The Ogre Kingdoms tech tree consists of technologies that unlock new advantages throughout the game. Research takes place constantly, but the rate at which discoveries occur can be increased by using heroes to spy or building additional research buildings at your settlements.
Technologiess[ | ]
Tech | Prerequisite | Cost | Effects | Description |
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Camp Huddle | 3 turns | A couple of Ogres having a conflab quickly becomes a huddle as more and more gather around them. | ||
Whetstones | Camp huddle | 4 turns | Melee attack: +5 for Ogre Bulls units | Sharper weapons do more damage, something many Ogres learn from watching their butcher at work. |
Betta Bribes | Whetstones | 4 turns | Diplomatic relations: +10 with Ogre Kingdoms | Gold is useful for opening ears to new ideas. |
Butcher's Spices | Whetstones | 4 turns | Casualty replenishment rate: +5% | Whatever it is he's using to flavour the meat makes it taste nice, and has some healing properties too. |
Larger Fire Pits | Butcher's Spices | 4 tursn | Camp growth: +5 | A bigger pit allows for more meat to be cooked at one time, so many mouths can be ded in a single sitting. |
Bigga Spit | Butcher's Spices | 4 turns | Control: +4 | The Bigger the spit, the bigger the meal, the more satisfied the diners. |
Protection Racket | Bigga Spit | 4 turns | Income from all buildings: +10% | "Somefing could 'appen, yer know? You wouldn't wan' there to be an 'accident', now would yer?" |
Gnoblar Scavengin' | Camp Huddle | 4 turns | Income from raiding: +50% | Those pathethic, snivelling Gnoblars can be leashed and made to sniff out the best loot, and more of it too. |
Ridin' Stick | Gnoblar Scavengin' | 4 turns | Charge bonus: +12% for cavalry units | Some mounts are disobedient and others are just plain dangerous, so it's sometimes necessary to "put a bit of stick about" to keep them in line and focused on the task at hand. |
Camp Foragin' | Gnoblar Scavengin' | 4 turns | Camp growth: +20 when in enemy territory | Once you get a handle on the local food supply, things start to come together quite well, quite quickly, regardless of how far the Ogres are from home. |
Saddlesore Cream | Camp Foragin' | 4 turns | Recruit rank: +1 for cavalry units | All that riding makes one a bit "sensitive and hurty", but this miracle substance, made from the bile leftover from certain types of dinner, works wonders, and in no time. |
Dinner Gong | Camp Foragin' | 4 turns | Control: -4 in enemy provinces where an army is present | Now the whole camp can eat together - bringing a bit of decorum to proceedings, you might say. Almost. |
Gold Standard | Dinner Gong | 4 turns | Income from sacking and looting settlements: +25% | The only forms of currency Ogres will accept are food and gold. When many tribes are working together, agreeing on a standard is vital if healthy relations are to be maintained. |
Ogre Throng | Requires 1 technology:
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When several smaller Ogre camps become large enough and touch, a bigger gathering - a throng - is formed. | |
Ravening Hordes | Ogre Throng | Upkeep: -5% for all Ogre units | Keep 'em hungry, keep 'em mean. | |
Fire Mouth Tribute | Ravening Hordes | Hero capacity: +3 for Firebellies | The volcanic peak kills many when it erupts, so making sure the Fire Mouth gods are appeased should be high on any self-respecting leader's list of things to do. | |
Preachers of Fire | Ravening Hordes | Hero capacity: +2 for Firebellies | "The Firebellies are comin' - time for a feast! Who's for some flametoad and devilpepper curry?" | |
Warpstone Rub | Preachers of Fire | Applying Warpstone to steaks before cooking them keeps the number of mutations down. | ||
Gone-Off Meat | Preachers of Fire | Meat generated: 5 (all armies) | This meat's well past its best, but hardy Ogre constitutions can probably still handle it. The price reflects this. | |
Trade 'Relations' | Gone-Off Meat | Income from trade: +5% for every ally | Simply promising not to eat the foreign envoys puts trade negotiations on a better footing from the outset. | |
Contract Scrawls | Ogre Throng | Treasury reward from contracts: +50% | Even Ogres know that keeping records of agreements can avoid the more violent forms of disagreement further down the track; simply sign your name with an 'X'. | |
Bait the Trappers | Contract Scrawls |
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Gnoblar Trappers delight in tormenting smaller animals and following Ogre Hunters into battle. Baiting them beforehand ensures that only the fastest, most intrepid candidates may attend. | |
Live Bait | Contract Scrawls |
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Gorgers like their meat raw or recently slaughtered, so the best kind of bait is the kind's still wriggling. | |
Ogre Breath | Live Bait | Recruit rank: +2 for Ogre Bulls units | Eating crushed limestone reduces cases of 'Ogre Breath' enough so the Ogres can stand closer together and fight in ranks. | |
Bigga Tents | Live Bait Preachers of Fire |
It's a bit fiddly, but some Ogres have a natural affinity for such things, and are able to make tents big enough to house a huddle or more. | ||
Battlefield Butchery | Live Bait | Meat gained from battles: +10% | Every last ounce must be scoured from the bones. Nothing should be wasted. | |
Over-Eatin' | Battlefield Butchery | Growth: -100 (armies in enemy region) | Though it tends to lead to gut-aches and even-more-chronic flatulence than usual, there's sense in depriving the enemy supplies, so they have to fight you in a weakened state. | |
Tribal Gathering | Requires 1 technology:
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Here, all the Ogres of the tribe sit together in one place to eat and make plans (chiefly, to eat even more). | |
Better Plunder | Tribal Gathering | Amrour: +10 for Maneaters units | The Maneaters have spent their long lives accumulating wealth abroad on campaign as mercenaries for foreign powers, which has given them a nose for the best plunder. | |
Choosiest Weapons | Better Plunder | Weapon strength: +10% for Ironguts units | As the Tyrant's super-hard elite guard, Ironguts naturally get the best armour and weapons available to the tribe. | |
Mournfang Scent | Better Plunder | Recruit rank: +2 for Mournfang Cavalry units | The natural musk of a mighty Mournfang, bizarrely, will attract other animals - ones you want to trap, kill and bung on a spit over the fire with haste. | |
Sky-Titan Defences | Mournfang Scent | Defensive supplies: +500 per turn when under siege (factionwide) | The megalithic defences of this long-gone race were built into the mountains themselves. It's not completely beyond the Ogres to work out how to use them, but almost. | |
Trade Negotiator | Mournfang Scent | Income from trade tariffs: +10% | This one's not much of a talker, but more of an imposing presence who cracks his knuckles a lot, which speaks volumes to his opposite numbers. | |
Scrap Collectors | Trade Negotiator | Upkeep: -50% for Gnoblars and Gnoblar Scraplauncher units | If you hit, throw and generally abuse them enough, Gnoblars occasionally have good ideas - in this instance, a Rhinox-drawn scoop for picking up all the scrap. | |
Trapper's Instincts | Tribal Gathering | Ambush success chance: +25% | After a while spent trapping for a hunter, a Gnoblar Trapper develops a sense - as well as a nose - for their prey. | |
Sinew Bindings | Trapper's Instincts | Weapon strength: +10% for Ogre Bulls units | Winding sinew around weapon handles makes for better grip, which in turn makes them easier to wield. | |
Camp Site Cullin' | Trapper's Instincts | Population surplus: 3 for newly deployed camps | Determining the best place to set up camp? It's a process of elimination. | |
Finder's Fee | Camp Site Cullin' | Treasury reward from contracts: +10% | It's important to discuss payment from the outset to prevent things going south at a later juncture. | |
Iron-Capped Teeth | Camp Site Cullin' | Weapon strength: +5% for Sabretusk Pack, Stonehorn, Gorgers, and Giant units | Iron makes teeth better, so they cause more damage. Obviously. | |
Tribal Tribute | Iron-Capped Teeth | Income from camp buildings: +30% | Understanding that the Tyrant's tribute must be paid, no matter how well things went, is essential if you want to carry on living. | |
Big Migration | Requires 1 technology:
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Signalling that the several tribes that make up an Ogre kingdom are on the move, as a single, brutish, hungry horde. | ||
Mercenary Tithe | Big Migration | A portion of payment extracted for services rendered to others is always sent home. It's just respectful. | ||
Heavier Gut Plates | Mercenary Tithe | Charge bonus: +10 for Crushers units | All the better for smashing the foe to bits with. | |
Mawtooth Fealty | Heavier Gut Plates | Melee defence: +4 for camps | At the heart of every camp lies the Mawtooth stone. The Ogres will fight harder, and with every last breath and ounce of strength, to ensure it is protected. | |
Bigga Camps | Heavier Gut Plates | Population surplus: 3 for newly-deployed camps | A larger campsite means more groupings of tents, and therefore more Ogres gathered in one place - multiplying the threat level many times over. | |
Stonehorn Breeding | Big Migration | Recruitment cost: -25% for Stonehorn units | These enormous, woolly beasts are notoriously dense, even by Ogre standards, and therefore require a bit of 'encouragement' in the breeding department. | |
Stop it Rottin' | Stonehorn Breeding | Upkeep: -5% for infantry units | Believe it or not, it's not always possible to eat all the available meat in one go, so it's necessary to develop preservation techniques if you don't want to see good food go to waste. | |
Huntin' Tricks | Stop it Rottin' | Meat provided by camps: +50% | As it turns out, many of the Ogres' natural prey are a bit thick and can be tricked into giving up their lives without expending too much effort. | |
Belonging to da Maw | Big Migration | Corruption: -2 (all provinces) | Some hungry Ogre souls were born to serve the Great Maw. | |
Butcher's Apron | Belonging to da Maw | Winds of Magic power reserve change: +20% when increasing (all armies) | Recipes and spells are scrawled upon the aprons of the Slaughtermasters and Butchers, steeping them in magic and causing them to absorb even more of the stuff. | |
Stolen Black Powder Recipe | Butcher's Apron |
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Scrolls appropraited from Cathay have revealed their deadly secrets... | |
Sky-Titan Plateaus | Butcher's Apron | Camp limit: +1 for every level 5 camp built | The long-abandoned fortresses of the, rarely, if ever-assailed Sky-Titans make ideal campsites for the brighter Ogre tribes. |