens to work on the stolen fields. Stealing units are weak themselves, and they need protection from an army.
Attacking can be done alone or together with others.|
The amount of captured resources and fields is determined by the gods based on your's and the defender's religionpoints and population. No more then 15% of the enemys resources can be stolen pr tick.
Attack and defence bonuses are properties of your army.
An army killing an enemy unit will receive experience. This experience will give a pluss bonus to attack and defend.
You cannot attack people within your own empire, nor cities that have less population than a certain percentage of your own population.
|After attacking, defending is the main task of your city-state armies. Fortified behind palisades, city walls or a citadell you will have the edge in battle. Defending can be done together with others. You can defend any city you like at all times.
|When sending an army away on a mission it will use a certain amount of ticks getting to its destination. The is called ETA (estimated time of arrival) and it can be found on the army page.|
The ETA for an army will vary with which units it contains. Each unit has an ETA attribute, and the armys ETA is determined by the highest of these.
Every army has three eta's.
SHORT - for travel inside the Empire (X and Y coordinates are equal). Base short ETA is 5 ticks.
MEDIUM - for travel inside the Realm (X coordinates are equal). Base medium ETA is 6 ticks.
LONG - for all other travels. Base short ETA is 7 ticks.
The ETA may be reduced by constructing different improvement in your city (See techtree).
Allied cities also receive an extra ETA-reduction of one (1) tick when defending outside its own empire.
|When the attacking army arrives at its target the battle begins. If there are no defending units, the attacking armies will only capture fields and resources if so is possible. |
If there are defending units battle will happen approximately this way:
Each army may have individual bonuses, and therefore each army strike in turn. The units with the lowest init attack first (the initbonus is taken into account)
If two armies has a unit with the same init, the one with the greatest experience will strike first, thus giving it a greater chance to kill units and gain experience. Then the units from the different armies strike in turn with the one with the lowest experience at the end. In other words, the more experience, the more you will get.
On the other hand, units from armies with the lowest experience are NOT hit first. Armies are hit in a random order and in time this randomness will even out.
About the different bonuses to units
BonusTo, may be Melee, Ranged, Mounted, Bonus or None (also Field and Resources see below)
BonusType, may be Attack, Defend, Avoid or None
1. Example, a unit with BonusTo=Melee, and BonusType=Attack will try to attack Melee units first, because they do most damage to melee units.
2. Example, a unit with BonusTo=Ranged, and BonusType=Defend will if, a ranged unit attacks step in as first defender, regardless of whether the attacker has an attackbonus or not. They step in because they are probably the strongest defender. If more then one units have equal BonusTo and BonusType=Defend they will all become first defenders and damage is devided between them.
First when all units with a BonusType=Defend has been killed will the attacker start making damage to the rest of the units.
3. Example, a unit with BonusTo=Bonus, and BonusType=Avoid will when attacking first attack units without bonuses (Attack and Defend) of any kind. This makes these kind of units powerfull against stealers.
4. Example, units with BonusTo=None, and BonusType=None have no preferences and will attack randomly.
In short; its an advantage when defending to have units with BonusType=Defend together with BonusTo=Melee,Ranged,Mounted.
And when attacking you might want to have units with BonusType=Attack
Stealing units have Field, ans Resource as their BonusTo, as they try and capture these.
The following combinations of BonusTo and BonusType is possible:
Melee + Defend, Melee + Attack
Ranged + Defend, Ranged + Attack
Mounted + Defend, Mounted + Attack
Bonus + Avoid, None + None
Steal + Field, Steal + Resource
All regular units fight first, and if there are any Stealers left they try and capture resources. Although stealing-units have init, armies with a init-bonus will NOT steal from the other armies quota (they will steal before them however, and have a greater possibility of surviving the battle).
The quato is determined by the score of each army.
Say, a 12% caprate has been determined based on the attackers and defender's religionpoints and population. One army has a score of 10000, and the other a score of 5000. This will give army 1 a caprate of 12%/15000*10000 = 8%, and the remaining 4% to the 2nd army.. etc.
Caprate is equal both for field and resource capturing.
When an army returns home, they deliver the captured polyargain and resources and return to their unit, again available for action.
Remark, you dont get the captured resources until the army returns.
If an army is annihilated is battle, but you still managed to capture resources, these resources will still be carried home (they will use only one (1) tick home).
If no fighting units are left and no resources captured, the army is lost and a new one i created at home.
Even if more than one of your armies are present only one combat report will be written, but with each army's experiencegains specified.
|During battle some of the units lost are taken prisoners. About 1/3 of the units that would normally be killed are taken back to one of the enemies cities and are kept there.|
These units can be bought back for some ransom. The ransom is based on the sizes of the two cities involved. The smaller city will have to pay less than the bigger city to get units back. The cost is about halv that of normally training a unit in the barracks.
The resources payd to get any unit back goes to the capturing city. It takes eight (8) ticks to return from prison, and the units are then added to the home army. All experience they might have had is lost during imprisonment.
Only military and stealing units can be captured, NOT city units i.e. priests, mages... farmers, lumberjack etc.
|If you find that you have the time, you can send your army away on a exercise or training. It will last for 8 ticks and your army will be unavailable during this time. When the 8 ticks are done, your army will have received enough experience to get +2% attack and defence bonus.
|The capsize is a certain percentage the attacking armies may capture each tick from the defender. Max capsize is 15%.|
The capsize is determined in short by multiplying the ratio between the attackers' population and religionpoints with the ratio between the defender's religionpoints and population. This number is then multiplied by 0.15
This proves the importance of training priests and constructing +religion buildings.
|As your troops survive battle and killing other units they gain experience. They will get experience points which are equal to the sum of points killed.|
The experience will foremost give the army an attack and defence bonus. Low at first, but may if you attack and defend wisely let your army be very strong. Adding new unexperienced troops to your army will lower the attack and defend bonus, although the number of experiencepoints will remain the same.
The experience points of your army adds to your city's total score, and can also be seen on the overview page.
Experience points will be lost in battle if you lose more troops than you kill, and increase if you kill more than you lose yourself.
|Alliances can be created on the trade & diplomacy page. After this is done, the name of the alliance will be shown in the dropdown list over alliances to join. Now players may apply for membership by selecting the alliance from the list and type in some text. The point of this small text is for the leader to know why someone wants to join, or perhaps some password for the alliance has to be submitted.
The alliance leader may then accept or deny the application. If accepted there is a 12 tick delay before the player is allowed into the alliance.|
When inside the player then gets up a list over players in the alliance and how active they have been. You can only be member of one alliance at the time.
When creating an alliance you automatically join that alliance. You cannot join any other alliances as an alliance leader. The alliance has to be disbanded before you can an other alliance.
Each alliance can hold up to 20 players at the time.
Being a member of an alliances gives you some advantages.
-More people will see if you have incoming (blue flag), and might send you defence.
-You receive a -1 eta bonus when sending defence to an ally.
-You can donate resources to all within you alliance.
|After you have constructed any of the buildings that enables a vision you may select a vision from the dropdown list. The four buildings that enables visions are:|
Tower of Vision (City Vision)
Altar of knowledge (Population Vision)
Bloody Crypt (Army Vision)
Tower of Luck (News Vision)
Visions cost mana, and the more advanced ones are more 'expensive'.
There are four different kind of visions
This vision will show some basic information about the target city: The amount of different fields and resources, the different amounts of points and the different bonuses. Although it doesn't give much information about the units of the other city it is a great way to find a target early on. And its cheap!
Here you are granted some more infomation. All units of the other city is listed. Copying this into the battlecalc and comparing to your own units is a great way to decide for an attack or not.
Perhaps the most important visin. All information is given about the other sides armies, the amount of units, where they and what their order are. It looks exactly the same as your own army page.
After you have launched an attack you might want to know if the enemy gets any help from others. Unless he has deleted his rescent news you can with this vision see if he gets his help. All other news he has received is also visible. This vision is quite 'expensive'.
|There are four (4) types of units in the game. These are|
|Research can be done at one at the time. Research is performed by your scientists. The more scientists to population ratio the faster an research will be done. It may be canceled. When forced labour is applied Research will happen 50% faster.
|Construction can be done at one at the time. Construction is performed by your engineers. More engineers will give faster constructionspeed. It may be canceled. When forced labour is applied Construction will happen 50% faster.
|On the Advisor page you will find advice from people in your city. If things go well they will have nothing to say, but as soon as they have something to put their finger on, they will shout out. Check this page every once in a while for some tips on the running the city.
|For an overview of what you can reaserch and construct view the techtree. It goes from left to right. You cannot start a tech without completing all branches up to that tech. Some techs even require a tech from an other branch. This is marked in grey. In each tech cell, you will see the effort it takes to complete this tech, and what bonuses this tech will give. To get a more detailed description and the cost of the tech click it.
|You can have several (all) bonuses at the time. Bonuses of the same kind from buildings, governments etc. are summed to give a total bonus.
Remember; you can only have one government at the time.
Bonuses pile up, i.e you have a government which give +10% to trade, and you construct a building with +15% to trade, you will have a total of +25% to trade. This goes for all bonuses
|Gives you a pluss to attack and defence. Damage and armour is increased with the given bonus.|
|Governments:||Paganism +3%||Bonus range: 0%-25%|
|Constructions/Researches:||Training grounds +5%|
|Makes each priest work harder. It will increase the output from each priest|
|Governments:||Monarchy +10%||Bonus range: 0%-80%|
|Constructions/Researches:||House of God +10%|
|Makes each farmer work harder and faster. The food each farmer produces in one tick is increased with the given bonus. Higher foodproduction gives you a bigger surpluss which leads to a higher population growth|
|Governments:||Polytheism +10%||Bonus range: 0%-60%|
|Grain mill +15%|
|Makes each entertainer work harder. Entertainers greatly effect the happiness of your people.|
|Constructions/Researches:||Ale Store +10%||Bonus range: 0%-50%|
|Merchants are affected by this bonus, trade is made easier and you will get more revenue from your mines, farms and forests.|
|Governments:||Paganism +10%||Bonus range: 0%-70%|
|Customs house +20%|
|Under the resources page, you will see a line with: "Increased income due to trade. This is your tradebonus|
|Perhaps a bit confucing but the trade-bonus (over) is used to determine how much more you get from each field. The tradebonus is a combination of the trade-bonus (over) and the number of merchants. Traderoutes also give a boost to your tradebonus. Maxed out this will be around 100%, which will double the output from each field. Gold-earnings is also affected by this bonus||Bonus range: 0% - 100+%|
|Priests and mages work the same way, so this bonus makes your mages work harder.|
|Governments:||Paganism +20%||Bonus range: 0%-80%|
|Constructions/Researches:||Dark temple +10%|
|Altar of pain +20%|
|The defence bonus is only affected by the type of defensive structure at the "battlefield". All defenders will take advantage of this bonus. The armour of the defenders is increased with the given bonus|
|Constructions/Researches:||Palisades +3%||Bonus range: 0%-18%|
|City Walls +5%|
|Makes your units travel faster with the amount of the bonus|
|Governments:||Ocultism -1||Bonus range: 0-3|
|Constructions/Researches:||Warfare Library -1|
|Drug store -1|
|One of the most powerful bonuses. Striking early in battle is one of the main keys to victory.|
|Constructions/Researches:||Roads -1||Bonus range: 0-4|
|Waggon hall -1|
|The Wheel -1|
|The buildbonus will give a boost to your engineers.|
|Governments:||Paganism +10%||Bonus range: 0%-45%|
|The sciencebonus will give a boost to your scientists making them work faster and more efficiently.|
|Governments:||Paganism +10%||Bonus range: 0%-45%|
|A city unit. May be trained after the construction of City Hall. This units task is to ensure your relationship with the gods is good. Each tick, they produce religionpoints which add to your total religionpoints. During a battle the gods decide how much you can capture based on the defenders religionpoints and the total religionpoints of all the attackers. However, the larger the population the more religionpoints are required to please the gods! So in short; More priests -> more religionpoints -> higher caprate when attacking and lower lossrate when defending.
Priests will generate more religionpoints if the have a House of God or a Cathedral. Certain governments also give bonus to religionpoint-generation.|
|Beware, generation will stop if:|
|1. Your city runs out of food|
|2. The priests to population ratio is too small|
|Religionpoints can be lost during battle depending on how you capture/lose|
|A city unit. May be trained after the construction of City Hall. Mages are powerful magicians who can greatly increase the power of your city. Their main task is to produce mana. The produced mana may be used to several things. When researched several different vision are available, that can be used in the gathering of information. The mana also works as a manashield. The more mana the harder the manashield is to penetrate, and attempted vision from other city's will get obscurred and unreadable. Because of the weak minds of the workers and warriors, mana is wasted. Thus the larger the population the more mages are required to generate more mana. Mages will work more efficiently if they have access to a Dark Temple or an Altar of Pain. Certain governments alse give bonus to mana-generation
|Beware, generation will stop if:|
|1. Your city runs out of food|
|2. The mages to population ratio is too small|
|Manapoints are lost only during visions|
|A city unit. May be trained after the constrution of City Hall. The entertainers do, as their name suggest, entertain your people. Entertained people are happy people. Happy people produce more kids. The more kids the mightier your can grow. In other words; an important unit to keep the growth of your city at top.
Entertainers can do more good is they have a School, Theatre or an Amphi.|
|Beware, generation will stop if:|
|1. Your city runs out of food|
|A city unit. May be trained after the construction of City Hall. The middleclass of your city. Skilled craftsmen and traders can increase your city's output considerably. Merchants can make more out of what your fields produces, thus increasing your income.
Merchants will have a better way of doing trade if you construct a Marketplace or Customs House. Establishing trade routes will also burst your city's economy. Certain governments also give bonus to trade.
The ekstra goods produced in a tick is added to your total tradepoints.
|Beware, generation will stop if:|
|1. Your city runs out of food|
|Tradepoints cannot be lost|
|A city unit. May be trained after the construction of City Hall. These guys are responsible for the constructions is your city.|
Depending on the engineers to population ratio you will construct fast or slow. In short, training many engineers will make your city grow faster. Construction of a Forge, Workshop and Watermill will make your engineers work faster.
|A city unit. May be trained after the construction of City Hall. Scientists take care of research. The more scientists the faster research will happen. This if of cource an advantage.|
The speed of research is dependant on the scientists to population ratio. Also construction a Forge, Workshop and Watermill will help in their work