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| − | {{Version|1.9}}
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| − | {{Technav}}
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| − | ''Technology'' in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: {{iconify|Engineering|21px}}, {{iconify|Physics|21px}} and {{iconify|Society|21px}}. Additionally, each of the ~300 techs belongs to one of 12 field expertise scattered between the areas (most appearing pre-dominantly in one area though not exclusively).
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| − | The user interaction aspect utilizes a ''card shuffle'' approach rather than a traditional ''tech tree'' presentation, thereby introducing an element of semi-randomness into the system.
| + | {| |
| | + | |- style="vertical-align:top;" |
| | + | |style="text-align: left; width="300px"|'''Zawody nie wymagające parobka:''' |
| | + | ---- |
| | + | * [[Parobek|Parobek]] |
| | + | * [[Mysliwy|Myśliwy]] |
| | + | ** [[Alchemik|Alchemik]] |
| | + | ** [[Bartnik|Bartnik]] |
| | + | ** [[Zielarz|Zielarz]] |
| | + | * [[Rybak|Rybak]] |
| | + | * [[Mnich|Mnich]] |
| | + | ** [[Astrolog|Astrolog]] |
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| − | == Research areas & fields ==
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| − | {{SVersion|1.9}}{{anchor|Categories}}
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| − | [[File:UI tech.png|right|thumb|400px|Technology interface.]]
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| − | There are three different ''research areas'', with each area corresponding with one of the research resources. Additionally, each tech belongs to one of 12 field expertise scattered between the areas. While there is no direct relation between an area and a field, most fields appear pre-dominantly (though not exclusively) in one area.
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| | | | |
| − | The areas, with their dominant fields and primary discoveries, are as follows:
| + | |style="text-align: left; width="50px"| |
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| − | ; ''{{icon|Engineering}} [[Engineering research]]'' | + | |style="text-align: left; width="300px"|'''Zawody wymagające 2 poziom parobka to:''' |
| − | : Main dominant fields: {{iconify|Industry|21px}}, {{iconify|Materials|21px}}, {{iconify|Propulsion|21px}} and {{iconify|Voidcraft|21px}}.
| + | ---- |
| − | : Primary discoveries: new ship and station classes, strategic resources reveal, kinetic & explosive weapons, buildable pops, machine modification capabilities, improved mineral production & storage, and more.
| + | * [[Destylarz|Destylarz]] |
| | + | * [[Garncarz|Garncarz]] |
| | + | * [[Hutnik|Hutnik]] |
| | + | * [[Kamieniarz|Kamieniarz]] |
| | + | * [[Kowal|Kowal]] |
| | + | * [[Mlynarz|Młynarz]] |
| | + | * [[Ogrodnik|Ogrodnik]] |
| | + | *[[Rzemieslnik|Rzemieślnik]] |
| | + | * [[Stolarz|Stolarz]] |
| | + | ** [[Szkutnik|Szkutnik]] |
| | + | * [[Szewc|Szewc]] |
| | + | * [[Tkacz|Tkacz]] |
| | + | * [[Zbrojmistrz|Zbrojmistrz]] |
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| − | ; ''{{icon|Physics}} [[Physics research]]''
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| − | : Main dominant fields: {{iconify|Computing|21px}}, {{iconify|Field Manipulation|21px}} and {{iconify|Particles|21px}}.
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| − | : Lesser dominant fields: {{iconify|Industry|21px}} and {{iconify|Voidcraft|21px}}.
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| − | : Primary discoveries: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more.
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| | | | |
| − | ; ''{{icon|Society}} [[Society research]]''
| + | |style="text-align: left; width="50px"| |
| − | : Main dominant fields: {{iconify|Biology|21px}}, {{iconify|Military Theory|21px}}, {{iconify|New Worlds|21px}} and {{iconify|Statecraft|21px}}. | |
| − | : Lesser dominant fields: {{iconify|Psionics|21px}} (appears sporadically in the mid-to-late game).
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| − | : Primary discoveries: terraforming capabilities, strategic resources reveal, uplift capabilities, genetic modification capabilities, new armies and attachments, improved food and unity production, and more.
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| − | == The card system == | + | |style="text-align: left; width="300px"|'''Zawody wymagające 4 poziom parobka:''' |
| − | {{SVersion|2.0}}
| + | ---- |
| − | [[File:Card system.png|thumb|400px|The "card" system.]]
| + | * [[Gorzelnik|Gorzelnik]] |
| − | Although the underlying technology system is based on the familiar ''tech tree'' structure, it does away with its standard interaction/presentation in favor of the ''card shuffle'' approach. This injects a semi-random element into research, making it somewhat less predictable as well as more non-linear.
| + | * [[Winiarz|Winiarz]] |
| | + | ** [[Barwiarz|Barwiarz]] |
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| − | When prompted for a research prospect, the system presents a select subset of research alternatives picked randomly from a pool of all the valid research options.
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| − | There are two basic parameters affecting a tech's chances of appearing as viable research alternatives:
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| − | * ''Tiers'' - Technologies are divided into 6 levels (T0 to T5) of advancement. Higher tier technologies require obtaining a certain number of technologies from the preceding tier (set at 6 for all tiers<ref>See {{path|common/technology/tier/00_tier.txt}} for details.</ref>) before they become available as research alternatives.
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| − |
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| − | * ''Weight'' - A base value denoting the ''relative'' chance (out of all the valid options) of a particular technology to be drawn as an alternative. This may be further modified by an empire's composition (ethics, civics, and etc.) and its current state (scientist's traits, past tech, and etc.).
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| − |
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| − | To further increase variation, a tech which appeared as an alternative in the previous research prompt will have its weight halved<ref name="defines">See {{path|defines}} for details.</ref> in the next prompt.
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| − | {| class = "wikitable sortable mw-collapsible" style="text-align: right;"
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| − | ! Tier !! {{icon|Engineering}} {{icon|Physics}} {{icon|Society}} Cost !! Weight
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| − | |-
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| − | | style="text-align: center;" | 1 || style="text-align: center;" | 500 - 780 || style="text-align: center;" | 90 - 100
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| − | |-
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| − | | style="text-align: center;" | 2 || style="text-align: center;" | 1000 - 2000 || style="text-align: center;" | 70 - 85
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| − | |-
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| − | | style="text-align: center;" | 3 || style="text-align: center;" | 3000 - 5000 || style="text-align: center;" | 50 - 65
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| − | |-
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| − | | style="text-align: center;" | 4 || style="text-align: center;" | 6000 - 10000 || style="text-align: center;" | 35 - 45
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| − | |-
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| − | | style="text-align: center;" | 5 || style="text-align: center;" | 14000 - 20000 || style="text-align: center;" | 20 - 30
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| − | |-
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| − | | style="text-align: center;" | repeatables || style="text-align: center;" | 25000+ || style="text-align: center;" | 12.5
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| | |} | | |} |
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| − | As a general rule of thumb, the more advanced a technology is, the lower its weight (and the higher its cost).
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| − | ; Example
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| − | Let's assume a pool of 3 techs: {{icon|Armored Torpedoes tech|21px}} Armored Torpedoes, {{icon|Autocannons tech|21px}} Autocannons, and {{iconify|Orillium Extraction|21px}}. Additionally, lead engineering scientist has a {{iconify|Propulsion|21px}} field expertise and {{icon|Autocannons tech|21px}} Autocannons appeared as an option in the previous prompt.
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| − | <math>\text{Total weight} = \text{Armored Torpedoes weight}\, +\, \text{Autocannons weight}\, +\, \text{Orillium Extraction weight}</math>
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| − | <math>\text{Total weight} = 70 \cdot 1.25\, +\, \frac{75}{2}\, +\, 180 = 87.5 +\, 37.5 +\, 180 = 305</math>
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| − | If a tech were to be picked at random, then each tech's chances would be '''28.7%''', '''12.3%''', and '''59%''' respectively.
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| − | '''Note:''' Tiers, weights, and what modifiers affecting it are ''hidden'' parameters. That being said, an expertise in a tech's field is likely to increase its weight (and therefore appearance).
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| − |
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| − | == Research alternatives ==
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| − | {{SVersion|1.9}}
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| − | Each research prompt draws {{green|3}} research alternatives<ref name="defines" />. This may, however, be further increased with the following:
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| − | {{Bonus table|research alternatives}}
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| − | Additionally, some research options may be gained as ''permanent alternatives''. They appear below the regular alternatives and are distinguished from them by a {{tech|acquire|golden}} border surrounding the tech card's bezel. These alternatives are usually acquired (along with some partial progress) through post-battle debris analysis or from special [[event]] chains. The options are then removed from the alternatives' draw pool and remain on the research list until completed.
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| − | If need be, it is possible to change an on-going research project at any point - without incurring penalties - in order to continue researching it at a later time. It is important to note, however, that the saved progress does ''not'' scale with changes occurring to technology costs (for better or for worse). This tends to lead to the tech's completion percentage getting lower as the empire continues to expand.
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| − | As opposed to a permanent alternative, there is no guarantee the technology in question would be available in the following prompts.
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| − |
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| − | == Research output ==
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| − | {{SVersion|1.9}}
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| − | Each ''research area'' employs the use of a different research resource.
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| − | Each of these individual resources has a base production of {{green|5}}<ref>See {{path|common/strategic_resources/00_strategic_resources.txt}} for details.</ref> research points a month. This can be further increased by pops working the appropriate planetary tiles, constructing {{icon|building|21px}} [[Buildings#Research|research facilities]] on planets or {{icon|module|21px}} [[Construction#Research_Stations|research stations]] on the galactic map.
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| − | The research production may then be modified by the following:
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| − | {{bonus table|Research output|collapse=yes}}
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| − | Additionally, each of the resources may also have the following modifiers affecting them (these apply only to a single resource rather than to all of them):
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| − | {{bonus table|Engineering output|collapse=yes}}
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| − | {{bonus table|Physics output|collapse=yes}}
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| − | {{bonus table|Society output|collapse=yes}}
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| − | == Stored research ==
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| − | {{SVersion|1.9}}
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| − | Research output which is not being used for research at the time is being accumulated as ''stored research''. Alternatively, it may also include research resources gained from other avenues such as debris analysis, anomalies, events, and etc.
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| − | This method allows for a more "relaxed" research by eliminating the loss of research points due to forgetting to pick a research project while, at the same time, also simulating accelerated periods of research (as opposed to sudden "jumps") caused by newfound knowledge sources. The current storage levels can be seen by hovering over the appropriate resources.
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| − | The expenditure rate of stored research can be expressed as follows:
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| − | <math>\text{Stored research expenditure length} = \frac{\text{Research resource stored} }{ \text{Research resource produced}}</math>
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| − | ;Example
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| − | An empire produces {{icon|eng|21px}} {{green|+24}} Engineering research a month and has just finished debris analysis granting it {{icon|eng|21px}} {{green|+1000}} Engineering research (stored research).
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| − | <math>\text{Stored research expenditure length} = \frac{\text{1000}}{ \text{24}} =\, \text{41.67 months}</math>
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| − | The empire will supplement its {{icon|eng|21px}} Engineering research by an additional {{green|+24}} research points for the first 41 months and by another {{green|+16}} research points in the following month, after which the {{icon|eng|21px}} Engineering stored research bank will completely deplete.
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| − | == Research speed ==
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| − | {{SVersion|1.9}}
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| − | ''Research speed'' represents a given expertise in a particular research area or field leading to shortened research time of related technologies.
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| − | Research speed boosts the perceived research production in the following manner:
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| − | <math>\text{Perceived research production} = \text{Research resource produced}\, \cdot\, \sum\text{Research speed modifiers}</math>
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| − | The most immediate sources of research speed modifiers are the 3 lead [[scientists]]. As the applied bonus depends on a scientist's skill level and overall traits, it is recommended to assign newly recruited scientists to command a [[science ship]]. Scientists on exploration duty tend to gain experience faster and, if one is in luck, they may also gain a new trait beneficial to research while leveling up.
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| − | The following table details the all-encompassing research speed modifiers while the one below lists limited scope modifiers:
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| − | {{bonus table|Research speed|collapse=yes}}
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| − | {| class="mildtable plainlist mw-collapsible mw-collapsed"
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| − | ! style="min-width: 30px;" | {{icon|Research speed}}
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| − | ! style="min-width: 310px;" | Limited scope modifiers
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| − | ! style="min-width: 120px;" | Scope
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| − | |-
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| − | | {{green|+30%}}
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| − | |
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| − | * {{icon|tradition}} Domination tree completion
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| − | * (''technology sharing'' with vassals)
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| − | | Situation specific
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| − | |-
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| − | | {{green|+25%}}
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| − | |
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| − | * [[File:Diplomacy alliance.png|24px]] [[Research agreement]]
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| − | * (towards unknown tech already researched by the other party)
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| − | | Situation specific
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| − | |-
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| − | | {{green|+20%}}
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| − | * {{iconify|Devouring Swarm}}
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| − | * {{iconify|Introspective}}
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| − | * {{icon|edict}} Engineering Research Grants
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| − | * {{icon|edict}} Physics Research Grants
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| − | * {{icon|edict}} Society Research Grants
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| − | |
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| − | * {{iconify|Biology}}
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| − | * {{iconify|Engineering}}
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| − | * {{iconify|Engineering}}
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| − | * {{iconify|Physics}}
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| − | * {{iconify|Society}}
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| − | |-
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| − | | {{green|+15%}}
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| − | |
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| − | * Field expertise traits
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| − | * (one trait per corresponding field)
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| − | | Field specific
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| − | |-
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| − | | {{green|+10%}}
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| − | |
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| − | * {{icon|edict}} Improved Energy Initiative
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| − | * {{icon|edict}} Improved Working Environment
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| − | * {{icon|edict}} Master's Teachings: Philosophical Mindset
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| − | * {{icon|Industry}} {{icon|Materials}} fields
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| − | * {{icon|Biology}} {{icon|Statecraft}} fields
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| − | * {{iconify|Society}}
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| − | |-
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| − | | {{green|+5%}}
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| − | | ''"Spectral Residue Studies"'' modifier
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| − | | {{iconify|Physics}}
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| − | |}
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| − | ; Example
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| − | An empire is a {{iconify|Materialist|21px}} and produces {{icon|eng|21px}} {{green|+24}} Engineering research a month. It has a lead engineering scientist with a {{iconify|Propulsion|21px}} field expertise while researching {{icon|Armored Torpedoes tech|21px}} Armored Torpedoes.
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| − | <math>\text{Perceived research production} = 24\, \cdot\, (1\, +\, 0.05\, +\, 0.15)\, = 28.8 </math>
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| − | '''Note:''' A research area without an acting lead scientist receives a penalty to research speed.
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| − | == Technology cost ==
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| − | {{SVersion|2.0}}
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| − | As a game progresses, research option choices will begin to include progressively more advanced and correspondingly more expensive technologies.
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| − | Each technology has a ''base cost'' associated with it which scales in relation to the empire's size - number of colonized planets and owned systems.
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| − | This means that while overall an empire's research capabilities will increase with additional planets and systems, it will do so with increasingly diminishing returns for every new addition; Meaning, a larger empire will have to invest more resources than a smaller one to gain the same tech. This allows for empires of a somewhat differing size to keep a "relative" technological parity.
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| − | Research cost is formulated as follows:
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| − | <math>\text{Research cost} = \text{Base cost}\, \cdot\, \left(1\, +\, 0.02\, \cdot\, \text{Owned systems}\, +\, 0.05\, \cdot\, \text{Owned colonies} \right)</math>
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| − | ; Example
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| − | An empire is researching {{icon|Global Energy Management|21px}} Global Energy Management (640 base cost). Aside from its home system, it owns 2 other systems and 1 colony.
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| − | <math>\text{Research cost} = 640\, \cdot\, \left(1\, +\, 0.02\, \cdot\, 2\, +\, 0.05\, \cdot\, 1\right) =\, 697</math>
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| − | Note that an empire's capital does ''not'' count towards the total number of owned colonies or systems in the formula.
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| − | == Research progress ==
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| − | {{SVersion|1.9}}
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| − | In general, ''research time'' can be summarized as the following formula:
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| − | <math>\text{Research time} = \sum\frac{\text{Research cost} -\, \text{Partial research done} }{ \text{Monthly research progress} }</math>
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| − | Research progress is one of the key elements affecting the time it takes to discover new technologies. It is formulated as follows:
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| − | <math>\text{Monthly research progress} = \text{Research resource produced}\, \cdot\, \sum\text{Research speed modifiers}\, +\, \text{min}[\text{Research resource stored},\text{Research resource produced}]</math>
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| − | While it is possible for the ''monthly research progress'' to remain constant during the course of researching a certain technology, it is more than likely to fluctuate - for better or for worse - due to consequences of various actions (such as exploration, empire development, expansion, etc.). This, in turn, may increase or decrease the total research time of a given tech.
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| − | ; Example
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| − | The empire from the previous examples (same setup) has just finished debris analysis granting it {{green|+10%}} research progress in {{icon|Armored Torpedoes tech|21px}} Armored Torpedoes along with {{icon|eng|21px}} {{green|+1000}} Engineering research (stored research).
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| − | This setup will generate the following monthly research progress:
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| − | <math>\text{Monthly research progress} = 24\, \cdot\, (1\, +\, 0.05\, +\, 0.15)\, +\, \text{min}[1000, 24] = 52.8 </math>
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| − | Assuming no further changes will impact the above setup, the total research time of the tech would be:
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| − | <math>\text{Research time} = \frac{1862\, -\, 1862 \cdot\, 0.1 }{ 52.8 } = \text{31.74 months}</math>
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| − | '''Note:''' ''Partial research'' can refer to debris analysis, previous research, event rewards and etc.
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| − | Alchemik Gdzie wykształcić: Zgromadzenie Wieszczek
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| − | Wymagania: 2 poziom myśliwego, kocioł alchemika, 20 niebieskich kwiatków z kolcami
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| − | Można zamawiać: ogień grecki, mikstury: mobilności, amnezji, życia, wiedzy, śmierci,
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| − | młodości, hibernacji, teleportacji; napalm; skrzydła Dedala; nektar soma, perfumy,
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| − | bomba pieprzowa, marynowane oko bazyliszka, mikstura przeczyszczenia;
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| − | kwasowy ekstrahent, różdżka; perłowy napój.
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| − | Astrolog Gdzie wykształcić: Obserwatorium
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| − | Wymagania: 2 poziom mnicha, luneta, 10 pergaminowych zwojów
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| − | Można zamawiać: księżycowy pył, ksiąg - dżungli, medycznych, monstrów, orderów,
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| − | lichwiarza, inwentarzu, zadań.
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| − | Bartnik Gdzie wykształcić: Domostwo Aliny
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| − | Wymagania: 2 poziom myśliwego, gliniana kadź, 10 piw
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| − | Można zamawiać: miód, wosk, miód pitny, bezczuciowiec pomrocznościowy
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| − | Barwiarz Gdzie wykształcić: Chyża na Cyplu
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| − | Wymagania: 2 poziom winiarza, gliniana kadź, osioł
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| − | Można zamawiać: barwnik czarny, kałamarz; smrodek, śmierdziun.
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| − | Destylarz Gdzie wykształcić: Destylarnia
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| − | Wymagania: 2 poziom parobka, 20 sztuk ropy
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| − | Można zamawiać: smoła, nafta, olej; olej spermacetowy, tetrapika tchnienia orah
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| − | Garncarz Gdzie wykształcić: Wypalarnia Gliny, Wypalarnia Porcelany
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| − | Wymagania: 2 poziom parobka, koło garncarskie, 10 sztuk gliny (20 na pustyni)
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| − | Można zamawiać: porcelanowe naczynie, woskowa tabliczka w Dzielnicy Smoka;
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| − | dzban, lampa, gliniana kadź na Pustyni Curan; węgiel w Pływającej Wiosce
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| − | Gorzelnik Gdzie wykształcić: Browar, Gorzelnia, Okrągły Pawilon, Chata Morgana
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| − | Wymagania: 4 poziom parobka, gliniana kadź, 20 chmielu; 4 poziom parobka, gliniana kadź, 20 ziaren;
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| − | 2 poziom myśliwego, gliniana kadź, 10 sztuk ryżu; 2 pozim parobka, gliniana kadź, 10 owoców marula.
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| − | Można zamawiać: drożdże, piwo w Psiej Wiosce; wódka w Orgrodzkiej Wiosce; sake na Stepie Liuki;
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| − | amarula w wiosce Nikus
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| − | Hutnik Gdzie wykształcić: Huta szkła, Dymarka Marjani
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| − | Wymagania: 2 poziom parobka; dodatkowo w Hucie Szkła: 5 sztuk piasku; W Dymarce Marjani: 10 sztuk ołowiu i prasa.
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| − | Można zamawiać: szklana butelka, luneta, zwierciadło; 20 guldenów; spiż, kocioł alchemika.
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| − | Kamieniarz Gdzie wykształcić: Kamieniarz
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| − | Wymagania: 2 poziom parobka, młotek, 5 kamieni
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| − | Można zamawiać: koło garncarskie, żarna młyńskie
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| − | Kowal Gdzie wykształcić: Stalowy Gmach, Kowal
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| − | Wymagania: 2 poziom parobka, młotek, 10 sztuk żelaza (20 w dolnym mieście)
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| − | Można zamawiać: stal, sierp, hak, dłuto, sztabka złota; hełm żebrowy, psi pysk, bryna,
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| − | maczuga , młot bojowy , pika , cep bojowy
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| − | Młynarz Gdzie wykształcić: Przetwórnia, Glinianka Hur Ti
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| − | Wymagania: 2 poziom parobka, żarna młyńskie, 10 trzcin cukrowych (10 sztuk ryżu na stepie)
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| − | Można zamawiać: worek kukurydzy, cukier, urodzinowy tort; worek ryżu na Stepie Liuki.
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| − | Mnich Gdzie wykształcić: Orli Klasztor
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| − | Wymagania: minimum poziom stolnik
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| − | Można zamawiać: gurgol, opłatek; mapa
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| − | Myśliwy Gdzie wykształcić: Dom Leśnika, Skalniak Bosede, Gor Tianhu
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| − | Wymagania: łuk myśliwego; dodatkowo gliniana kadź u Gor Tianhu
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| − | Można zamawiać: hełm skórzany, tarcza skórzana, napierśnik skórzany, naramiennik skórzany, nagolennik skórzany, skóra garbowana, proszek z rogów, puginał, kołczan skórzany; hełm skórzany, tarcza skórzana, napierśnik skórzany, naramiennik skórzany, nagolennik skórzany, skóra garbowana, proszek z rogów; gourau, pergaminowy zwój, proszek z rogów.
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| − | Ogrodnik Gdzie wykształcić: Zagroda, Plantacja Winorośli, Plantacja Kiszar, Tęczowy Sad
| |
| − | Wymagania: 2 poziom parobka, motyka, 10 bukłaków wody
| |
| − | Można zamawiać: len, ziarno; winogrono, ziarno; ryż, liście herbaty, walentynkowy bukiet kwiatowy, tulipan; sałata, żeń szeń; chmiel, marchewka, ziarno; bawełna, kukurydza, mlecz, sezam; sezamki, proso.
| |
| − | Parobek Gdzie wykształcić: Agros, Sołtys, Zagroda w Orgrodzie, Zagroda w Zigurze, Chata Pariasa, Morwowy Gaj
| |
| − | Wymagania: brak
| |
| − | Można zamawiać: uzbrojenie, bukłak, skóra garbowana, mikstura drugiego zawodu na Wyspie Dziewic; worek paszy, bukłak w Psiej Wiosce; worek paszy w Orgrodzkiej Wiosce; worek paszy, bukłak w Ziguryjskiej Wiosce; bukłak, kosz w Parhas; liście morwy na Stepie Liuki; bukłak w Puszczy Loris,
| |
| − | Rybak Gdzie wykształcić: Dom Rybaka, Mieszkalna Barka
| |
| − | Wymagania: brak
| |
| − | Można zamawiać: beczka śledzi, wędka w Orgrodzkim Porcie; ekstrakt z dorsza w Pływającej Wiosce; wędzony łosoś
| |
| − | Rzemieślnik Gdzie wykształcić: Rzemieślnik; Baraki Rzeźbierzy
| |
| − | Wymagania: 2 poziom parobka, młotek, 5 sztuk stali u Rzemieślnika; 2 poziom parobka, dłuto, 10 kłów słonia w Barakach Rzeźbiarzy
| |
| − | Można zamawiać: złota obrączka, diadem Hipolity w Górnym Mieście; Narzędzia w Orgrodzkim Porcie; prasa, patelnia, figurka, kostuch, kamienny posąg, klepsydra; łuk myśliwego.
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| − | Stolarz Gdzie wykształcić: Stolarz
| |
| − | Wymagania: 2 poziom parobka, siekierka, 20 dębowych drągów
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| − | Można zamawiać: deska, beczka, kołowrotek
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| − | Szewc Gdzie wykształcić: Warsztaty Orikonu
| |
| − | Wymagania: 2 poziom parobka, igła, 10 bambusowych patyków
| |
| − | Można zamawiać: wachlarz, buty
| |
| − | Szkutnik Gdzie wykształcić: Stocznia
| |
| − | Wymagania: 2 poziom stolarza, młotek, 10 desek
| |
| − | Można zamawiać: łódka, łódź rybacka, galera, żaglowiec; tratwa, katamaran
| |
| − | Tkacz Gdzie wykształcić: Tkacz; Hodowla Jedwabników; Altana Taghuga
| |
| − | Wymagania: 2 poziom parobka +
| |
| − | igła, 5 sztuk lnu w Orgrodzie;
| |
| − | kołowrotek, 10 liści morwy na Archipelagu Imoto;
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| − | kołowrotek, 10 bawełny w Dzielnicy 1000 Rzemiosł.
| |
| − | Można zamawiać: kaptur kapłana, szata kapłana, sznurek, worek, płótno, haftowana chusteczka; jedwab; bandaż, kożuch, odblaskowa peleryna; biały ręcznik łaski.
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| − | Winiarz Gdzie wykształcić: Winiarnia
| |
| − | Wymagania: 4 poziom parobka, gliniana kadź, 20 winogron
| |
| − | Można zamawiać: wino
| |
| − | Zbrojmistrz Gdzie wykształcić: Mistrz Tang; Cekauz Ibrahima
| |
| − | Wymagania: 2 poziom parobka, młotek +
| |
| − | 10 bambusowych patyków (Dzielnica Smoka) lub
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| − | 10 dębowych drągów (Wioska Kasin)
| |
| − | Można zamawiać: brąz, jingasa, lodowa tarcza, naramiennik cekinowy, nagolennik cekinowy, wakizashi, mao; proca, dmuchawka, lekka kusza, łuk refleksyjny, długi łuk
| |
| − | Zielarz Gdzie wykształcić: Jurta Wi Wan, Ogrody Salim
| |
| − | Wymagania: 2 poziom myśliwego, wachlarz (kosz w dzielnicy 1000 rzemiosł), 10 sztuk jadu
| |
| − | Można zamawiać: przyprawy w Dzielnicy 1000 Rzemiosł; herbaciany wywar; czopki ajurwedyjskie; opium, afrodyzjak, ekstrakt z pędów bambusa.
| |
| − |
| |
| − | Każde rozpoczęcie szkolenia zużywa 30 - 40 punktów wytrzymałości narzędzia, potrzebnego do jego nauki.
| |
| | | | |
| | + | Jeżeli '''''osiągnąłeś minimum 25-ty poziom w danym zawodzie, na bobrowej wyspie w [[Puszcza|Puszczy Loris]] możesz go utrwalić za pomocą [[File:265.gif]] [[Surowce|gurgola]]'''''. |
| | | | |
| | + | Tak utrwalony zawód '''''spada około 10 razy wolniej niż normalny''''' i od tego momentu zamawiając rzeczy wymagające tego zawodu, co któreś zamówienie (losowo), '''''otrzymasz dodatkowo 1 - 3 punkcików doświadczenia'''''. |
| | + | Możesz utrwalić dowolną liczbę zawodów. |
| | | | |
| | + | Ważne, żeby mieć przynajmniej 1 punkcik doświadczenia powyżej 25 poziomu, bo w przeciwnym razie nie utrwalimy zawodu. |
| | | | |
| − | == References ==
| |
| − | <references />
| |
| − | :* External link: [https://bipedalshark.gitlab.io/stellaris-tech-tree/vanilla/ Stellaris tech tree visualizer] (for patch 1.8)
| |
| | | | |
| − | {{Template:ConceptsNavbox}}
| + | Jeżeli '''''osiągnąłeś minimum 100-tny poziom w jakimś zawodzie możesz, pozyskać status Arcymistrza.''''' Możesz tego dokonać we '''''Wzgórku Hora na [[Wyzyna Sikchu|Wyżynie Sikchu]]''''' za pomocą '''''[[Monstra trofea|Małpiego ogona]]''''' [[File:402.gif]]. |
| − | [[Category:Technology]] | + | Dzięki temu produkcja w wybranym zawodzie skracana jest o 1 turę. |
| − | [[Category:Game concepts]] | + | *Nie ma to wpływu na produkcję trwającą jedna turę |
| | + | *Zawód ze statusem Arcymistrza spada jeszcze wolniej |
| | + | *UWAGA! Możesz posiadać jedynie jeden zawód ze statusem Arcymistrza |