Technology tree
There are 28 technologies in five branches: Military, Economy, Naval, Construction and Culture. Each branch is researched in order, some techs also need one from another branch, and you can research in every branch at the same time.
Cost and research time
A technology costs its base cost + 5 × (cities you own ÷ (units you own + 1)) stars. Owning more units makes research cheaper; owning more cities makes it more expensive. Base cost by tier: tier 1 = 5, tier 2 = 8, tier 3 = 12, tier 4 = 17, tier 5 = 23, tier 6 = 30, tier 7 = 38, tier 8 = 47. Tiers 1-2 take 1 turn to research, tiers 3-5 take 2 turns, and higher tiers 3 turns. Every finished technology is worth +150 score.
Military
| Technology | Tier | Base cost ★ | Turns | Requires | Unlocks | Starting tech of |
|---|
Organized Warfare | 1 | 5 | 1 | — | Unit: Defender | Deeproot Wardens, Frostguard |
Archery | 2 | 8 | 1 | Organized Warfare | Unit: Archer | Canopy Hunters, Mireheart |
Horsemanship | 3 | 12 | 2 | Archery | Unit: Rider | Steppe Riders |
Smithing | 4 | 17 | 2 | Horsemanship, Mining | Unit: Swordsman | Ironfrost |
Siege Engineering | 5 | 23 | 2 | Smithing, Masonry | Unit: Catapult | Bogforge |
Chivalry | 6 | 30 | 3 | Siege Engineering | Unit: Knight | Sunfield Knights |
Economy
| Technology | Tier | Base cost ★ | Turns | Requires | Unlocks | Starting tech of |
|---|
Agriculture | 1 | 5 | 1 | — | Building: Farm | |
Forestry | 2 | 8 | 1 | Agriculture | Building: Lumber Mill | |
Mining | 3 | 12 | 2 | Forestry | Building: Mine | |
Animal Husbandry | 4 | 17 | 2 | Mining | Building: Ranch Pasture | |
Trade | 5 | 23 | 2 | Animal Husbandry, Sailing | Building: Beacon | |
Naval
| Technology | Tier | Base cost ★ | Turns | Requires | Unlocks | Starting tech of |
|---|
Sailing | 1 | 5 | 1 | — | Unit: Scout Boat | Tideborn |
Shipbuilding | 2 | 8 | 1 | Sailing, Forestry | Unit: Galley | Saltforge Mariners |
Ballistics | 3 | 12 | 2 | Shipbuilding | Unit: Ballista Ship | |
Ramming Tactics | 4 | 17 | 2 | Ballistics | Unit: Ramming Ship | |
Naval Engineering | 5 | 23 | 2 | Ramming Tactics, Engineering | Unit: War Galleon | |
Aquaculture | 6 | 30 | 3 | Naval Engineering | Building: Kelp Farm | |
Carriers | 6 | 30 | 3 | Naval Engineering | Unit: Carrier | |
Drilling | 7 | 38 | 3 | Aquaculture, Mining | Building: Oil Rig | |
Fishing Trade | 8 | 47 | 3 | Drilling | Building: Fishing Dock | |
Construction
| Technology | Tier | Base cost ★ | Turns | Requires | Unlocks | Starting tech of |
|---|
Masonry | 1 | 5 | 1 | — | Reduces building costs by 20% | |
Roads | 2 | 8 | 1 | Masonry | Building: Road Reduces movement cost on tiles with roads built | |
Fortifications | 3 | 12 | 2 | Roads | Building: City Walls | |
Engineering | 4 | 17 | 2 | Fortifications | Building: Bridge Unlocks Bridges - a road across one water tile between two shores | |
Culture
| Technology | Tier | Base cost ★ | Turns | Requires | Unlocks | Starting tech of |
|---|
Spirituality | 1 | 5 | 1 | — | Building: Temple | |
Mountain Worship | 2 | 8 | 1 | Spirituality, Mining | Building: Mountain Temple | |
Sea Worship | 3 | 12 | 2 | Mountain Worship, Sailing | Building: Water Temple | |
Ascendance | 4 | 17 | 2 | Sea Worship | Building: Great Temple | |