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| + | ====== Laboratory ====== | ||
| + | A laboratory can be built in a [[province]] to enable you to perform certain magical tasks there. Labs cost most [[nations]] 600 gold, and can only be constructed by a mage (a [[commander]] with at least one level in one of the nine [[magic]] paths, not counting Holy). | ||
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| + | A lab is required to recruit mages, perform [[research]], | ||
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| + | A nation collects gems from magic [[sites]] only if it can trace a path from the province with the site through friendly territory to a province with a lab. | ||
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| + | Labs have no effect on combat, and aren't specific to a nation; if you capture a province with a lab in it, you can use it. | ||
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| + | ==== Strategy ==== | ||
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| + | You will want to build a lab in most of your [[fort|forts]] to allow you to recruit mages and do research there. | ||
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| + | If you have a large stack of mages as part of an army, and that army finds itself wanting to hold position for a turn or two, it can be helpful to build a lab in the field. This allows those mages to research, reload gems, cast rituals, and pick up magic items forged elsewhere. | ||
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| + | Ironically unforted labs have strategic advantages: mages in a fort with a lab can either defend their province or research; mages in a lab outside of a fort can do both at once. | ||