Tech Tree

Egypt grows up over the course of each Tale — pushed forward by the people playing it.

Egypt doesn’t begin with its full knowledge. Each Tale starts with the basics — and the deep crafting, agriculture, and construction systems that define Egyptian civilisation have to be unlocked over time, by the people playing it.

Six universities

At the heart of the world’s knowledge are six universities — Architecture, Art and Music, The Human Body, Natural Philosophy, Thought, and Worship. Each one houses a tree of technologies that can be advanced by the community.

Research is funded by the players

Every technology has a list of materials required to advance it — raw resources, worked goods, sometimes quality-specific items that can only be produced with knowledge you may not have yet. Players gather these and donate them at the relevant university. Houses pool effort through their Great Halls. Laboratories help.

Once enough has been contributed, a real-time research timer begins — from a few hours for early discoveries to weeks for advanced ones. When it completes, the next tier opens up: new buildings become constructable, new skills become learnable, new production chains come online. Egypt grows.

The tree runs deep

Early techs like Carving and Pyrolysis unlock mid-tier discoveries like Blacksmithing and Kiln Construction, which in turn unlock further tiers — eventually leading to fully automated industrial processes that weren’t imaginable at the start of the Tale. Some technologies branch through different disciplines: a community strong in Architecture follows a different route than one strong in Thought.

You will contribute to some of this. You may not live to see all of it.

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This describes Tale 11. The technology system is being reshaped for Tale 12 — watch for the launch announcement.