Siphons
University - CastleEvolution
Siphons
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Try it freeTechnology Effect
"Fire Ships gain explosive charge attack"
Coach's Tip
Siphons grants Fire Ships an explosive charge attack ability. When Fire Ships reach an enemy, they release a devastating burst of Greek Fire, dealing massive area damage. This makes Fire Ships even more dangerous in close combat.
Strategic Analysis
Strategic Identity
Siphons grants Fire Ships an explosive charge attack ability. When Fire Ships reach an enemy, they release a devastating burst of Greek Fire, dealing massive area damage. This makes Fire Ships even more dangerous in close combat.
When to Research
High Priority
Research Siphons as soon as you have the resources and are using university units.
Combat Impact
Fire Ships gain explosive charge attack
Civilization Access
* 28 civilizations have access to this technology.
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Other Technologies to Explore
AoE Coach analysis
Context & meta
Siphons is an Imperial Age technology researched at the University. It costs 100 food and 175 gold and takes 45 seconds. Fire Ships gain an explosive charge attack. The upgrade changes what happens when a Fire Ship reaches contact, so it belongs to a close-range naval plan rather than to passive dock defense. Siphons does not improve every ship, and it does not add a general movement or armor bonus. Its return depends on enough Fire Ships being able to close safely, choose a target, and use the charge before the opponent spreads or retreats. The research is a commitment to contact timing.
History & balance
Siphons gives Fire Ships a more deliberate impact profile. The design makes approach and contact the strategic event: the player must read distance, formation, and target value before committing a unit that wants to reach the enemy. This creates interaction instead of a passive statistic, because spacing, focus fire, and retreat remain meaningful. The Imperial Age cost keeps the explosive charge from being an early universal answer, and the University research time gives a fleet a visible preparation window. Siphons is therefore a specialized naval power spike for a player who has already chosen Fire Ships as the way to contest the water.
In pro play
Research Siphons when at least four Fire Ships can close on a compact enemy fleet and the next engagement will be decided by contact rather than by long-range kiting. Reserve 100 food, 175 gold, and the 45-second University window, then keep vision ahead of the charge route. Send the first ships only when a screen or terrain prevents an easy focus-fire answer; the explosive charge is wasted if the group is intercepted one body at a time. Use the technology before the opponent spreads, and keep ordinary warships ready to punish the retreat. If the water is open and your Fire Ships cannot approach, spend the bank on a different naval composition.
How to counter it
No military unit counters Siphons itself. The classic timing error is researching it after the naval contact, or paying 100 food, 175 gold, and 45 seconds for too few Fire Ships to reach a target. A practical threshold is four or more Fire Ships with a safe closing route and a compact enemy formation ahead. Pressure the University, spread the fleet, stay outside the charge path, or force contact before completion. The opportunity cost is a late naval technology that produces no ship. If explosive contact timings keep deciding the water, AoE Coach reads your matchup and gives you the composition and timing.