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Tech tree - Human
  The tech tree is as follows:

The tech tree is shown above. The numbers relate to the table below.

#ResearchConstructionDescription
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 5050 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 8090 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 5010 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 1020 125 175
Cons: 100 1515 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 10025 100 150
Cons: 110 20060 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 60100 400 450
Cons: 700 5001500 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 9090 300 800
Cons: 500 100110 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 22575 150
Cons: 200 60075 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 250400 100 100
Cons: 600 4001200 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 375450 250 400
Cons: 1250 250500 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 400600 200 200
Cons: 1200 8002000 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 600600 450 550
Cons: 2800 26501800 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 100100 50 60
Cons: 100 250225 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 300200 275 100
Cons: 375 500250 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 225250 450 390
Cons: 1200 24501750 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 8055 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 125125 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 250300 225 125
Cons: 300 500600 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 375600 275 140
Cons: 600 7501200 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 600600 100 300
Cons: 1250 12001200 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 1250650 500 450
Cons: 2400 25001300 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 125125 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 250300 225 125
Cons: 300 500600 450 250