Difference between revisions of "Tech Tree"

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[[File:Tech tree.png|thumb|400px|The tech tree from pre-alpha gameplay on April 15]]
[[File:TechTree.jpg|right|thumb|400px|The tech tree]]
 
'''Techs''' (short for "technologies") are empire upgrades that cost [[Resources|science]] and provide various benefits and make additional techs and some [[laws]] and [[events]] available.
'''Techs''' (short for "technologies") are empire upgrades that cost [[Resources|science]] and provide various benefits and make additional techs and some [[laws]] and [[events]] available.


==List of techs==
= Tier 1 (80 Science) =
* Stonecutting (80 science)
 
**Unlocks Quarry:
{| class="wikitable sortable"
***+5 Stone per Year
|-
***Marble: +1 Civic, +5 Stone
! Technology !! Prerequisites !! Effects
***Arid: +20% Stone
|-
***Adjacent Mountain or Volcano: +50% stone
| Ironworking || None ||
***Enables Stonecutter (cost: 20 weapons, -1 Order/Year)
|-
**Bonus Card: Stone Boost
| Stonecutting || None ||
*Divination (80 science)
|-
** Unlocks Shrine improvements:
| Trapping ||None ||
*** Shrine of Athena (Urban building, +2 culture, + 2 science per year, enables Acolyte)
|-
*** Shrine of Poseidon
| Divination || None ||
*** Shrine of Hades
|-
*** Shrine of Zeus
| Administration || None ||
** Leads to Aristocracy and Sovereignty (with Administration)
|}
* Administration (80 science)
 
** Unlocks Treasure I Project:
= Tier 2 (120 Science) =
*** +5 Gold per Year
 
*** Leads to Treasury II
 
*** Minimum Culture: Weak
{| class="wikitable sortable"
*** Costs: 20 [something]
|-
*** Build: 40 Civis
! Technology !! Prerequisites !! Effects
** Unlocks Granary Improvements:
|-
*** Granary:
| Labor Force || Ironworking ||
**** -2 [something] per year
|-
**** Adjacent Farms: +50%
| Husbandry || Ironworking ||
** Leads to Sovereignity (with Divination) and Rhetoric
|-
* Trapping (80 Science)
| Drama ||Stonecutting ||
** Unlocks Slinger Unit (Ranged and Infantry (20 HP, 2 Movement, 2 Range, 4 Strength, has ZOC, Consumes 1 food, costs 50 food, 60 Training to build, upgrades to Archer)
|-
** Unlocks Camp Improvements (Camels: +0.5 orders, Elephants: +0.5 orders, Game: +1 something, +5 food, Fur: +2 Culture and +10 Gold (Luxury), Enables Trapper, Adjacent Lumbermills: +20%)
| Polis || Stonecutting, Trapping ||
** Leads to Polis and Military Drill
|-
* Husbandry (Tier 2 = 120 Science)
| Military Drill || Trapping  ||
** Unlocks Pasture (Horses: +0.5 Orders, Cattle/Sheep/Pigs/Goats: +1 [something], +5 Food. Enables Ranchers. Adjacents Farms: +20%. Costs: 20 something, 3 years (-1 orders/year).
|-
** Bonus Card: Food Boost
| Aristocracy || Divination ||
* Drama (Tier 2)
|-
** Unlocks Theater (Odean: Urban Building (Spreads borders), +2 culture, -2 [something] per year, enables Poet, costs 40 [something], 5year (-1 order/year)
| Rhetoric || Administration ||
** Unlocks Amphitheater
|}
** Unlocks Hippodrome
 
** Unlocks Colosseum
= Tier 3 (200 Science) =
* Polis (Tier 2)
 
** Unlocks Hamlet (Urban buildng (spreads borders), +10 Gold, -2 food per year, Adjacent Baths and Theaters: +10%, Upgrades to Village in 20 years. Costs 20 [something], 4y (-1 order/year).
 
** Bonus Card: Free Settler
{| class="wikitable sortable"
* Military Drill (Tier 2 = 120 Science))
|-
** Unlocks Barracks (Urban Building, -2 [something] per year, +20% [something], +20XP/year for Idle Melee Units. Enables Officer. Costs 40 [something]. 5years (-1 order/year)
! Technology !! Prerequisites !! Effects
* Ramparts (Tier 3 = 200 Science)
|-
** Unlocks Chancellor (+0.5 order/charisma, +5 Gold/discipline, +2 [something]/Wisdom. [??? Commander, Judge, Building ??? Scholar. Missions: Trade Mission / Family Gifts / Imprison)
| Navigation || Labor Force ||
** Unlocks Walls (-1 Gold/year, +10 Max HP for City. LEads to Moat. Costs 40 [something]. Build: 60 Civics)
|-
** Bonus Card: Free Archer
| Phalanx || Labor Force ||
* Metaphysics (Tier 3 = 200 Science)
|-
* Orthodoxy (Tier unknown = 400 Science)
| Spoked Wheel || Husbandry ||
** Unlocks Temple Improvements:
|-
*** Zoroastrian Temple (Urban Building, +3 Culture/year, -2 something/year, +0.5 orders/year, enables Priests, Built by Religious Units)
| Forestry || Polis ||
*** Jewish Temple
|-
*** Christian Temple
| Steel || Military Drill, Ironworking ||
*** Manichaean Temple
|-
** Unlocks New Laws:
| Sovereignty || Aristocracy, Rhetoric ||
*** Tolerance and Orthodoxy
|-
** Requires Monostacism and Metaphysics, Leads to Aesthetics (with Architecture) and Unit Tactics (with Machinery)
| Metaphysics ||Rhetoric ||
** Bonus Card: Orders Boost
|}
 
= Tier 4 (400 Science) =
 
{| class="wikitable sortable"
|-
! Technology !! Prerequisites !! Effects
|-
| Coinage || Navigation ||
|-
| Citizenship || Phalanx ||
|-
| Portcullis || Drama ||
|-
| Land Consolidation || Forestry ||
|-
| Composite Bow || Rhetoric ||
|-
| Monasticism || Aristocracy ||
|-
| Machinery || Sovereignty ||
|}
 
= Tier 5 (600 Science) =
 
{| class="wikitable sortable"
|-
! Technology !! Prerequisites !! Effects
 
|-
| Scholarship || Citizenship ||
|-
| Stirrups || Spoked Wheel, Citizenship ||
|-
| Architecture || Portcullis ||
|-
| Manor || Land Consolidation, Composite Bow ||
|-
| Battleline || Steel, Phalanax ||
|-
| Doctrine || Monasticism ||
|-
| Torsion || Machinery ||
|-
| Cartography || Metaphysics, Navigation ||
|}
 
= Tier 6 (800 Science) =
 
{| class="wikitable sortable"
|-
! Technology !! Prerequisites !! Effects
|-
| Hydraulics || Coinage ||
|-
| Jurisprudence || Scholarship ||
|-
| Martial Code || Stirrups ||
|-
| Vaulting || Architecture ||
|-
| Bodkin Arrow || Manor ||
|-
| Cohorts || Battleline ||
|-
| Windlass || Torsion ||
|}
 
= Tier 7 (1000 Science) =
 
{| class="wikitable sortable"
|-
! Technology !! Prerequisites !! Effects
|-
| Lateen Sail || Hydraulics ||
|-
| Fiscal Policy || Jurisprudence ||
|-
| Barding || Steel, Martial Code ||
|-
| Infantry Square || Bodkin Arrow ||
|-
| Chain Drive || Windlass ||
|-
| Ballistics || Cartography ||
|}
 
= Tier 8 (1200 Science) =
 
{| class="wikitable sortable"
|-
! Technology !! Prerequisites !! Effects
|-
| Economic Reform || Lateen Sail, Fiscal Policy  ||
|-
| Military Prestige|| Barding, Infantry Square ||
|-
| Industrial Progress || Chain Drive, Ballistics ||
|}

Revision as of 21:42, 8 November 2021

The tech tree

Techs (short for "technologies") are empire upgrades that cost science and provide various benefits and make additional techs and some laws and events available.

Tier 1 (80 Science)

Technology Prerequisites Effects
Ironworking None
Stonecutting None
Trapping None
Divination None
Administration None

Tier 2 (120 Science)

Technology Prerequisites Effects
Labor Force Ironworking
Husbandry Ironworking
Drama Stonecutting
Polis Stonecutting, Trapping
Military Drill Trapping
Aristocracy Divination
Rhetoric Administration

Tier 3 (200 Science)

Technology Prerequisites Effects
Navigation Labor Force
Phalanx Labor Force
Spoked Wheel Husbandry
Forestry Polis
Steel Military Drill, Ironworking
Sovereignty Aristocracy, Rhetoric
Metaphysics Rhetoric

Tier 4 (400 Science)

Technology Prerequisites Effects
Coinage Navigation
Citizenship Phalanx
Portcullis Drama
Land Consolidation Forestry
Composite Bow Rhetoric
Monasticism Aristocracy
Machinery Sovereignty

Tier 5 (600 Science)

Technology Prerequisites Effects
Scholarship Citizenship
Stirrups Spoked Wheel, Citizenship
Architecture Portcullis
Manor Land Consolidation, Composite Bow
Battleline Steel, Phalanax
Doctrine Monasticism
Torsion Machinery
Cartography Metaphysics, Navigation

Tier 6 (800 Science)

Technology Prerequisites Effects
Hydraulics Coinage
Jurisprudence Scholarship
Martial Code Stirrups
Vaulting Architecture
Bodkin Arrow Manor
Cohorts Battleline
Windlass Torsion

Tier 7 (1000 Science)

Technology Prerequisites Effects
Lateen Sail Hydraulics
Fiscal Policy Jurisprudence
Barding Steel, Martial Code
Infantry Square Bodkin Arrow
Chain Drive Windlass
Ballistics Cartography

Tier 8 (1200 Science)

Technology Prerequisites Effects
Economic Reform Lateen Sail, Fiscal Policy
Military Prestige Barding, Infantry Square
Industrial Progress Chain Drive, Ballistics