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Research

Stone Age

Stone tools

Recipes for the stone axe, the stone pickaxe, the stone shovel and the stone sickle.

Cost
20 wood, 20 stone, 10 flint
Time
5 min

Weaving

Recipe for a tiny bag: 10 inventory slots instead of 5.

Cost
30 fiber, 10 wood
Time
10 min

Hunting

Recipe for a spear to hunt deer, and the smokehouse that makes meat of it.

Cost
20 wood, 15 flint
Time
10 min

Herbal lore

The first step to potions brewed at the base and carried along: Healing draughts and Stamina draughts build on it.

Cost
30 berries, 20 fiber
Time
10 min

Scouting

See farther: view radius 100 m → 150 m. Free citizens can become scouts (scout towers, exploring).

Cost
30 berries, 20 wood
Time
15 min

Storekeeping

Lets you build a storehouse.

Cost
40 wood, 40 stone
Time
15 min

Division of labour

Automatic gathering: no tap for every unit, it keeps gathering while you stay near.

Cost
60 wood, 40 stone, 30 fiber, 30 berries
Time
1 h

Warfare

Barracks, where citizens train as soldiers, the wooden shield, and the base's wall, defense towers and traps.

Cost
40 wood, 20 stone, 10 flint
Time
10 min

Archery

The bow (it also hunts deer) and arrows, made in the barracks: archers.

Cost
30 wood, 20 fiber, 10 flint
Time
10 min
Needs
Warfare

Trade

The market: sell and buy goods for coins with merchants, or with players within its reach. Free citizens pay a coin of tax an hour.

Cost
60 wood, 40 stone, 30 berries
Time
30 min

Healing draughts

Health potions, brewed at the base (Character): 40 health back, also between the rounds of a fight.

Cost
80 berries, 40 deer
Time
30 min
Needs
Herbal lore

Bronze Age

Bronze working

Lets you build a smelter: copper and tin make bronze.

Cost
30 copper ore, 20 tin ore, 50 wood
Time
30 min

Bronze tools

Recipes for the bronze axe, the bronze pickaxe (iron ore and coal), the bronze shovel and the bronze sickle.

Cost
10 bronze, 50 wood
Time
30 min
Needs
Bronze working

Leatherworking

Recipe for a small bag: 20 inventory slots; leather cap, gloves and boots for your character.

Cost
30 deer, 40 fiber
Time
30 min
Needs
Weaving

Packing

16 units of a resource fit in a slot instead of 8.

Cost
5 bronze, 80 wood, 40 fiber
Time
1 h

Settlement

Lets you build houses for citizens.

Cost
60 wood, 40 stone, 20 clay
Time
30 min

Forging

Lets you build a forge (it smelts iron in the Iron Age).

Cost
20 bronze, 60 stone
Time
1 h
Needs
Bronze working

Siegecraft

The battering ram: siege troops that break walls.

Cost
80 wood, 5 bronze
Time
20 min
Needs
Warfare

Agriculture

Fields that grow grain by themselves, and the bakery that makes bread of it.

Cost
60 wood, 30 stone, 3 bronze
Time
20 min

Espionage

Scouts go into other players' bases as spies and report on the garrison and the storage; your scouts at home catch foreign spies.

Cost
5 bronze, 40 fiber, 40 berries
Time
45 min
Needs
Scouting

Lockpicking I

Lockpicks (made at the base, five at a time, or bought at the market): a 20% chance to open a locked treasure chest.

Cost
10 bronze, 30 wood
Time
30 min
Needs
Bronze working

Stamina draughts

Endurance potions, brewed at the base (Character): 50 endurance back, also between the rounds of a fight.

Cost
80 berries, 60 fiber, 10 bronze
Time
45 min
Needs
Herbal lore

Iron Age

Iron working

The forge smelts iron ore with coal into iron.

Cost
20 bronze, 20 coal, 100 wood
Time
2 h
Needs
Forging

Iron tools

Recipes for the iron axe, the iron pickaxe (silver, gold and gems), the iron shovel and the iron sickle.

Cost
10 iron, 60 wood
Time
2 h
Needs
Iron working

Tailoring

Recipe for a medium bag: 30 inventory slots.

Cost
40 deer, 60 fiber, 2 iron
Time
1 h
Needs
Leatherworking

Cooperage

Barrels and crates: 32 units of a resource fit in a slot instead of 16.

Cost
150 wood, 5 iron
Time
2 h
Needs
Packing

Taming

Recipes for a rope (to catch wild horses) and a cart for workers.

Cost
60 fiber, 20 deer, 5 iron
Time
2 h

Armoring

Iron armor: heavy infantry and cavalry.

Cost
6 iron, 20 deer
Time
20 min
Needs
Iron working

Engineering

The catapult: breaks walls from afar, and towers on the map.

Cost
100 wood, 10 iron
Time
30 min
Needs
Siegecraft

Intelligence

Spies also report where the army is and what is being researched.

Cost
10 iron, 100 wood, 60 fiber
Time
2 h
Needs
Espionage

Horse breeding

The stable: breeds horses from grain and berries, instead of catching every one on the map.

Cost
200 wood, 20 iron, 60 grain
Time
3 h
Needs
Taming

Armories

The armory: repairing tools, weapons, shields and armor costs half as much and takes half as long.

Cost
150 wood, 40 iron
Time
3 h
Needs
Armoring

Lockpicking II

A lockpick opens a locked treasure chest with a 35% chance.

Cost
10 iron, 10 bronze
Time
1 h
Needs
Lockpicking I

Antiquity

Coinage

The mint strikes coins from silver: the money of the market and of the Antiquity army.

Cost
40 marble, 10 iron, 10 silver ore
Time
3 h

Roads

Paved roads: your workers, carriers, scouts and armies walk a quarter faster.

Cost
400 stone, 60 marble, 100 wood
Time
4 h

Warehousing

Stone warehouses: every storehouse holds half as much again.

Cost
300 stone, 300 wood, 20 iron
Time
3 h
Needs
Storekeeping

Legions

The legionary (iron sword, scutum, iron armor): slow, the strongest foot soldier. Paid in coins too.

Cost
30 iron, 40 coins, 20 deer
Time
4 h
Needs
Armoring

Composite bows

The composite bow and its archer: stronger shots with the same quiver. Paid in coins too.

Cost
100 wood, 30 deer, 10 bronze
Time
3 h
Needs
Archery

Ballistics

The ballista: siege that also shoots soldiers over the wall, and brings down towers. Paid in coins too.

Cost
200 wood, 30 iron, 40 coins
Time
4 h
Needs
Engineering

Fortification

The marble wall and the marble tower on the map; the base's defense towers hold 3 archers.

Cost
80 marble, 200 stone, 20 iron
Time
4 h

Granaries

The granary: the base holds 1500 more.

Cost
300 stone, 200 wood, 100 grain
Time
3 h
Needs
Agriculture

Aqueducts

The aqueduct: every house and block of flats has room for half as many citizens again.

Cost
500 stone, 60 marble, 30 coins
Time
4 h
Needs
Settlement

Civics

The forum: free citizens pay half as much tax again.

Cost
80 marble, 200 wood, 40 coins
Time
4 h
Needs
Coinage, Trade

Lockpicking III

A lockpick opens a locked treasure chest with a 50% chance.

Cost
20 iron, 100 coins
Time
2 h
Needs
Lockpicking II

Middle Ages

Milling

The mill grinds grain into flour; the bakery then bakes 6 bread from 2 flour.

Cost
300 wood, 200 stone, 30 coins
Time
6 h
Needs
Agriculture

Crop rotation

Fields grow 15 grain every 30 minutes instead of 10.

Cost
200 grain, 100 wood, 30 coins
Time
5 h
Needs
Agriculture

Steelmaking

The charcoal kiln and the blast furnace (steel); recipes for steel tools, the fastest and toughest.

Cost
60 iron, 60 coal, 300 stone
Time
8 h

Wool

Shears for the flocks of sheep on the map, the weaver (cloth) and the large bag: 40 inventory slots.

Cost
20 iron, 200 wood, 30 coins
Time
5 h
Needs
Tailoring

Monasticism

The monastery, built with gold and gems: every research 20 % faster.

Cost
20 gold ore, 100 marble, 60 coins
Time
6 h

Chivalry

The knight (steel sword, plate armor, a horse): the strongest unit. Paid 3 coins an hour.

Cost
20 steel, 100 coins, 5 wild horses
Time
8 h
Needs
Steelmaking

Crossbows

The crossbowman: bolts pierce armor (it protects half as much). Paid 1 coin an hour.

Cost
10 steel, 200 wood, 40 coins
Time
6 h
Needs
Composite bows

Trebuchets

The trebuchet: the strongest siege (120 a round) against walls and towers, very slow. Paid 1 coin an hour.

Cost
400 wood, 20 steel, 60 coins
Time
8 h
Needs
Ballistics

Castles

Ramparts (the 5th wall level), a moat (attackers strike 20 % weaker in the first round), the stone keep on the map; the base's defense towers hold one archer more.

Cost
600 stone, 100 marble, 10 steel
Time
10 h
Needs
Fortification

Feudalism

Own outposts become vassal villages: they make 10 an hour of what is most around them and pay 2 coins an hour.

Cost
150 coins, 300 stone, 300 wood
Time
8 h

Lockpicking IV

A lockpick opens a locked treasure chest with a 65% chance.

Cost
10 steel, 200 coins
Time
4 h
Needs
Lockpicking III

Renaissance

Printing

The printing press: every research takes 25 % less time (with the monastery, 40 %).

Cost
30 steel, 40 cloth, 100 coins
Time
10 h

Universities

The university: two researches at the same time.

Cost
200 marble, 200 coins, 40 cloth
Time
12 h
Needs
Printing

Astronomy

You see 200 m around you instead of 150 m.

Cost
20 steel, 150 coins
Time
10 h

Cartography

Scouts explore up to 3 km from the base, and scout towers see half as far again.

Cost
60 cloth, 100 coins, 200 wood
Time
8 h
Needs
Astronomy

Glassmaking

The glassworks: sand (dug by hand, faster with a shovel) and charcoal become glass for the printing press, the university and the bank.

Cost
200 clay, 300 stone, 60 coins
Time
6 h
Needs
Steelmaking

Banking

The bank: stored coins earn 1 % a day (on up to 5000), and 500 coins are safe from plunder.

Cost
300 coins, 20 gold ore, 20 cloth
Time
10 h
Needs
Trade

Gunpowder

The powder mill (saltpeter and charcoal) and the arquebusier: shots pierce armor and stop cavalry and knights. Paid 2 coins an hour.

Cost
60 charcoal, 30 steel, 150 coins
Time
10 h

Cannons

The cannon: the strongest siege (200 a round), and it shoots soldiers over walls. Burns gunpowder, very slow. Paid 2 coins an hour.

Cost
60 bronze, 40 steel, 200 coins
Time
12 h
Needs
Gunpowder

Bastions

The star fort (wall level 6); the base's defense towers get cannons: they shoot twice as hard and hold one more.

Cost
800 stone, 60 steel, 40 gunpowder, 200 coins
Time
12 h
Needs
Castles, Cannons

Lockpicking V

A lockpick opens a locked treasure chest with an 80% chance.

Cost
20 steel, 10 glass, 400 coins
Time
8 h
Needs
Lockpicking IV

Industrial Age

Cement

The cement works: limestone (an iron pickaxe, faster with a steel one) and coal become concrete for big buildings, bunkers and the concrete fortress.

Cost
600 stone, 300 clay, 200 coins
Time
10 h

Steam power

The engine house: everything made in the base's buildings takes half the time, for one more coal a piece.

Cost
100 steel, 200 coal, 300 coins
Time
14 h

Factories

The factory: tools and weapons made up to ten at a time, a fifth cheaper than at the workbench.

Cost
120 steel, 40 glass, 400 coins
Time
14 h
Needs
Steam power

Tenements

Tenement houses: room for 10 citizens each instead of 5.

Cost
500 stone, 400 wood, 200 coins
Time
10 h

Railways

A railway from the base to an outpost, laid by walking the way. With a locomotive (its own research) the outpost's carrier drives a train on it.

Cost
200 steel, 600 wood, 400 coins
Time
16 h

Locomotives

The steam locomotive: give it to the carrier of an outpost with a railway and it drives a train, ten loads at once and five times as fast.

Cost
150 steel, 200 coal, 400 coins
Time
14 h
Needs
Railways, Steam power

Steam wagons

A steam wagon from the factory: a worker or carrier drives it on the roads, five times as fast as on foot and with five loads, for 2 coal a trip.

Cost
120 steel, 150 coal, 350 coins
Time
12 h
Needs
Factories

Surveying

You see 250 m around you instead of 200 m, and reach 60 m instead of 50 m.

Cost
60 glass, 40 steel, 300 coins
Time
12 h
Needs
Astronomy

Ballooning

The hot-air balloon for a scout: it flies straight to a point up to 5 km away, three times as fast as on foot, sees 150 m around and only a guard tower with archers or gunners brings it down, for 5 coal a flight.

Cost
150 cloth, 100 coal, 400 coins
Time
12 h
Needs
Cartography

Telegraph

Word travels at once: you learn how many soldiers march at you and at your allies, and your spies' missions take half the time.

Cost
100 bronze, 40 glass, 300 coins
Time
12 h

Rifling

The rifleman: a rifle and 20 rounds of gunpowder, pierces armor, shoots from afar, stops cavalry and knights. Paid 3 coins an hour.

Cost
80 steel, 60 gunpowder, 300 coins
Time
12 h
Needs
Gunpowder

Artillery

The howitzer: shoots soldiers over walls and breaks walls and towers (300 a round); faster than a cannon. Burns gunpowder. Paid 3 coins an hour.

Cost
150 steel, 60 bronze, 80 gunpowder, 400 coins
Time
16 h
Needs
Cannons

Bunkers

The bunker (guard tower level 5) and the concrete fortress (wall level 7).

Cost
150 concrete, 100 steel, 300 coins
Time
14 h
Needs
Cement

Electric Age

Oil drilling

The drilling rig: a tool that pumps oil from the oil seeps on the map.

Cost
200 steel, 100 concrete, 600 coins
Time
16 h

Refining

The refinery: oil and coal become fuel for motor trucks, tanks and biplanes.

Cost
250 steel, 150 concrete, 800 coins
Time
18 h
Needs
Oil drilling

Electricity

The power plant: everything made in the base's buildings takes a third of the time (instead of half with steam), for one more coal a piece.

Cost
300 steel, 100 glass, 1000 coins
Time
20 h
Needs
Steam power

Assembly lines

The factory makes up to twenty at a time, for 70 % of the recipe instead of 80 %.

Cost
300 steel, 900 coins
Time
16 h
Needs
Factories, Electricity

Apartments

Apartment blocks: room for 20 citizens each.

Cost
300 concrete, 100 glass, 600 coins
Time
12 h
Needs
Tenements

Motor trucks

A motor truck from the factory: a worker or carrier drives it on the roads, eight times as fast as on foot and with eight loads, for 1 fuel a trip.

Cost
250 steel, 50 fuel, 900 coins
Time
16 h
Needs
Refining, Steam wagons

Radio

Spies' missions take a quarter of the time, and scouts go 1 km farther from the base, on foot and in the air.

Cost
150 steel, 150 glass, 800 coins
Time
14 h
Needs
Telegraph, Electricity

Machine guns

The machine gunner: shoots from afar, pierces armor and mows down riflemen and horsemen; loads gunpowder.

Cost
300 steel, 100 gunpowder, 800 coins
Time
16 h
Needs
Rifling

Tanks

The tank from the factory: fights in the front line, shoots soldiers over walls and breaks walls and towers, and it is fast.

Cost
500 steel, 100 fuel, 1500 coins
Time
24 h
Needs
Motor trucks, Artillery

Aviation

The biplane for a scout, from the factory: it flies straight to a point up to 10 km away at 8 m/s and sees 250 m around, for 3 fuel a flight. Only a guard tower with archers or gunners brings it down.

Cost
200 steel, 200 cloth, 100 fuel, 1200 coins
Time
20 h
Needs
Ballooning, Refining

Medicine

The hospital: new citizens take half the time.

Cost
200 steel, 150 glass, 800 coins
Time
14 h
Needs
Electricity

Fuel depots

The fuel depot: the base holds 5000 more.

Cost
250 steel, 200 concrete, 600 coins
Time
12 h
Needs
Refining

Atomic Age

Nuclear physics

The enrichment plant: uranium (an iron pickaxe, faster with a steel one) and coal become fuel rods.

Cost
600 steel, 400 concrete, 2000 coins
Time
24 h
Needs
Electricity

Nuclear power

The nuclear plant: everything made in the base's buildings takes a fifth of the time, for one fuel rod an order instead of coal.

Cost
800 steel, 600 concrete, 5 fuel rods, 3000 coins
Time
30 h
Needs
Nuclear physics

Electronics

The electronics plant: glass and steel become electronics for computers, radar, jets and rockets.

Cost
400 steel, 300 glass, 1500 coins
Time
20 h
Needs
Radio

Computers

The computer centre: one more research at the same time, and every research takes a quarter less time.

Cost
300 steel, 100 electronics, 2500 coins
Time
24 h
Needs
Electronics

Radar

The radar station: you see 300 m around you, and every manned guard tower of yours brings aircraft down, whatever its crew is armed with.

Cost
300 steel, 80 electronics, 2000 coins
Time
20 h
Needs
Electronics

Jet engines

The jet for a scout, from the factory: it flies straight to a point up to 25 km away at 25 m/s and sees 400 m around, for 6 fuel a flight. Guard towers bring it down like any aircraft.

Cost
500 steel, 100 electronics, 200 fuel, 2500 coins
Time
24 h
Needs
Aviation, Electronics

Highways

Your workers, carriers, scouts and armies travel half as fast again (instead of a quarter with paved roads).

Cost
800 concrete, 300 steel, 2000 coins
Time
20 h
Needs
Roads, Motor trucks

High-rises

High-rise blocks: room for 40 citizens each.

Cost
600 concrete, 300 steel, 200 glass, 1500 coins
Time
16 h
Needs
Apartments

Assault rifles

The infantryman: fights in the front line, pierces armor and beats riflemen and machine gunners; loads gunpowder.

Cost
500 steel, 200 gunpowder, 2000 coins
Time
20 h
Needs
Machine guns

Rocketry

The rocket launcher from the factory: the strongest siege, shoots soldiers over walls from 300 m and is strong against tanks.

Cost
700 steel, 150 electronics, 200 fuel, 3000 coins
Time
30 h
Needs
Tanks, Electronics

Reinforced concrete

The fortified bunker (guard tower level 6) and the reinforced fortress (wall level 8).

Cost
1000 concrete, 500 steel, 2000 coins
Time
20 h
Needs
Bunkers

Information Age

Microprocessors

The chip fab: electronics and rare earths (an iron pickaxe, faster with a steel one) become microchips.

Cost
800 steel, 300 electronics, 4000 coins
Time
30 h
Needs
Computers

Internet

The data centre: one more research at the same time, and every research takes a quarter less time again.

Cost
600 steel, 100 microchips, 5000 coins
Time
30 h
Needs
Microprocessors

Renewables

The solar farm: everything made in the base's buildings takes a quarter of the time, for nothing – no coal, no fuel rods.

Cost
800 steel, 600 glass, 50 microchips, 4000 coins
Time
24 h
Needs
Nuclear power

Satellites

The satellite uplink: you see 400 m around you instead of 300 m, and reach 80 m instead of 60 m.

Cost
800 steel, 150 microchips, 500 fuel, 6000 coins
Time
36 h
Needs
Radar, Rocketry

E-commerce

Merchants pay 70 % of their price instead of half, and you may have ten offers in your market instead of five.

Cost
100 microchips, 8000 coins
Time
24 h
Needs
Internet, Trade

Drones

The drone for a scout, from the factory: it flies straight to a point up to 30 km away at 20 m/s and sees 500 m around, for nothing. Only a guard tower of a player with a radar station brings it down.

Cost
500 steel, 150 microchips, 5000 coins
Time
30 h
Needs
Jet engines, Microprocessors

Autonomous trucks

An electric truck that drives itself, from the factory: a worker or carrier's loads travel at 14.4 m/s, twelve at a time, for nothing.

Cost
600 steel, 150 microchips, 5000 coins
Time
30 h
Needs
Highways, Microprocessors

Arcologies

Arcologies: room for 80 citizens each.

Cost
1500 concrete, 800 steel, 500 glass, 4000 coins
Time
24 h
Needs
High-rises

Smart weapons

Special forces: the strongest foot soldier, in the front line, pierces armor and beats every infantry before it; loads gunpowder.

Cost
800 steel, 100 microchips, 300 gunpowder, 5000 coins
Time
30 h
Needs
Assault rifles, Microprocessors

Guided missiles

The missile system from the factory: the strongest siege of all, shoots soldiers over walls from 500 m and is strong against every vehicle.

Cost
1000 steel, 200 microchips, 500 fuel, 8000 coins
Time
40 h
Needs
Rocketry, Satellites

Active defense

The missile battery (guard tower level 7) and the smart fortress (wall level 9).

Cost
2000 concrete, 1000 steel, 100 microchips, 5000 coins
Time
30 h
Needs
Reinforced concrete, Microprocessors