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Monster Media 1994 #1
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MJK1.TXT
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1993-10-27
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* 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.