Technologies
All the research, grouped by building.
Generated from the game data
Research happens per building. A chain like weapons I → II → III has to be done in order; the requires column shows what has to come first. Upgrading a unit to its successor is not in here: that is a button on the unit itself. Research tagged with a people can only be done by that people.
Town center#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Leather Aprons 1Stone Age | Workers: +15% hit points. | 5050 | 25s | — |
| Baskets 2Bronze Age | Workers carry 25% more per trip. | 150100 | 35s | — |
| Feudalism Franks 2Bronze Age | Buildings cost 15% less. | 15015050 | 40s | — |
| Handcart 4Middle Ages | Workers carry another 25% more per trip. | 30020050 | 45s | Baskets |
| Drill 5Renaissance | All units train 25% faster. | 350250 | 50s | — |
Mill#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Foraging 1Stone Age | +15% food gathering. | 6040 | 25s | — |
| Olive Groves Greeks 2Bronze Age | +10% food; new farms last 50% longer. | 20050 | 40s | — |
| Crop rotation 3Iron Age | +20% food gathering. | 200150 | 40s | Foraging |
| Irrigation 5Renaissance | +25% food gathering. | 400250100 | 50s | Crop rotation |
| Fertiliser 7Industrial Age | +25% food gathering. | 550350140 | 55s | Irrigation |
Lumber camp#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Forestry 2Bronze Age | +15% wood cutting. | 12080 | 35s | — |
| Sawmill 4Middle Ages | +20% wood cutting. | 25020050 | 45s | Forestry |
| Logging camp 6Imperial Age | +25% wood cutting. | 35028070 | 50s | Sawmill |
Mining camp#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Mining 2Bronze Age | +15% stone, gold and iron mining. | 120100 | 35s | — |
| Deep mining 4Middle Ages | +20% stone, gold and iron mining. | 25015080 | 45s | Mining |
| Shaft mining 6Imperial Age | +25% stone, gold and iron mining. | 350210110 | 50s | Deep mining |
Barracks#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Infantry: weapons I 2Bronze Age | +10% damage for infantry. | 10060 | 37.5s | — |
| Strandhogg Norse 2Bronze Age | Plunder +20 points; infantry 10% faster. | 15010050 | 40s | — |
| Berserkergang Norse 3Iron Age | Infantry heals 30% of its hit points on every kill. | 250150 | 45s | — |
| Infantry: armor I 3Iron Age | +10% hit points for infantry. | 1206060 | 42.5s | — |
| Infantry: weapons II 4Middle Ages | +10% damage for infantry. | 200120100 | 45s | Infantry: weapons I |
| Phalanx Drill Greeks 4Middle Ages | Phalanx +10 points; +10% hit points for infantry. | 300200 | 50s | — |
| Infantry: armor II 5Renaissance | +10% hit points for infantry. | 240120120 | 50s | Infantry: armor I |
| Infantry: armor III 6Imperial Age | +10% hit points for infantry. | 320160160 | 55s | Infantry: armor II |
| Infantry: weapons III 6Imperial Age | +10% damage for infantry. | 300180150 | 52.5s | Infantry: weapons II |
Archery range#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Ranged: weapons I 2Bronze Age | +10% damage for ranged units. | 10060 | 37.5s | — |
| Ranged: armor I 3Iron Age | +10% hit points for ranged units. | 1206060 | 42.5s | — |
| Ballistics 4Middle Ages | +1 tile range for ranged units. | 200250 | 50s | — |
| Mangudai Mongols 4Middle Ages | +10% damage for ranged units. | 250150150 | 50s | — |
| Ranged: weapons II 4Middle Ages | +10% damage for ranged units. | 200120100 | 45s | Ranged: weapons I |
| Ranged: armor II 5Renaissance | +10% hit points for ranged units. | 240120120 | 50s | Ranged: armor I |
| Ranged: armor III 6Imperial Age | +10% hit points for ranged units. | 320160160 | 55s | Ranged: armor II |
| Ranged: weapons III 6Imperial Age | +10% damage for ranged units. | 300180150 | 52.5s | Ranged: weapons II |
Stable#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Cavalry: weapons I 2Bronze Age | +10% damage for cavalry. | 10060 | 37.5s | — |
| Yam Mongols 2Bronze Age | Cavalry and horse archers 10% faster. | 20050 | 40s | — |
| Cavalry: armor I 3Iron Age | +10% hit points for cavalry. | 1206060 | 42.5s | — |
| Horseshoes 3Iron Age | Cavalry and horse archers 5% faster. | 15075 | 35s | — |
| Cavalry: weapons II 4Middle Ages | +10% damage for cavalry. | 200120100 | 45s | Cavalry: weapons I |
| Order of Knights Franks 4Middle Ages | Cavalry: +20% hit points, +10% damage. | 300200 | 50s | — |
| Cavalry: armor II 5Renaissance | +10% hit points for cavalry. | 240120120 | 50s | Cavalry: armor I |
| Cavalry: armor III 6Imperial Age | +10% hit points for cavalry. | 320160160 | 55s | Cavalry: armor II |
| Cavalry: weapons III 6Imperial Age | +10% damage for cavalry. | 300180150 | 52.5s | Cavalry: weapons II |
University#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Buttresses 2Bronze Age | +25% hit points for walls, gates and forts. | 80150 | 35s | — |
| Engineering 2Bronze Age | +25% build speed. | 15050 | 35s | — |
| Great Wall Chinese 2Bronze Age | +100% hit points for walls, gates and forts. | 100250 | 40s | — |
| Cartography 3Iron Age | +2 tiles line of sight for all units and buildings. | 10050 | 40s | — |
| Masonry 3Iron Age | +20% hit points for buildings. | 150150 | 45s | — |
| Oil Lamps 3Iron Age | All research 20% faster. | 15010050 | 40s | — |
| Stone walls 3Iron Age | +25% hit points for walls, gates and forts. | 120250 | 45s | — |
| Fortified walls 4Middle Ages | +25% hit points for walls, gates and forts. | 200400 | 55s | — |
| Guilds 4Middle Ages | All research costs 15% less. | 300200 | 50s | — |
Hospital#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Herbal Medicine 3Iron Age | Hospitals heal 50% faster and reach 2 tiles further. | 150100 | 40s | — |
| Surgery 5Renaissance | Hospitals heal faster still: twice as fast as without medicine. | 250200 | 50s | Herbal Medicine |
Workshop#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Siege: weapons I 2Bronze Age | +10% damage for siege. | 10060 | 37.5s | — |
| Iron Fittings 3Iron Age | Siege engines: +15% hit points. | 15080 | 40s | — |
| Gunpowder Chinese 4Middle Ages | Cannon one age earlier. | 200250100 | 50s | — |
| Siege Masters Arabs 4Middle Ages | Siege: +25% hit points, +20% damage. | 250200 | 50s | — |
| Siege: weapons II 4Middle Ages | +10% damage for siege. | 200120100 | 45s | Siege: weapons I |
| Armoured Frames 5Renaissance | Siege engines: another +15% hit points. | 250160 | 50s | Iron Fittings |
| Rangefinding 5Renaissance | Siege engines that fire: +1 tile range. | 250250 | 50s | — |
| Siege: weapons III 6Imperial Age | +10% damage for siege. | 300180150 | 52.5s | Siege: weapons II |
Fort#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Crenellations 4Middle Ages | Forts: +1 range and +2 arrows per volley. | 200300100 | 45s | — |
| Bastions 6Imperial Age | Forts: the heavy bolt becomes a cannon (double damage, also hits up to 4 enemies next to the target for half), +25% hit points. | 500250200 | 1:00 | Crenellations |
Watchtower#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Stone tower 2Bronze Age | Towers: +70% damage, +1 range, +80% hit points. Forts: +70% damage. | 80160 | 35s | — |
| Boiling oil 4Middle Ages | Towers: +60% damage, +60% hit points. Forts: +60% damage. | 15020080 | 45s | Stone tower |
| Tower cannon 6Imperial Age | Towers: +80% damage, +1 range. Forts: +80% damage. | 250250 | 55s | Boiling oil |
Market#
| Technology | Effect | Cost | Research | Requires |
|---|---|---|---|---|
| Caravanserai Arabs 2Bronze Age | Your market brings in 60 gold per minute. | 200100 | 40s | — |
| Coinage 4Middle Ages | All units cost 15% less gold. | 200100150 | 45s | — |