// Knowledge researches
You can send out a member to acquire one of the 5 types of knowledge, each costs 20 research points. You can acquire a "knowledge" research multiple times.
1) Cultural knowledge
2) Military knowledge
3) Shadow knowledge
4) Magical knowledge
5) Architectural knowledge
You can send out a member to acquire one general tech provided you answer the requirements of knowledge.
// 1st tier (each 1st tier tech costs 20 research)
*illegal operations // You can now initiate illegal operations. Requires: 2 Shadow knowledge
*combat formation // the attack penalty of a member who takes a battle position that does not suit his stats is reduced by 1. *Requires: 2 Military Knowledge
*civilized manners // members with neutral attitude towards each other are less likely to fight or argue. 2 Cultural knowledge
*fortification // Building 3 Wall tiles is considered as building only one structure for the purpose of overseeing(1 member can now oversee 3 wall construction at a turn). requires: 2 Architectural knowledge
*enlightening path // members now gain a minor amount of experience when praying at the altar. requires: 2 Magical knowledge
*rewarding work // Members now gain a minor amount of experience when doing a labor. Requires: 1 Cultural knowledge 1 Architectural knowledge.
// 2nd tier (each 2nd tier tech costs 30 research)
*blood magic // Members with total hp lower than 50% gain +1 to the maximum damage they can inflict by spells (banish battle). Requires: 1 Military knowledge, 1 Magic, 1 Shadow knowledge
*brewing mead // Members gain a new possible action to do called 'brew mead': costs 2 crops, member creates 1dPer mead bottles. Each bottle either boosts morale by +1 to a chosen member or you can sell the bottle for 15 gold. Requires: 1 Architectural knowledge, 2 Cultural knowledge
*craft weapons // Members gain a new possible action called 'Craft weapon': costs 4 ore, member creates 1dStr weapons. Each weapon can be assigned to a member and boost his maximum damage in fight type battles by +1 or be sold for 25 gold. Requires: 1 Architectural knowledge, 2 Military knowledge
*craft potions // Members gain a new possible action called 'Brew potion': costs 3 might, members creates 1dInt potions. Each potion either boosts a certain attribute by +2 to an assigned member of choice for 2 turns or can be sold for 20 gold. Requires: 3 Magical knowledge
*experts kit // Members gain a new possible action called 'Craft kit': Costs 3 ore. member creates 1dDex expert kits. Each kit can be assigned to a member and boost his maximum steal scre on aggresive actions by +1 or be sold for 20 gold. Requires: 2 Shadow knowledge, 1 Architectural knowledge
protective runes // Members gain a new possible action called 'Craft runes': Costs 3 ore. member creates 1dCha runes. Each rune can be assigned to a member and boost his maximum damage in purge battles by +1 or be sold for 20 gold. Requires: 2 Magical knowledge, 1 Architectural knowledge.
shadow artifacts // You can now steal might from other guilds when initiating a steal resource action as if it was a physical resource.Requires: 2 Shadow knowledge, 1 Magical knowledge.
*looters // Parties loot 20% more gold after a battle. Requires: 2 Military knowledge, 1 Shadow knowledge.
*hunting // Each time you successfully eliminate a track type threat mission you also gain an amount of meat equals to the challnge/10 of the mission. 2 Cultural knowledge, 1 Military knowledge.
// 3rd tier (each 3rd tier tech costs 40 research)
*labor expertise // Choose one labor(Mine/Harvest/Slaughter) sending a party to do that labor will now on grant you additional resource (+1 to roll for members doing that labor). Requires: 2 Cultural knowledge, 2 Architectural knowledge.
*defensive tactics // All your members gain +1 to fight score when defending in a fight against another guild. Requires: 4 Military knowledge.
*offensive tactics // All your members gain +1 to fight score when attacking another guild. Requires: 4 Military knowledge
*impressive structures // Each structure that you build after acquiring this technology will also boosts your fame by +1(not including walls). Requires: 2 Cultural knowledge 2 Architectural knowledge.
*hedonism // members are more likely to use the tavern/bathhouse at their aftermath time and gain a boost to their morale. Requires: 4 Cultural knowledge
*chosen few // the required amount of members you need to send for casting a spell is halved (for example: you only need 2 members for a 40 might spell instead of 4 members). Requires: 4 Magical knowledge
*hellenism // you gain half the might you spent back if you cast a dark, light and summon spells all in the same turn. Requires: 4 Magical knowledge.
*assassination // you can send members to a new type of mission called 'assassination'. Choose a target member of any guild, the difficulty of the assassination is depending on the amount of experience the target has. Requires: 4 Shadow knowledge.
*power vacuum // for 10 influence you can send a member to convert any 3 tiles in the territory of any other guild to become tiles no one holds. There must be nothing built on the tiles you choose. Requires: 4 Shadow knowledge.