Sciences

Each science nears a limit and never reaches it: half of it at 350,000 books, then ever more slowly. Books are spent in their own category. See Science for how books are earned.

Economy

ScienceEffect
Alchemy
More income.
Gold earned from peasants each tick (income): nears +30%; +10.7% at 100,000 books, +15.0% at 350,000, +20.8% at 2,000,000
Artisan
Cheaper, faster construction.
Gold cost of construction (construction_cost): nears -30%; -10.7% at 100,000 books, -15.0% at 350,000, -20.8% at 2,000,000
Time to build (construction_time): nears -30%; -10.7% at 100,000 books, -15.0% at 350,000, -20.8% at 2,000,000
Housing
Land holds more people.
How many people the land can hold (population): nears +20%; +7.1% at 100,000 books, +10.0% at 350,000, +13.9% at 2,000,000
Production
More food and aether.
Food grown on land each tick (food_production): nears +50%; +17.8% at 100,000 books, +25.0% at 350,000, +34.7% at 2,000,000
Aether gathered each tick (aether_production): nears +50%; +17.8% at 100,000 books, +25.0% at 350,000, +34.7% at 2,000,000
Tools
Higher building efficiency.
Building efficiency (can pass 100%) (building_efficiency): nears +25%; +8.9% at 100,000 books, +12.5% at 350,000, +17.4% at 2,000,000

Military

ScienceEffect
Resilience
Fewer troops die in battle.
Troops killed in battle (casualties): nears -35%; -12.5% at 100,000 books, -17.5% at 350,000, -24.3% at 2,000,000
Siege
More land from successful attacks.
Land taken on a successful attack (land_gain): nears +20%; +7.1% at 100,000 books, +10.0% at 350,000, +13.9% at 2,000,000
Strategy
Stronger defense.
Defense of troops at home (defense): nears +20%; +7.1% at 100,000 books, +10.0% at 350,000, +13.9% at 2,000,000
Tactics
Stronger offense.
Offense of troops sent on attacks (offense): nears +20%; +7.1% at 100,000 books, +10.0% at 350,000, +13.9% at 2,000,000
Valor
Faster training.
Time to train troops, medics and upgrades (training_time): nears -40%; -14.3% at 100,000 books, -20.0% at 350,000, -27.8% at 2,000,000

Arcane

ScienceEffect
Channeling
Your adepts count for more in every rite's roll, cast or resisted.
Your adepts' strength in a rite's roll, cast or resisted (adept_strength): nears +50%; +17.8% at 100,000 books, +25.0% at 350,000, +34.7% at 2,000,000
Crime
Your spies are stronger.
Strength of your thieves when spying (thief_strength): nears +40%; +14.3% at 100,000 books, +20.0% at 350,000, +27.8% at 2,000,000
Finesse
Fewer thieves lost when caught.
Thieves lost when caught spying (thief_losses): nears -50%; -17.8% at 100,000 books, -25.0% at 350,000, -34.7% at 2,000,000
Shielding
Enemy spies are weaker against you, and hexes take and wreck less.
Strength of your thieves against enemy spies (thief_defense): nears +25%; +8.9% at 100,000 books, +12.5% at 350,000, +17.4% at 2,000,000
What hexes take or wreck of yours (hex_damage_taken): nears -25%; -8.9% at 100,000 books, -12.5% at 350,000, -17.4% at 2,000,000
Sorcery
Your hexes take and wreck more.
What your hexes take or wreck (hex_damage): nears +30%; +10.7% at 100,000 books, +15.0% at 350,000, +20.8% at 2,000,000

Generated from the game's rule files: Age 3, ruleset 26d8be6b2df908a1. Edit the game's rules, then run tools/sync.py.