Aetas RTS

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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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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#

TechnologyEffectCostResearchRequires
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 —