Techs are here. Generic techs are described in the rules post.
I don't think that anyone who's dumber than a troll will be able to research their entire era 1 tech tree in 8 turns.
Currently unavailable techs may be available in era 2. There's some fuzziness, but you're mostly split into groups that ran into the wilds and have Exploration and easier pottery to survive famines, and groups that hid in place and have Town Planning for a higher soft population cap and Construction+granary to survive famines. Granaries are more efficient in the long run, but it may be difficult to research Construction and build one before turn 3. As such, nobody starts with Construction researched. Instead, the green people get farming, and the trolls get mushroom farming.
I might get the city maps out tonight so we can get started, but the goal is tomorrow night.
Infiltrators - 50% chance for commanders with control over (or allied control over) at least one dopplegager unit to know enemy tactics and attempt to counter them.
Stealthy - Light units receive a free Stealthy trait.
The Stealthy trait makes it much easier for units in terrain such as forests or mountains to hide from more powerful forces, and often gives a first round surprise bonus. It does not work in open terrain, such as grasslands or deserts.
Units such as infantry in medium armor and archers count as light units. Mail-armored pikemen or knights count as heavy units, and would not get this trait.
Starting Leader: Explorer (Double exploration speed of attached units)
Starting Tech: Fishing
Available tech for the Era of Calamity:
Animal Taming
Archery
Ceremonial Burial
Exploration
Farming
Primitive Pottery
Trade
Flower Castes: Every labor spent in the city center will increase the Bonus Labor pool by 100, effectively giving a 10% refund on urban labor.
Those Legs are Vines: -1 move speed for unmounted troops.
Floral Bodies: -10% damage taken from mundane weapons, +25% damage taken from fire and ice (including terrain attrition).
Starting Leader: Governor (+1 morale)
Starting Tech: Praise the Sun (replaces Ceremonial Burial)
Unique tech: Solar Focuser
May build Solar Focuser for 2 labor.
Up to 4 labor may work it to each give +1 food, regardless of famine conditions. Every 2 labor will mitigate a famine by +1 food. Triggers caste system bonus.
As this is considered an optional side-path instead of rushing granary, and likely worse than having one, you have +1 tech option over others.
Available tech for the Era of Calamity:
Animal Taming
Construction
Farming
Fishing
Mining
Town Planning
Trade
Solar Focuser
Green is strong: +15% melee attack damage.
Green is friend: +20% money generated from trade, Trade Good production doubled when researched.
Starting Leader: Explorer (Attached units explore at double speed)
Starting Tech: Farming
Available tech for the Era of Calamity:
Animal Taming
Archery
Ceremonial Burial
Exploration
Primitive Pottery
Town Planning
Trade
Thoughtful: +25% research rate.
Trollish Physique: -20% damage taken from non-magical attacks, -1 move speed for unmounted troops.
Bonus Leader: Sage (+25% research)
Starting Tech: Mushroom Farming
Rare Tech: Mushroom Farming
Hills or mountains
No resources, 3 labor
Tile produces 2 food, ignoring base food and river bonus.
Available tech for the Era of Calamity:
Animal Taming
Ceremonial Burial
Construction
Farming
Mining
Town Planning
Trade
Shimmersilk: Start with a Shimmersilk Spider ranch, and can build more with Animal Taming. Shimmersilk can be used to create luxury clothes, which can be stacked with regular clothes. May have military use in the future.
That is not a vine: +25% attack strength to The Chain of Petals' units defending Ashcrown.
Starting Leader: Governor (+1 morale)
Starting Tech: Practical Biomantic Applications
May build a Biomancer's Hall for 1 wood, 2 labor.
1 worker may either mitigate a famine's food penalty by 2, OR mutate a unit with the Berserker Fury trait for a cost of 150 extra population.
Berserker Fury - Unit gets +1 melee shock attack, halved low morale penalty to damage dealt. Damaged morale makes a unit difficult to control and likely to charge into melee to fight to the death. Unit costs up to 250 population to recover to full HP, instead of the usual 100.
Available tech for the Era of Calamity:
Animal Taming
Archery
Canoe Building
Construction
Fishing
Town Planning
Trade
Asura: Units may equip another weapon or shield for the full benefit, without the usual downsides.
Self-centered raiders: Extra loot, but units may ignore tactics to engage in glory-seeking or for self-preservation.
Martial Focus: Most research is done at -25% speed. Raids on advanced neighbors may potentially flip this for specific techs.
Starting Leader: General (May build and operate military schools. May command groups of units.)
Starting Tech: Animal Taming
Available tech for the Era of Calamity:
Archery
Ceremonial Burial
Exploration
Farming
Fishing
Horseback Riding
Primitive Pottery