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
Recipes for the stone axe, the stone pickaxe, the stone shovel and the stone sickle.
Recipe for a tiny bag: 10 inventory slots instead of 5.
Recipe for a spear to hunt deer, and the smokehouse that makes meat of it.
The first step to potions brewed at the base and carried along: Healing draughts and Stamina draughts build on it.
See farther: view radius 100 m → 150 m. Free citizens can become scouts (scout towers, exploring).
Lets you build a storehouse.
Automatic gathering: no tap for every unit, it keeps gathering while you stay near.
Barracks, where citizens train as soldiers, the wooden shield, and the base's wall, defense towers and traps.
The bow (it also hunts deer) and arrows, made in the barracks: archers.
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.
Health potions, brewed at the base (Character): 40 health back, also between the rounds of a fight.
Lets you build a smelter: copper and tin make bronze.
Recipes for the bronze axe, the bronze pickaxe (iron ore and coal), the bronze shovel and the bronze sickle.
Recipe for a small bag: 20 inventory slots; leather cap, gloves and boots for your character.
16 units of a resource fit in a slot instead of 8.
Lets you build houses for citizens.
Lets you build a forge (it smelts iron in the Iron Age).
The battering ram: siege troops that break walls.
Fields that grow grain by themselves, and the bakery that makes bread of it.
Scouts go into other players' bases as spies and report on the garrison and the storage; your scouts at home catch foreign spies.
Lockpicks (made at the base, five at a time, or bought at the market): a 20% chance to open a locked treasure chest.
Endurance potions, brewed at the base (Character): 50 endurance back, also between the rounds of a fight.
The forge smelts iron ore with coal into iron.
Recipes for the iron axe, the iron pickaxe (silver, gold and gems), the iron shovel and the iron sickle.
Recipe for a medium bag: 30 inventory slots.
Barrels and crates: 32 units of a resource fit in a slot instead of 16.
Recipes for a rope (to catch wild horses) and a cart for workers.
Iron armor: heavy infantry and cavalry.
The catapult: breaks walls from afar, and towers on the map.
Spies also report where the army is and what is being researched.
The stable: breeds horses from grain and berries, instead of catching every one on the map.
The armory: repairing tools, weapons, shields and armor costs half as much and takes half as long.
A lockpick opens a locked treasure chest with a 35% chance.
The mint strikes coins from silver: the money of the market and of the Antiquity army.
Paved roads: your workers, carriers, scouts and armies walk a quarter faster.
Stone warehouses: every storehouse holds half as much again.
The legionary (iron sword, scutum, iron armor): slow, the strongest foot soldier. Paid in coins too.
The composite bow and its archer: stronger shots with the same quiver. Paid in coins too.
The ballista: siege that also shoots soldiers over the wall, and brings down towers. Paid in coins too.
The marble wall and the marble tower on the map; the base's defense towers hold 3 archers.
The granary: the base holds 1500 more.
The aqueduct: every house and block of flats has room for half as many citizens again.
The forum: free citizens pay half as much tax again.
A lockpick opens a locked treasure chest with a 50% chance.
The mill grinds grain into flour; the bakery then bakes 6 bread from 2 flour.
Fields grow 15 grain every 30 minutes instead of 10.
The charcoal kiln and the blast furnace (steel); recipes for steel tools, the fastest and toughest.
Shears for the flocks of sheep on the map, the weaver (cloth) and the large bag: 40 inventory slots.
The monastery, built with gold and gems: every research 20 % faster.
The knight (steel sword, plate armor, a horse): the strongest unit. Paid 3 coins an hour.
The crossbowman: bolts pierce armor (it protects half as much). Paid 1 coin an hour.
The trebuchet: the strongest siege (120 a round) against walls and towers, very slow. Paid 1 coin an hour.
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.
Own outposts become vassal villages: they make 10 an hour of what is most around them and pay 2 coins an hour.
A lockpick opens a locked treasure chest with a 65% chance.
The printing press: every research takes 25 % less time (with the monastery, 40 %).
The university: two researches at the same time.
You see 200 m around you instead of 150 m.
Scouts explore up to 3 km from the base, and scout towers see half as far again.
The glassworks: sand (dug by hand, faster with a shovel) and charcoal become glass for the printing press, the university and the bank.
The bank: stored coins earn 1 % a day (on up to 5000), and 500 coins are safe from plunder.
The powder mill (saltpeter and charcoal) and the arquebusier: shots pierce armor and stop cavalry and knights. Paid 2 coins an hour.
The cannon: the strongest siege (200 a round), and it shoots soldiers over walls. Burns gunpowder, very slow. Paid 2 coins an hour.
The star fort (wall level 6); the base's defense towers get cannons: they shoot twice as hard and hold one more.
A lockpick opens a locked treasure chest with an 80% chance.
The cement works: limestone (an iron pickaxe, faster with a steel one) and coal become concrete for big buildings, bunkers and the concrete fortress.
The engine house: everything made in the base's buildings takes half the time, for one more coal a piece.
The factory: tools and weapons made up to ten at a time, a fifth cheaper than at the workbench.
Tenement houses: room for 10 citizens each instead of 5.
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.
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.
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.
You see 250 m around you instead of 200 m, and reach 60 m instead of 50 m.
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.
Word travels at once: you learn how many soldiers march at you and at your allies, and your spies' missions take half the time.
The rifleman: a rifle and 20 rounds of gunpowder, pierces armor, shoots from afar, stops cavalry and knights. Paid 3 coins an hour.
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.
The bunker (guard tower level 5) and the concrete fortress (wall level 7).
The drilling rig: a tool that pumps oil from the oil seeps on the map.
The refinery: oil and coal become fuel for motor trucks, tanks and biplanes.
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.
The factory makes up to twenty at a time, for 70 % of the recipe instead of 80 %.
Apartment blocks: room for 20 citizens each.
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.
Spies' missions take a quarter of the time, and scouts go 1 km farther from the base, on foot and in the air.
The machine gunner: shoots from afar, pierces armor and mows down riflemen and horsemen; loads gunpowder.
The tank from the factory: fights in the front line, shoots soldiers over walls and breaks walls and towers, and it is fast.
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.
The hospital: new citizens take half the time.
The fuel depot: the base holds 5000 more.
The enrichment plant: uranium (an iron pickaxe, faster with a steel one) and coal become fuel rods.
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.
The electronics plant: glass and steel become electronics for computers, radar, jets and rockets.
The computer centre: one more research at the same time, and every research takes a quarter less time.
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.
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.
Your workers, carriers, scouts and armies travel half as fast again (instead of a quarter with paved roads).
High-rise blocks: room for 40 citizens each.
The infantryman: fights in the front line, pierces armor and beats riflemen and machine gunners; loads gunpowder.
The rocket launcher from the factory: the strongest siege, shoots soldiers over walls from 300 m and is strong against tanks.
The fortified bunker (guard tower level 6) and the reinforced fortress (wall level 8).
The chip fab: electronics and rare earths (an iron pickaxe, faster with a steel one) become microchips.
The data centre: one more research at the same time, and every research takes a quarter less time again.
The solar farm: everything made in the base's buildings takes a quarter of the time, for nothing – no coal, no fuel rods.
The satellite uplink: you see 400 m around you instead of 300 m, and reach 80 m instead of 60 m.
Merchants pay 70 % of their price instead of half, and you may have ten offers in your market instead of five.
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.
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.
Arcologies: room for 80 citizens each.
Special forces: the strongest foot soldier, in the front line, pierces armor and beats every infantry before it; loads gunpowder.
The missile system from the factory: the strongest siege of all, shoots soldiers over walls from 500 m and is strong against every vehicle.
The missile battery (guard tower level 7) and the smart fortress (wall level 9).