Technology Tree
Complete progression from Dark Age to Imperial Age
Dark Age
Buildings
- Town Center
- House
- Mill
- Lumber Camp
- Mining Camp
- Dock
- Barracks
- Outpost
- Palisade Wall
Units
- Villager
- Militia
- Fishing Ship
Technologies
- Loom
Feudal Age
Buildings
- Archery Range
- Stable
- Blacksmith
- Market
- Watch Tower
- Farm
Units
- Archer
- Skirmisher
- Scout Cavalry
- Spearman
- Man-at-Arms
- Galley
Technologies
- Double-Bit Axe
- Horse Collar
- Wheelbarrow
- Fletching
- Padded Archer Armor
- Forging
- Scale Mail Armor
- Scale Barding Armor
Castle Age
Buildings
- Castle
- Town Center (additional)
- Monastery
- Siege Workshop
- University
Units
- Crossbowman
- Cavalry Archer
- Knight
- Pikeman
- Long Swordsman
- Unique Unit
- Monk
- Mangonel
- Battering Ram
- Scorpion
Technologies
- Bow Saw
- Heavy Plow
- Gold Mining
- Bodkin Arrow
- Leather Archer Armor
- Iron Casting
- Chain Mail Armor
- Chain Barding Armor
- Murder Holes
- Ballistics
Imperial Age
Buildings
- Wonder
- Bombard Tower
- Fortified Wall
Units
- Arbalester
- Heavy Cavalry Archer
- Paladin
- Halberdier
- Champion
- Elite Unique Unit
- Siege Onager
- Siege Ram
- Heavy Scorpion
- Trebuchet
- Bombard Cannon
Technologies
- Two-Man Saw
- Crop Rotation
- Stone Mining
- Bracer
- Ring Archer Armor
- Blast Furnace
- Plate Mail Armor
- Plate Barding Armor
- Chemistry
- Siege Engineers
Civilization Tech Bonuses
Each civilization has unique bonuses that affect their tech tree
Britons
Archery Ranges work 20% faster, foot archers +1/+2 range
Franks
Cavalry +20% HP, farm upgrades free
Goths
Infantry cost -20/25/30/35%, population cap +10
Japanese
Infantry attack 33% faster, fishing ships +2x HP
Chinese
Start with +3 villagers but -200 food, technologies -10/15/20%
Mongols
Cavalry archers fire 25% faster, light cavalry +30% HP
Vikings
Infantry +20% HP, warships -15/15/20% cost
Byzantines
Buildings +10/20/30/40% HP, counter units -25% cost
Understanding Missing Technologies
Not all civilizations have access to every technology. Missing key technologies defines a civilization's strengths and weaknesses:
- No Paladin: Cavalry civilizations without Paladin rely on Cavalier or unique cavalry
- No Arbalester: Archer civilizations may compensate with unique archers or cavalry archers
- No Halberdier: Pike-line stops at Pikeman, limiting anti-cavalry options
- No Siege Onager: Siege options limited to standard Onager
- No Bombard Cannon: Must rely on Trebuchets for long-range siege