* SCIENCES * The main key to victory comes in the form of sciences. Each of the three sciences will improve the quality of your military units, and the lifestyles of your people. Social science is the science of the people and their environment. In the game, improved social science allows the growth of cities, prevents plagues, and keeps the population in line. Empires weak in social science will start to notice their cities rebelling and their people dying. Social science ranges from Tyrant, the worst, to Avatar, the best. The larger the city, the more social science is needed to keep it in line. At Missionary, moral guidance allows for faster and more efficient production. This comes in the form of a production bonus, increasing all military unit production by fifty percent. At Clergyman, a renaissance occurs, providing a Science Bonus. All scientific production increases by fifty percent. At Priest, religion begins to dominate the majyk, and keeps increase their output by fifty percent. Laslty, at Bishop, the religious leaders begin to influence the military, granting them bonuses in conflict. This comes in the way of a +1 bonus on combat rolls. Social Allows Ability Tyrant Settlement,Village,Town Nothing Follower Nothing Nothing Missionary Nothing Production Bonus Clergyman Castle Science Bonus Priest Nothing Majyk Bonus Bishop Nothing Combat Bonus Archbishop Fortress Nothing Papal Nothing Nothing Avatar Citadel Nothing Military science is the basic knowledge of warfare, and is arguable the most important science in the game. The higher your rank in this science, the more powerful types of armies you may produce. Military science begins at pacifist, which grants the player use of only settlers and infantry units (see next section). Emperor, the higest rank, has all standard military units available. Military Rank Allows Pacifist Settlers, Infantry Peasant Nothing Soldier Calvary Squire Knights Knight Seige, Trieme Lord Catapault Warlord Archers, Ship High Lord Ballista Emperor Greek Fire, Galleon Majyk science is the study of the arcana. Majyk itself allows for two things, spellcasting and the creation of majykal units, such as wolfriders or drakes. The effectiveness of keeps is also increased with majykal science. The lowest rank of Majykal science is Majyk-Blind, which allows nothing. Dabbler is the first rank in which wolfriders and placate spells can be used. The Lord Maje rank enables the player to cast any spell and to create any majykal units. Mayjk spells are explained in later detail in the Spells section. In general, however, the higher rank the spell, the more devastating the spell effect on your enemies. Majyk Unit Spell Majyk Blind Nothing Nothing Dabbler Wolfriders Placate Student Ogres Guardian Acolyte Dire Wolves Enrage Scholar Giants Wealth Adept Paladins Disruption Maje Griffs Raze High Maje Wyverns Black Plague Lord Maje Drakes Holocaust Sciences are improved in cities by selecting the Develop Sciences option when building a new settlement or in changing production. Resources in that city will go into the sciences instead of the creation of units.