
  * 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.

