
Uncivilized brutes will set fire to it if they touch it, too, but at least they won't use it for non-Research purposes.

This is lower for some places, but it's higher for others. Now, Temples have their other uses, and Sacred Researchers don't expect much of a salary after their sign-on bonus, but a Temple still costs 400 Gold to set up. The downside, of course, is that uncivilized brutes will take them for themselves and use them for dastardly non- Research purposes.Īn annoying amount of Researchers are Sacred, and therefore require a Temple to be recruited. The upside of building a Lab is that you then don't have to move your Researcher to your capital for Research purposes that's nice. Unspent Commander Points are wasted, by the way!Īll but a few Researchers have guaranteed Arcane Magic levels, so they need a Laboratory to be recruited, even if they appear in recruitment rosters without a fort.

You need a level four fort, typically called a Citadel, to get three Commander Points per turn only a few nations get those before the Late Ages, however, and upgrading a Fortress into a Citadel costs 750 Gold. Some primitive nations don't even get this opportunity. You need a level two fort, typically called a Fortress, to get two Commander Points per turn upgrading a fort into a Fortress typically costs 300 Gold. Your recruitment places have only one Commander Point per turn at base, so it'll take you two turns to get one Researcher.

Unfortunately, you can only recruit so many Commanders (and therefore only so many Researchers) at a time from your provinces, thanks to something called Commander Points, and the fact that virtually everyone who can research requires at least two of these Points. For most nations, one of these costs 600 Gold. Most Researchers that are worth anything are in your nation's recruitment roster, and the vast majority of them require a Fort to be available.
