The tech tree is shown above. The numbers relate to the table below.
| # | Research | Construction | Description |
| 1 |
Farming |
Blacksmith |
It seems that blacksmiths produces most of the tools needed to run a successful farm, mill or mine. So you better build yourself a smithy and hire a blacksmith. Effect: Enables Settlers - Res & Cons time: 8
 |
 |
 |
 |
 |
 |
| Res: |
150 | 20 | | 62 | 20 |
| Cons: |
35 | 50 | 50 | 37 | 100 | |
| 2 |
Area knowledge |
Scout towers |
To ensure safe passage for the settlers, and at the same time keeping an eye on them so they don’t run away, you’ll need scouts. To do this in a satisfying fashion you need scout towers on strategic hills and mountaintops all over your land. Effect: Enables Scouts - Res & Cons time: 4
 |
 |
 |
 |
 |
 |
| Res: |
75 | | | 37 | |
| Cons: |
25 | 80 | 90 | 30 | 30 | |
| 3 |
Tactics |
Barracks |
Changing commoners to soldiers in your army is hard work. They have no discipline and are not used to armour the way nobles are. While in training your men will need barracks. Effect: Enables Pikemen - Res & Cons time: 4
 |
 |
 |
 |
 |
 |
| Res: |
50 | | | 10 | |
| Cons: |
25 | 5 | | 60 | 5 | |
| 4 |
Sword fighting |
Advanced Armoury |
Using good money to train swordsmen and then sending them into battle without proper armour are not wise. Sending skilled swordsmen to battle without a decent sword is nothing short of lunacy. Making excellent swords and armour requires a pretty advanced armoury. Effect: Enables Swordsmen - Res & Cons time: 8
 |
 |
 |
 |
 |
 |
| Res: |
137 | 50 | 10 | 50 | 5 |
| Cons: |
40 | 125 | | 100 | 10 | |
| 5 |
Riding |
Stables |
It is said that a horseman is as good as his horse; hence, you’ll need good-quality steeds. The finest steeds can be found in the land of Rohan, or was that in a story I once read? Anyway, to ensure a good quality on your horses you need stables to house them. Effect: Enables Horsemen - Res & Cons time: 16
 |
 |
 |
 |
 |
 |
| Res: |
250 | 10 | 20 | 125 | 175 |
| Cons: |
100 | 15 | 15 | 200 | 250 | |
| 6 |
Preaching |
Church |
Priests will try to force their religion on unsuspecting workers during battle, reminding them that war is hell and heaven is close as long as you leave your current warlord and come work under the king of the preacher. Effect: Enables Priests - Res & Cons time: 24
 |
 |
 |
 |
 |
 |
| Res: |
250 | | | 200 | 150 |
| Cons: |
150 | | | 300 | 200 | |
| 7 |
Animal lore |
Falcon breading |
The most common animals used in war are falcons. They find their own food and don’t need special dwellings. Breading and training falcons does however require some preparation. Training falcon masters, building hatchery, making a roof on the kennel and so on. Effect: Enables Falcon - Res & Cons time: 24
 |
 |
 |
 |
 |
 |
| Res: |
275 | 100 | 25 | 100 | 150 |
| Cons: |
110 | 200 | 60 | 225 | 175 | |
| 8 |
Archery |
Training ground |
The skills of archers have turned the luck on many a battlefield. As all other weapon the bow takes practice to master. There are actually more to archery than just pointing the sharp end of the stick at your target fire. The fundamental construction for successful training is a large field called training ground. Effect: Enables Bowmen - Res & Cons time: 12
 |
 |
 |
 |
 |
 |
| Res: |
200 | 100 | | 100 | |
| Cons: |
90 | 200 | | 150 | 10 | |
| 9 |
Monarchy |
Castle |
Ever heard of a king without a castle, or a queen for that matter? No probably not and neither was a knight. So the equation is simple no castle no knights. Besides, living in a small manor is not appropriate for a ruler. It’s good to be the King (or queen). Effect: Enables Knights - Res & Cons time: 32
 |
 |
 |
 |
 |
 |
| Res: |
1000 | 60 | 100 | 400 | 450 |
| Cons: |
700 | 500 | 1500 | 750 | 500 | |
| 10 |
Mythology |
Griffin nests |
The griffins are somewhat more demanding creatures than falcons. Bye the way don’t ever compare the two in front of a griffin, they can be a bit hasty. Griffins will not reproduce if they don’t have their own private nest. So regular production of griffins requires a decent number of griffin nests. Effect: Enables Griffins - Res & Cons time: 36
 |
 |
 |
 |
 |
 |
| Res: |
780 | 90 | 90 | 300 | 800 |
| Cons: |
500 | 100 | 110 | 500 | 800 | |
| 11 |
Heavy defence |
Sawmill |
Constructing bow towers are rather easy. There is no need for special equipment on the assembly part. The problems start when you need to build many bow towers at once. Then you’ll need a sawmill to supply your workers with material for the towers. Effect: Enables Bow towers - Res & Cons time: 24
 |
 |
 |
 |
 |
 |
| Res: |
600 | 225 | 75 | 150 | |
| Cons: |
200 | 600 | 75 | 225 | 60 | |
| 12 |
Heavy Weapon |
Construction hall |
Constructing catapults are complicated work. Producing catapults with roughly the same range and aim is important. War machines that backfire are not a pretty sight. A Construction hall with all necessary equipment is needed to manufacture catapults in a satisfying pace and with the desired quality. Effect: Enables Catapults - Res & Cons time: 24
 |
 |
 |
 |
 |
 |
| Res: |
1200 | 250 | 400 | 100 | 100 |
| Cons: |
600 | 400 | 1200 | 150 | 200 | |
| 13 |
Dragon language |
Dragon cliffs |
Dragons are generally not very fond of humans. Most tolerate humans if they don’t disturb the dragon when it’s eating or sleeping, which is most of the time. Previous attempts to raise dragons close to the dwellings of men have proven disastrous. One of two things is then likely to happen, the dragon becomes to fond of humans and refuses to kill them or it grows annoyed and decides to torch the place. Providing dragon caves in a near by mountain is the solution to this problem, such dwellings are known as dragon cliffs. Effect: Enables Green Dragons - Res & Cons time: 72
 |
 |
 |
 |
 |
 |
| Res: |
2500 | 375 | 450 | 250 | 400 |
| Cons: |
1250 | 250 | 500 | 1750 | 2000 | |
| 14 |
Heavy lifting |
Lifter |
When studying the ways to elevate great objects, your wise men have designed a device they call a lifter. With this lifter, you will be able to mount catapults on top of towers. Effect: Enables Catapult towers - Res & Cons time: 72
 |
 |
 |
 |
 |
 |
| Res: |
2400 | 400 | 600 | 200 | 200 |
| Cons: |
1200 | 800 | 2000 | 500 | 400 | |
| 15 |
Mounted aiming |
Advanced construction hall |
Building the modified ballista used in Dragon towers are the most complicated work ever done by man. Many special machines are used for the different parts and the assembling. All this work is done in an advanced construction hall. Effect: Enables Dragon towers - Res & Cons time: 96
 |
 |
 |
 |
 |
 |
| Res: |
4800 | 600 | 600 | 450 | 550 |
| Cons: |
2800 | 2650 | 1800 | 850 | 1300 | |
| 16 |
Persuasion |
Training centre |
Training excellent Charmers is critical for success. Charmers returning from battle saying "I’m quite sorry but the lads refused to work for you." tend to have a short life. So building a training centre to assure that your Charmers gets all knowledge needed to do a satisfying job is necessary. Effect: Enables Charmers - Res & Cons time: 12
 |
 |
 |
 |
 |
 |
| Res: |
225 | | | 150 | 100 |
| Cons: |
125 | | | 250 | 150 | |
| 17 |
Logistic |
Maps |
Good logistics takes you only so far, without decent maps your commander(s) spends valuable time deciding where to go. Making maps of the most common travel routs will enable them to navigate throughout the land without guessing. Effect: ETA -1 - Res & Cons time: 16
 |
 |
 |
 |
 |
 |
| Res: |
250 | 100 | 100 | 50 | 60 |
| Cons: |
100 | 250 | 225 | 100 | 150 | |
| 18 |
Infrastructure |
Roads |
Your armies are forced to use the old trading routs when they travel. These routs are in bad condition and in some points slow your armies considerably. Building roads will enable them to move not only with greater speed but also in a more direct line. An old saying goes "All roads lead to Rome." nobody knows where or what Rome is but maybe you’ll find out. Effect: ETA -2 - Res & Cons time: 32
 |
 |
 |
 |
 |
 |
| Res: |
730 | 300 | 200 | 275 | 100 |
| Cons: |
375 | 500 | 250 | 500 | 575 | |
| 19 |
Coordination |
Command centre |
Coordinating all the supplies needed for an army on the move requires lots of people and the latest in technology. Such as a high-speed pigeon launcher, a semi-automatic wagon wheel changer and most important of all the scroll disposer 300. Put all this equipment in one place and you got yourself a command centre. Effect: ETA -3 - Res & Cons time: 72
 |
 |
 |
 |
 |
 |
| Res: |
2450 | 225 | 250 | 450 | 390 |
| Cons: |
1200 | 2450 | 1750 | 500 | 250 | |
| 20 |
Communication |
Messaging service |
Building a messaging service to your neighbours will offer you important information. It will offer you a fast way to see every army approaching your community friend or foe. Effect: Com status - Res & Cons time: 4
 |
 |
 |
 |
 |
 |
| Res: |
100 | | | 25 | |
| Cons: |
35 | 80 | 55 | 30 | 100 | |
| 21 |
Diplomacy |
Embassy |
Some of the most useful information on other rulers is obtainable without spying. All you have to do to get the exact number of mills, farms and mines is to ride around the land and count. However, obtaining this information takes time. Especially counting the time it takes for one of your curriers to ride there and back again. Establishing a network of embassies enables you to obtain this information before it gets outdated. Effect: Economic report - Res & Cons time: 8
 |
 |
 |
 |
 |
 |
| Res: |
200 | | | 15 | |
| Cons: |
60 | 125 | 125 | 60 | 100 | |
| 22 |
Intelligence |
Intelligence Origination |
Gathering military information from your enemies is a difficult task. It seems clear that you need a rather large group of people, or organisation if you will, to do this. So before you can obtain this type of information you have to build a intelligence organisation. Effect: Army report - Res & Cons time: 24
 |
 |
 |
 |
 |
 |
| Res: |
600 | 250 | 300 | 225 | 125 |
| Cons: |
300 | 500 | 600 | 450 | 250 | |
| 23 |
Infiltration |
Library |
During your recent study of the art of infiltration, you discovered something rather disturbing. To obtain the size and whereabouts of your opponents’ armies you need a library. Effect: Military report - Res & Cons time: 48
 |
 |
 |
 |
 |
 |
| Res: |
1200 | 375 | 600 | 275 | 140 |
| Cons: |
600 | 750 | 1200 | 550 | 280 | |
| 24 |
Cryptography |
Crypto centre |
The fine thing about codes is that everybody got one. To sort all these different codes and meanings of "The cat devoured the donkey." you need a huge centre. These types of centres are commonly referred to as Crypto centres. Their existences are not common knowledge though. Effect: News report - Res & Cons time: 72
 |
 |
 |
 |
 |
 |
| Res: |
2550 | 600 | 600 | 100 | 300 |
| Cons: |
1250 | 1200 | 1200 | 200 | 600 | |
| 25 |
Bird eye |
Eagle Training Ground |
Using eagles to see the armies moving inside a community is all very good if there happen to be an eagle looking for a rabbit in that area. Obviously you need eagles all over the land to use this skill effectively, your wizards also need to bend the willpower of the eagle to ignore any possible food on the ground. Bending the will of a free eagle is next to impossible so you need an eagle training ground to train your eagles. Effect: Community status - Res & Cons time: 96
 |
 |
 |
 |
 |
 |
| Res: |
4900 | 1250 | 650 | 500 | 450 |
| Cons: |
2400 | 2500 | 1300 | 1000 | 900 | |
| 26 |
Chain of command |
Army camp |
To support a second army you need a new army camp. Effect: 2 Armies - Res & Cons time: 8
 |
 |
 |
 |
 |
 |
| Res: |
200 | | | 15 | |
| Cons: |
60 | 125 | 125 | 60 | 100 | |
| 27 |
Art of war |
Headquarter |
Commanding more than two armies calls for a place of organization, or headquarter if you will. There are some obvious reasons for this like managing all the details of the different armies and keeping them apart. The bonus with establishing headquarter is that you don’t need to concern yourself with commanders. They tend to have an opinion about everyone and everything and can be rather annoying at times. Effect: 3 Armies - Res & Cons time: 24
 |
 |
 |
 |
 |
 |
| Res: |
600 | 250 | 300 | 225 | 125 |
| Cons: |
300 | 500 | 600 | 450 | 250 | |