Economy

Forestry

Age I

Woodcutting Technology

Double the rate at which Villagers chop down trees.

Costs
18
35
0:45

Survival Techniques

Age I

Hunting Technology

Increase Villagers' hunted meat gather rate by +15%.

Costs
18
53
0:25

Wheelbarrow

Age I

Villager Technology

Increase the carry capacity of Villagers by +5 and their movement speed by +15%.

Costs
50
150
1:30

Double Broadax

Age II

Wood Gathering Technology 1/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
35
70
0:45

Extended Lines

Age II

Fishing Technology 1/2

Increase the gathering rate of Fishing Ships by +15% and carry capacity by +10.

Costs
53
123
0:30

Professional Scouts

Age II

Hunting Technology

Scouts gain the ability to carry animal carcasses and +100% damage against wild animals. Scouts move -35% slower while carrying and cannot pick up Boar.

Costs
100
275
1:15

Specialized Pick

Age II

Mining Technology 1/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
35
70
0:45

Textiles

Age II

Villager Technology

Increase Villagers' health by +50%.

Costs
50
100
0:20

Horticulture

Age II

Food Gathering Technology 1/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
35
70
0:45

Drift Nets

Age III

Fishing Technology 2/2

Increase the gathering rate of Fishing Ships by +10%, carry capacity by +20 and move speed by +10%.

Costs
105
245
0:45

Lumber Preservation

Age III

Wood Gathering Technology 2/3

Increase Villagers' gathering rate for Wood by 15%.

Costs
70
175
1:00

Shaft Mining

Age III

Mining Technology 2/3

Increase Villagers' gathering rate for Gold and Stone by 15%.

Costs
70
175
1:00

Fertilization

Age III

Food Gathering Technology 2/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
70
175
1:00

Crosscut Saw

Age IV

Wood Gathering Technology 3/3

Increase Villagers' gathering rate for Wood by 15% and Wood gatherers carry capacity by +5.

Costs
175
350
1:15

Cupellation

Age IV

Mining Technology 3/3

Gold gatherers drop off 15% more resources.

Costs
175
350
1:15

Precision Cross-Breeding

Age IV

Food Gathering Technology 3/3

Increase Villagers' gathering rate for Food by 10%. Does not apply to hunted meat.

Costs
175
350
1:15

Merchant Guilds

Age IV

Trade Technology

Active Traders generate 1 gold every 6 seconds.

Costs
200
500
1:00

Naval

Naval Arrowslits

Age II

Naval Technology

Add a defensive arrowslit to this Dock which only attacks ships.

Costs
75
125
0:30

Armored Hull

Age III

Naval Technology 1/2

Increase the health of all military ships by +20% and ranged armor by +1.

Costs
150
350
0:30

Extra Hammocks

Age III

Naval Technology

Increases the number of arrows fired by Archer Ships by +1.

Costs
100
250
0:30

Incendiaries

Age III

Naval Technology

Incendiary Ships gain +20% explosion range.

Costs
100
250
0:30

Springald Crews

Age III

Naval Technology

Springald Ships gain +1 range and attack 20% faster.

Costs
150
350
0:35

Explosives

Age IV

Naval Technology

Increase the damage of Incendiary Ships by +40%.

Costs
150
350
0:45

Heated Shot

Age IV

Naval Technology

Archer Ship arrows light enemy Ships on fire, dealing damage over time.

Costs
200
500
0:45

Shipwrights

Age IV

Naval Technology 2/2

Increase the health of all military ships by +20% and ranged armor by +1.

Costs
300
550
0:50

Swivel Cannon

Age IV

Naval Technology

Springald Ships gain an additional Cannon which fires in 360 degrees.

Costs
150
350
0:45

Long Guns

Age IV

Naval Technology

Increase the damage of naval cannons by +15%.

Costs
200
500
0:30

Defensive

Arrowslits

Age II

Weapon Emplacement

Add defensive arrowslits to this structure and increase garrison arrow range by +1. Only one weapon emplacement can be added.

Costs
25
50
0:30

Fortify Outpost

Age II

Defensive Emplacement

Add +1000 health and +5 fire armor to this Outpost.

Costs
100
0:30

Boiling Oil

Age III

Defensive Technology

Towers and Keeps gain a boiling oil attack against nearby units that deals 30 damage.

Costs
500
200
1:30

Springald Emplacement

Age III

Weapon Emplacement

Add a defensive springald emplacement to this structure.

Costs
50
125
0:30

Court Architects

Age IV

Building Technology

Patronage of the finest builders increases all building health by +30%.

Costs
700
300
1:30

Cannon Emplacement

Age IV

Weapon Emplacement

Add a defensive cannon emplacement to this structure.

Costs
125
375
1:00

Religious

Herbal Medicine

Age III

Healing Technology

Increase the healing rate of religious units by +60%.

Costs
275
0:45

Piety

Age IV

Religious Technology

Increase the health of religious units by +40.

Costs
325
0:45

Tithe Barns

Age IV

Religious Technology

Relics placed in a Monastery provide an income of +40 Food, +40 Wood, and +10 Stone every minute.

Costs
500
1:00

Military

Fitted Leatherwork

Age II

Melee Armor Technology 1/3

Increase the melee armor of all non-siege units by +1.

Costs
50
125
1:00

Iron Undermesh

Age II

Ranged Armor Technology 1/3

Increase the ranged armor of all non-siege units by +1.

Costs
50
125
1:00

Steeled Arrow

Age II

Ranged Damage Technology 1/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
50
125
1:00

Bloomery

Age II

Melee Damage Technology 1/3

Increase the melee damage of all non-siege units by +1.

Costs

Siege Engineering

Age II

Siege Unit Unlock

Melee and ranged infantry can construct Siege Towers and Battering Rams in the field.

Costs
50
125
0:30

Balanced Projectiles

Age III

Ranged Damage Technology 2/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
100
250
1:00

Greased Axles

Age III

Siege Technology

Increase the movement speed of siege engines by +15%.

Costs
150
350
1:00

Insulated Helm

Age III

Melee Armor Technology 2/3

Increase the melee armor of all non-siege units by +1.

Costs
100
250
1:00

Wedge Rivets

Age III

Ranged Armor Technology 2/3

Increase the ranged armor of all non-siege units by +1.

Costs
100
250
1:00

Decarbonization

Age III

Melee Damage Technology 2/3

Increase the melee damage of all non-siege units by +1.

Costs

Military Academy

Age III

Production Technology

Increase the production speed of infantry, cavalry, siege, and transport units at buildings by 33%. Does not affect religious units or other support units.

Costs
100
250
1:00

Royal Bloodlines

Age III

Cavalry Technology

Fill the stables with the best stallions, increasing all cavalry health by +35%.

Costs
300
700
1:30

Angled Surfaces

Age IV

Ranged Armor Technology 3/3

Increase the ranged armor of all non-siege units by +1.

Costs
150
350
1:00

Chemistry

Age IV

Gunpowder Technology

Advancements in alchemical research increase the bonus damage of all gunpowder siege weapons by +25%.

Costs
200
650
1:00

Master Smiths

Age IV

Melee Armor Technology 3/3

Increase the melee armor of all non-siege units by +1.

Costs
150
350
1:00

Platecutter Point

Age IV

Ranged Damage Technology 3/3

Increase the ranged damage of all arrows and bolts by +1.

Costs
150
350
1:00

Siege Works

Age IV

Siege Technology

New carpentry techniques increase the health of siege units by +20%.

Costs
300
600
1:30

Damascus Steel

Age IV

Melee Damage Technology 3/3

Increase the melee damage of all non-siege units by +1.

Costs

Elite Army Tactics

Age IV

Melee Infantry Technology

Training elite infantry leads to improved prowess in battle. Melee Infantry gain +15% damage and +15% health.

Costs
500
1000
1:30

Incendiary Arrows

Age IV

Ranged Technology

Flammable munitions grant non-gunpowder ranged units a siege arrow or bolt when attacking buildings and increase their damage by +20%.

Costs
500
1000
1:30

Serpentine Powder

Age IV

Gunpowder Technology

With new gunpowder, Handcannoneers gain +5 damage against melee infantry and gain a brief increase to their movement speed after firing their weapon.

Costs
300
500
1:00

Units

Chivalry

Age II

Royal Knight Technology

Royal Knights regenerate +1 health every 1 seconds when out of combat.

Costs
100
200
1:00

Cantled Saddles

Age III

Royal Knight Technology

Increase Royal Knights' bonus damage after a charge from +3 to +10.

Costs
75
200
0:45

Crossbow Stirrups

Age III

Arbalétrier Technology

Increase the attack speed of Arbalétriers by +25%.

Costs
300
700
1:30

Gambesons

Age III

Arbalétrier Technology

Increase Arbalétrier melee armor by +5.

Costs
100
250
0:45

Enlistment Incentives

Age III

Influence Technology

Improves the French influence by reducing unit costs by a further -5%.

Costs
150
350
1:00
Unique to French

Lightweight Beams

Age IV

Battering Ram Technology

Increase Battering Ram attack speed by +20% and reduce their field construction time by -50%.

Costs
300
400
1:00

Roller Shutter Triggers

Age IV

Springald Technology

Increases Springald attack speed by +25% and grants +10% Ranged Resistance.

Costs
150
350
1:00

Spyglass

Age IV

Scout Technology

Increase the sight radius of Scouts by 30%.

Costs
100
50
0:45

Geometry

Age IV

Trebuchet Technology

Increase damage of Trebuchets by +20%.

Costs
100
225
0:45

Silk Bowstrings

Age IV

Archer Technology

Stringing bows with silk grants Archers +1.5 range and Mounted Archers +0.75 range.

Costs
300
700
1:00

Adjustable Crossbars

Age IV

Mangonel Technology

Increases Mangonel range by +1, blast radius by +75%, and adds +1 projectile to attacks.

Costs
1000
1200
1:30

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