BLOQUE V. REPRODUCCION CELULAR
5.2.3 Diferenciación celular, células madre o troncales
Cavalier: The cavalier upgrade gives your knights 20 more hit points and 2 more attack for a
cost of 300 food and 300 gold at a stable. You should research this upgrade when you have about 12 to 20 knights.
Paladin: The paladin upgrade gives your cavaliers an additional 2 attack, 40 hit points, and 1
extra pierce armor for a cost of 1300 food and 750 gold. You should research this upgrade when you have about 22 to 28 cavaliers.
Hussar: The hussar upgrade costs 500 food and 600 gold and gives your light cavalry units an
extra 15 hit points. You should research this upgrade when you have about 30 to 50 light cavalry.
Heavy Camel: The heavy camel upgrade costs 325 food and 360 gold and gives your camels
an extra 20 hit points and 2 base attack. The heavy camel upgrade also increases the original camel bonus against cavalry from +10 to +18. If you are using heavy camels to fight cavalry (which you should be!), then you should research this upgrade when you have about 14 to 20 camels.
Elite Eagle: The elite eagle upgrade costs 800 food and 500 gold and gives your eagle
warriors 10 more hit points, 2 more attack, and 2 more pierce armor. The additional 2 pierce armor is enormous when you are facing ranged units with eagles and the lower end of the range reflects
fighting enemy castle age ranged units. You should research the elite eagle upgrade when you have between 12 and 40 eagle warriors. As a general rule you should research it when you have about 25 to 30 eagles.
Arbalest: The arbalest upgrade costs 350 food and 300 gold and gives your archers an
additional 5 hit points and 1 attack. You should research this upgrade when you have about 17 to 23 archers.
Heavy Cavalry Archer: The heavy cavalry archer upgrade costs 900 food and 500 gold and
gives your cavalry archers 10 more hit points, 1 more attack, and 1 more pierce armor. You should research this upgrade when you have about 35 to 45 cavalry archers.
Halberdier: The halberdier upgrade costs 300 food and 600 gold and gives your pikemen an
additional 5 hit points, and 2 base attack. They also do an additional 32 damage against cavalry as opposed to pikemen's additional 22 damage against cavalry. You should research this upgrade whenever you have about 14 to 22 pikemen.
Two Handed Swordsmen: The two handed gives longswordsmen 2 more attack and 5 more hit
points for a cost of 300 food and 100 gold. If you are fighting enemy melee units you should get the two-handed sword upgrade when you have about 9 to 15 longswordsmen. If you are fighting against ranged units it is more important for your units to make it to them and be able to attack so it would be preferable to have a few more swordsmen before you research this upgrade.
Champion: The champion upgrade gives two-handed swordsmen an additional 10 hit points, 2
attack, and 1 melee armor for a cost of 750 food and 350 gold. You should research this upgrade when you have about 25 to 35 two-handed swordsmen.
Heavy Scorpion: The heavy scorpion upgrade gives scorpions 4 more attack, 10 more hit
points, and 1 more pierce armor for a cost of 1000 food and 1100 wood. This is one expensive upgrade and you should research it when you have about 25 to 35 scorpions. In 1vs1 scorpions usually aren't a great choice because they walk quite slow and in most closed in maps where they would be useful there are already onagers, rams, and trebuchets around.
Onager: The onager upgrade gives mangonels an additional 10 attack, 10 hit points, 1 range,
and 1 pierce armor for a cost of 800 food and 500 gold. Provided you have enough army to defend your mangonels (what good is this upgrade if 5 cavalry are going to be fighting them at close range?), you should research this upgrade when you have about 5 to 10 of them.
Siege Onager: The siege onager upgrade gives onagers an additional 10 hit points, 25 attack
and 1 pierce armor for a cost of 1450 food and 1000 gold. It also allows them to chop trees down. You should research this upgrade when you have about 8 to 12 onagers.
Capped Ram and Siege Ram: The capped ram upgrade gives your battering rams an
additional 25 hit points, 1 attack, and 10 pierce armor for 300 food. Other than the hit points, the other two numbers don't mean a whole lot because their pierce armor is weird and their attack is almost meaningless since you won't be ramming most regular units to do a grand total of 3 damage. Rams take 1 damage per arrow from most ranged units and most melee units get an attack bonus against rams. The siege ram upgrade gives your capped rams an additional 70 hit points, 1 attack, 5 pierce armor, and additional garrisoning capacity of 2 for a cost of 1000 food. Rams do get an improvement as they are upgraded in the amount of bonus damage they get against other siege units. My data for capped rams and siege rams is just based on my past experience and heavy data testing isn't one of my strong suits so the numbers for when you should research capped rams and siege rams will be based solely on my past experience. Provided you have an army to defend your rams you should research capped rams when you have about 4 to 6 rams and you should research siege rams when you have about 7 to 12 capped rams.
Galleon: The galleon upgrade is an essential upgrade when you are massing ships. It gives your
war galleys 1 more attack, 2 more pierce armor, 30 more hit points, and 1 more range all for the cheap cost of 400 food and 315 wood. You should research this anytime you have more than more than 15 war galleys.
Fast Fire Ship: This is definitely another upgrade that is far outside my circle of confidence. It
is so rare to use fast fire ships so how many you should build before upgrading would just be a guess. Since the upgrade is pretty cheap my expectation would be that you should get this upgrade when you have about 8 to 14 fire ships.
cheap so I am not sure when you should research it. My guess would be if you plan on detonating 6 to 10 of these guys.
Bracer: Bracer gives archers, cavalry archers, skirmishers, galleys, castles, and towers an
additional 1 attack and 1 range. It also gives all town centers an additional 1 attack for a cost of 300 food and 200 gold. You should research bracer when you have more than 20 galleys (galleon upgrade first if you have to choose) or 25 ranged units (3rd archer armor first if you are using skirmishers against enemy ranged units, or if you are having ranged units fight enemy ranged units without any serious hit and run tactics). If you are using hand cannoneers don't bother with bracer as it doesn't affect their attack.
Chemistry: Chemistry gives archers, cavalry archers, skirmishers, galleys, castles, and towers
an additional attack for a cost of 300 food and 200 gold. It also unlocks the cannon galleon upgrade, the bombard tower upgrade, enables you to build hand cannoneers from your archery range, and bombard cannons from your siege workshop. If you are researching chemistry solely to improve your galleys you should wait until you have 25 to 35 galleys. If you are building ranged units you should research it when you have at least 25 ranged units (after you research bracer).
3rd Archer Armor: The 3rd archer armor gives all your ranged land units an additional 1
melee armor and 2 pierce armor. This upgrade is most useful by far when your ranged units will take heavy fire from enemy ranged units. It doesn't help immensely against most melee units or siege so you can delay this one until you have 35 to 45 ranged units. As we discussed in the bracer section, if you are facing enemy ranged units straight up without any shooting and running, you are better off to research this before bracer.
Parthinian Tactics: Parthinian tactics is a technology that greatly helps cavalry archers kill
pikemen by allowing them to do an additional 4 attack per shot to the pikemen. Parthinian tactics also gives cavalry archers an additional 1 melee armor and 2 pierce armor. It costs 200 food and 250 gold. If you are facing an opponent who is massing pikemen you should get this upgrade when you have about 10 to 15 cavalry archers. If you are not facing any pikemen you should get this upgrade at approximately the same time you would research the 3rd archer armor upgrade (slightly before as it is
10% cheaper).
3rd Cavalry Armor: The 3rd cavalry armor upgrade gives your cavalry an additional 1 melee
armor and 2 pierce armor for a cost of 350 food and 200 gold. This makes your cavalry much more effective against ranged units and town center fire. Whenever you have an army that is a mix of ranged units and cavalry and your enemy has the same or you are heavily raiding it is much better to get the cavalry armor upgrade first. If you are going to be fighting against melee units the 3rd melee attack upgrade is more cost efficient. You should research this upgrade when you have about 18 to 33 light cavalry or 12 to 25 knights (the lower end is when you are fighting ranged units and the higher end when you are fighting melee units).
3rd Infantry Armor: The 3rd infantry armor upgrade is similar to the 3rd cavalry armor
upgrade in its use. For a cost of 300 food and 150 gold all of your infantry units are given 1 extra melee armor and 2 extra pierce armor. This makes them much more resistant to enemy ranged fire but not nearly as proportionately stronger against enemy melee units. You should research this technology when you have about 20 to 35 infantry units (lower end versus ranged units and higher end versus melee).
3rd Melee Attack Upgrade: Blast furnace is the 3rd melee attack upgrade and it gives all of
your cavalry and infantry class melee units an additional 2 attack for 275 food and 225 gold. This is the upgrade you should get first when your hand to hand units are going to be doing some heavy hand to hand combat without ranged unit influence. For infantry you should typically get it when you have between 20 and 30 units and for cavalry somewhere between 20 and 30 light cavalry (about 12 to 20 knights).
Cannon Galleon: The cannon galleon upgrade is expensive at 400 food and 500 wood. It
allows you to build cannon galleons for 200 wood and 150 gold. You better make sure you can defend these expensive buggers if you build them! Never been a heavy user of cannon galleons either so my rough approximation is that they kill a castle at about half the speed of an unpacked trebuchet. They move slower than galleys too, but they have more range than a fully upgraded galley so try to keep these guys behind your hoard. You want to get some of these guys once you have more ships than your
enemy and you want to take down buildings quickly (especially castles, bombard towers, and regular towers that heated shot researched!).
Heavy Cannon Galleon: The heavy cannon galleon upgrade is another expensive one at 525
wood and 500 gold. From my rough approximation they seem about 20-40% stronger than regular cannon galleons so you should research this upgrade when you have about 5 to 8 cannon galleons.
Shipwright: Shipwright is a useful technology for games where you expect there to be lots of
water fighting. It costs 1000 food and 300 gold but it reduces the wood cost of your ships by 20% and makes them build 35% faster. Building 20 more villagers on wood would likely gather more than the amount you would save by researching this technology (although you would run out quicker), but the faster build time cuts the number of docks you need by an additional third. It is quite common to need 10 to 15 docks without this upgrade so you can save 3 to 5 docks worth of resources which is an additional 450 to 750 wood for the quicker build time, making this upgrade great if you have the resources and you aren't in too intense of a fight to afford it.
Dry Dock: Dry dock is a technology similar to ballistics in what type of situations you should
research it. For a cost of 600 food and 400 gold you get 2 things: ships moving 15% quicker and 20 transport space instead of 10. The 15% faster movement is definitely a much bigger reason to
research dry dock. If you move 15% faster than your enemy you get the luxury of choosing your fights easier and chasing down small armies. If you imperial first and you have a feeling your enemy is planning on running his war galleys away for a minute or two before he imperials and you would like to force the fight or pick off a tonne of units during that time period you might want to research dry dock before chemistry and bracer. If you are aware that you won't be doing much running and he is going to force the fight by your (important) docks this upgrade doesn't give any tangible fighting benefit so you shouldn't bother researching it. This is one you should use your brain to feel out what the situation will likely be.
Conscription: Conscription is a relatively cheap technology at 150 food and 150 gold
researched at your castle to allow all military units to be built 15% faster. Since most buildings cost somewhere in the neighbourhood of 200 resources (when you include villager build time), you should
research this technology when you are going to have about 10 to 15 military buildings working. Sometimes you should get it slightly sooner if you don't have time to build those extra military
buildings. As a general guideline, research it when you have a castle that doesn't need to be building unique units or trebuchets and you have 150+ population.