Technologies:Farming
Allows farm
Animal Husbandry
Allows pasture
Allows wool production
Hunting
Allows hunting camp
Allows bows
Fishing
Allows fishing village
Allows canoes
Exploration
Allows Woodsman's camp
Better support range
Craftsmanship
Allows military workshop
Allows clothier's workshop
Allows jewelry production
Allows leather armor production
Masonry
Allows Quarry
Allows Granary
Allows Stone Wall
Mysticism
Allows Shrine
Oral Tradition
Allows Hall of Learning
The Plow
Requires Farming, Animal Husbandry
Allows improved farm
Mining
Requires Masonry
Allows mine
Bronze Working
Requires Mining, Craftsmanship
Allows Forge
Allows bronze ingots, weapons, polearms, arrows, armor, shields
Trade
Requires Craftsmanship
Enables money
Allows Jeweler's Workshop
Currency
Requires Trade
Allows Marketplace
Literacy
Requires Oral Tradition
Allows Library
Governance
Requires Literacy, Trade
Allows settlers, colonies
Construction
Requires Masonry, Craftsmanship
Allows Fortress
Allows aquaduct
Horseback Riding
Requires Animal Husbandry
Allows Stables
Allows horses
Sailing
Requires Fishing
Allows Dockyard
Allows fishing boats
Allows galley
Map Making
Requires Literacy, Exploration
Better support range
Allows specialists: cartographers
Allows road construction
Formalized Religion
Requires Mysticism, Oral Tradition
Allows Temple
Shamanism
Requires Mysticism, Hunting
Allows hexbone staves
Priesthood
Requires Formalized Religion
Allows specialists: chaplains
Life Magic
Requires Mysticism, Animal Husbandry
Allows Healer's Hall
Elementalism
Requires Mysticism, Oral Tradition
Allows elemental charms
Post-Regeneration Care
Ljus Faller only
+1 prosperity
Mystic Gift
Ochitans only
Locate a magical resource
Caste Specialties
Ser'kash only
Immediately recieve Fishing, Exploration, The Plow
Spirit of Adventure
Sidamaru only
Get a second explorer with no special ability
Economic Enthusiasm
Sunstone only
+2 money/turn
Scars of War
Xeniice only
Get a second general with no special ability
Crop Diversification
Requires The Plow
Build improved farms on hills
Iron Working
Requires Bronze Working
Allows iron ingots
Beast Taming
Requires Horseback Riding
Allows Beast Pens
Code of Law
Requires Governance
Allows Courthouse
Education
Requires Literacy
Allows School
Guilds
Requires Currency
Allows Guildhall
Engineering
Requires Construction
Allows Watermill
Entertainment
Requires Trade
Allows Theater
Navigation
Requires Map Making
Increases supply range
Allows Specialists: Navigators
Military Tradition
Requires Bronze Working
Allows Light Weapons
Allows Bucklers
Allows Catapults
Maritime Warfare
Requires Military Tradition, Sailing
Allows Ramming Prow
Allows Fortified Hull
Religious Orders
Requires Priesthood
Allows Specialists: Fanatics
Spirit-Warding
Requires Shamanism
Allows Specialists: Spirit-touched
Energy Magic
Requires Elementalism
Allows firebolt wands
Matter Magic
Requires Elementalism, Construction
Allows stoneskin amulets
Ephemera Magic
Requires Elementalism, Sailing
Allows windborne arrows
Body Magic
Requires Life Magic
Allows Specialists: Field Medics
Mind Magic
Requires Life Magic, Literacy
Allows speaking stones
Magecraft
Requires any two magic techs
Allows Specialists: Mages
(With Magically Inclined: Allows Specialists: Sorcerors)
Artifice
Requires Craftsmanship, any magic tech
Allows Enchanter's Workshop
Enchantment
Requires Artifice
Allows magic weapons, magic shields, magic armor
Mantle Control
Ljus Faller only
All units get +2 health
Song of War
Ochitans only
Get a second general with no special ability
Find the Inner Sanctum
Ser'kash only
Spend 2 labor for one ember rubies, sky diamonds, earth jade, or springwater pearls once a turn
Guard the Home Front
Sidamaru only
-33% upkeep cost for military units guarding cities
Watch from the Sky
Sunstone only
+25% defense within city radius and when defending colonies
Weather Eye
Xeniice only
Labor cost of farms halved
Crop Rotation
Requires Crop Diversification
Allows Advanced Farms
Naval Engineering
Requires Navigation, Engineering, Sailing
Allows fishing boats adjacent to shore
Allows Cog
Allows Caravel
Metallurgy
Requires Iron Working
Allows Smelter
Warhorses
Requires Horseback Riding, Military Tradition
Allows Warhorses
Law Enforcement
Requires Code of Law
Allows City Watch
Academics
Requires Education
Allows Academy
Taxation
Requires Code of Law, Currency
Eliminates upkeep of size 5 colonies
Mechanics
Requires Engineering
Allows Windmill
Sanitation
Requires Engineering
Allows Sewer
Armorcraft
Requires Military Tradition
Allows heavy metal armor, light metal armor
Longbows
Requires Military Tradition
Allows longbows
Siege Engineering
Requires Military Tradition, Engineering
Allows Ballista
Naval Artillery
Requires Maritime Warfare, Siege Engineering
Allows Naval Catapult, Naval Ballista
Spirit-calling
Requires Spirit-warding
Allows Phantom-calling Censer
Evocation
Requires Energy Magic
Allows Blasting Staves
Animation
Requires Matter Magic
Allows Stone Shamblers
Divination
Requires Mind Magic
Allows Watchwards
Wind Magic
Requires Ephemera Magic
Allows Windcaller Sails
Body Enhancement
Requires Body Magic
Allows Power Gauntlets
Enfeebling
Requires Body Magic
Allows Exhaustion Orbs
Sorcery
Requires Magecraft, any three other magic techs
Allows Sorcerors
Infusion
Requires Enchantment
Allows Flaming weapons, Windbound shields, Water-kissed armor
Desert Cultivation
Ljus Faller only
Allows farms and improved farms in desert
Accellerated Mobilization
Ser'kash only
Immediately recieve Military Tradition, Armorcraft
Gifted Explorers
Sidamaru only
Cartography units can map two squares/turn
Expansionism
Sunstone only
Colonies grow slightly faster
Study of Labor
Xeniice only
Unlock Mind Magic, Matter Magic, Animation
Buildings:("Materials" refers to building materials - wood or stone.)
Military workshop (Craftsmanship)
2 labor, 2 materials
Half labor cost of weapons and armor
Clothier's workshop (Craftsmanship)
2 labor, 2 materials
Make one unit of clothing a turn for no labor
Architect's Workshop (No tech)
Requires Engineer to build and operate
4 labor, 1 stone, 1 wood, 1 any materials
+33% to labor spent on construction while an Engineer is in town
Jeweler's Workshop (Trade)
2 labor, 2 materials
Make one unit of jewelry a turn for no labor
Enchanter's Workshop (Artifice)
3 labor, 3 materials, 4 money
Doubles production speed of magic equipment
Smelter (Metallurgy)
4 labor, 3 materials
Doubles production speed of ingots
("Materials" refers to building materials - wood or stone.)
Granary (Masonry)
2 labor, 2 materials
Allows storage of 20 food
May be built multiple times
Hall of Learning (Oral Tradition)
2 labor, 2 materials
Spend up to one labor/turn on extra research
Military School (No tech)
Requires General to build and operate
4 labor, 3 materials
Recruit/train an extra unit per turn while a General is in town
Forge (Bronze Working)
2 labor, 2 materials, 1 ingots
Required for metal equipment
Library (Literacy)
3 labor, 2 materials
+2 max researchers
Aqueduct (Construction)
6 labor, 5 stone
Farms can be built without lakes or rivers
Stables (Horseback Riding)
2 labor, 2 materials
Required for horses
Dockyard (Sailing)
3 labor, 2 wood
Required for fishing fleet
Required for all boats except canoes
Beast Pens (Beast Taming)
4 labor, 3 stone
Allows one type of beast to be captured and trained
May be built multiple times
Guildhall (Guilds)
3 labor, 4 materials
Spend labor for 6 money each
("Materials" refers to building materials - wood or stone.)
Shrine (Mysticism)
2 labor, 2 materials
+1 prosperity
Marketplace (Currency)
3 labor, 2 materials
+50% income from prosperity
Fortress (Construction)
4 labor, 4 stone
+25% defense within city radius
Temple (Formalized Religion)
3 labor, 3 materials
+1 prosperity
Healer's Hall (Life Magic)
3 labor, 3 materials
Injured units heal even if they acted this turn, or to full if they didn't
Courthouse (Code of Law)
4 labor, 3 materials
+1 prosperity
School (Education)
4 labor, 3 materials
Increased free research
Theater (Entertainment)
4 labor, 2 materials
+1 prosperity
Speaking Stones (Mind Magic)
3 labor, 3 stone
Increases supply range
City Watch (Law Enforcement)
5 labor, 2 materials, 5 money
+1 prosperity
Academy (Academics)
6 labor, 3 materials
+25% research
Sewer (Sanitation)
5 labor, 4 materials
+1 prosperity
Watchwards (Divination)
4 labor, 6 money
Provides warning of attackers within 2 squares
Can be built multiple times
Can be transfered to colonies
Equipment and Other Crafting:Wooden spears (Primary weapon, +1 attack)
2 labor
1 wood -> 1 wooden spears
Iron/Bronze weapons (Primary weapon, +4 attack)
Metalworking, forge
2 labor
1 iron/bronze ingots -> 1 iron/bronze weapons
Iron/Bronze polearms (Primary weapon, 2-handed, +4 attack, first strike)
Metalworking, forge
2 labor
1 iron/bronze ingots, 1 wood -> 1 iron/bronze polearms
Iron/Bronze light weapons (0-handed, +2 attack, does not stack with other melee weapons)
Metalworking, forge
2 labor
1 iron/bronze ingots -> 1 iron/bronze light weapons
Wooden shields (Shield, +1 defense)
2 labor
1 wood -> 1 wooden shields
Iron/Bronze shields (Shield, +3 defense)
Metalworking, forge
2 labor
1 iron/bronze ingots -> 1 iron/bronze shields
Bucklers (Shield, 0-handed, +1 defense)
Military tradition, forge
1 labor
1 iron/bronze ingots -> 1 bucklers
Leather armor (Armor, +4 health)
Craftsmanship
2 labor
1 leather -> 1 leather armor
Iron/Bronze armor (Armor, +10 health)
Metalworking, forge
2 labor
1 iron/bronze ingots -> 1 iron/bronze armor
Heavy metal armor (Armor, +16 health)
Armorcraft
4 labor
1 bronze or iron ingots, 1 leather -> 1 heavy bronze or iron armor
Light metal armor (Armor, +8 health)
Armorcraft
4 labor for 2
1 bronze or iron ingots, 2 leather -> 2 light bronze or iron armor
Bows (Primary weapon, 2-handed, 4-2 ranged attack)
Hunting
2 labor
1 wood -> 1 bows
Longbows (Primary weapon, 2-handed, 5-3 ranged attack)
Longbows
4 labor
2 wood -> 1 longbows
Iron/Bronze arrows (Requires bows, +3-0 ranged attack)
Metalworking, forge
1 labor
1 iron/bronze ingots -> 1 iron/bronze arrows
Hexbone staves (Primary weapon, 2-handed, 2-2 magic ranged attack)
Shamanism
3 labor (Enchanter's workshop)
1 wood -> 1 hexbone staves
Firebolt wands (Primary weapon, 2-2 magic ranged attack)
Energy Magic
3 labor (Enchanter's workshop)
1 ember rubies or sun amber -> 1 firebolt wands
Blasting Staves (Primary weapon, 2-handed, 2-3 magic ranged attack)
Evocation
3 labor (Enchanter's workshop)
1 fire rubies or sun amber -> 1 blasting staves
Exhaustion Orbs (Primary weapon, one enemy gets -3 attack)
Enfeebling
4 labor (Enchanter's workshop)
1 stone, 3 money -> 1 exhaustion orbs
Phantom-calling censers (Primary weapon, summons phantoms)
Spirit-calling
3 labor (Enchanter's workshop)
1 silver or gold -> 1 phantom-calling censers
Stone Shamblers (Primary weapon, support Stone Shamblers)
Animation
4 labor (Enchanter's workshop)
1 stone, 3 money -> 1 stone shamblers
Trained Flamehawks (Primary weapon, 0-handed, support Trained Flamehawks)
Beast Taming, Beast Pens (Flamehawks)
1 labor (No military workshop bonus)
1 food, 1 money -> 1 trained flamehawks
Trained Flamehawks: 2A/3D/-R/7H/1M; magical attack, overland flight, dependant, beasts
Tamed Owlbears (Primary weapon, 0-handed, support Tamed Owlbears)
Beast Taming, Beast Pens (Owlbears)
2 labor (No military workshop bonus)
3 food, 1 money -> 1 tamed owlbears
Tamed Owlbears: 7A/4D/-R/7H/1M; dependant, beasts
Elemental charms (Effects vary by element)
Elementalism
2 labor (Enchanter's workshop)
1 elemental reagent -> 1 elemental charms
Stoneskin amulets (Accessory, +1 defense, +4 health)
Matter magic
3 labor (Enchanter's workshop)
1 earth jade -> 1 stoneskin amulets
Power Gauntlets (Accessory, +2 melee attack, +1 defense)
Body Enhancement
4 labor (Enchanter's workshop)
1 ingots, 3 money -> 1 power gauntlets
Specialists: Chaplains (Grants Fervor ability - no level loss when routing)
Priesthood
1 labor (No military workshop bonus)
No resources -> 1 chaplains
Specialists: Fanatics (Grants Fanaticism ability - unit never routs)
Religious Orders
1 labor (No military workshop bonus)
No resources -> 1 fanatics
Specialists: Cartographers (Grants Cartography ability - unit can re-explore territory looking for resources)
Map Making
1 labor (No military workshop bonus)
No resources -> 1 cartographers
Specialists: Navigators (Double supply range, galleys can leave the coast)
Navigation
1 labor (No military workshop bonus)
No resources -> 1 navigators
Specialists: Spirit-touched (+1 magic resistance)
Spirit-warding
2 labor (No military workshop bonus)
No resources -> 1 spirit-touched
Specialists: Field Medics (+4 health)
Body Magic
1 labor (No military workshop bonus)
No resources -> 1 field medics
Specialists: Mages (+1 magic attack, -1 defense)
Magecraft or Magically Inclined
1 labor (No military workshop bonus)
No resources -> 1 mages
Specialists: Sorcerers (+2 magic attack, -1 defense, no heavy armor)
Magecraft, Magically Inclined
1 labor (No military workshop bonus)
No resources -> 1 sorcerers
Magic weapons (Melee weapon modification, +1 attack)
Enchantment
2 labor (Enchanter's workshop)
1 [weapon] + 3 money -> 1 magic [weapon]
Magic shields (Shield modification, +1 defense)
Enchantment
2 labor (Enchanter's workshop)
1 [shield] + 3 money -> 1 magic [shield]
Magic armor (Armor modification, magic resistance 1)
Enchantment
3 labor (Enchanter's workshop)
1 [armor] + 4 money -> 1 magic [armor]
Windborne arrows (Ammo modification, +0-2 ranged attack)
Ephemera Magic
2 labor (Enchanter's workshop)
1 sky diamonds -> 1 windborne wooden arrows
OR
1 [arrows] + 1 sky diamonds -> 1 windborne [arrows]
Flaming Weapons (Melee weapon modification, +2 attack)
Infusion
2 labor (Enchanter's workshop)
1 magic weapons, 1 ember rubies -> 1 flaming weapons
Windbound Shields (Shield modification, +2 defense)
Infusion
2 labor (Enchanter's workshop)
1 magic shields, 1 sky diamonts -> 1 windbound shields
Water-kissed Armor (Armor modification, magic resistance 2)
Infusion
3 labor (Enchanter's workshop)
1 magic armor, 1 springwater pearls -> 1 water-kissed armor
Horses (Mount, 2 movement)
Horseback Riding, stable
1 labor (No military workshop bonus)
2 food -> 1 horses
Warhorses (Mount, +1 attack, +1 defense, 2 movement)
Warhorses, stables
3 labor (no military workshop bonus)
3 food -> 1 warhorses
Pack-drakes (Upgrades flight into overland flight)
Requires beast pen (drakes), wings
3 labor
3 food -> 1 pack-drakes
Canoes (Vehicle, 2 movement, double supply range, move only on rivers and shorelines)
Fishing
2 labor (No military workshop bonus)
2 wood -> 1 canoes
Galley (Vehicle, 2 movement, triple supply range, move only on rivers and shorelines, transport two additional units)
Sailing, dockyard
3 labor (No military workshop bonus)
3 wood -> 1 galley
Cog (Vehicle, -1 defense, 3 movement, quadruple supply range, shallow water, transport 4 units)
Naval Engineering, dockyard
5 labor (no military workshop bonus)
4 wood, 1 wool -> 1 cog
Caravel (Vehicle, 4 movement, quintuple supply range, all water)
Naval Engineering, dockyard
5 labor (no military workshop bonus)
3 wood, 1 wool -> 1 caravel
Catapults (Siege weapon, 4-4 ranged attack, .5 speed, siege 1, half supply range)
Military Tradition
3 labor (No military workshop bonus)
2 wood -> 1 catapults
Ballistae (Siege weapon, 10-5 ranged attack, .5 speed, half supply range)
Siege Engineering
4 labor (No military workshop bonus)
2 wood, 1 iron or bronze -> 1 ballistae
Ramming Prow (Primary weapon, +3 attack, requires non-canoe ship)
Maritime Warfare
2 labor (No military workshop bonus)
1 wood -> 1 ramming prow
Fortified Hull (Ship modification, +2 defense, -1 transport capacity, requires non-canoe ship)
Maritime Warfare
2 labor (No military workshop bonus)
1 wood -> 1 fortified hull
Naval Catapult (Ship modification, 4-3 ranged attack, siege .5)
Naval artillery
3 labor (No military workshop bonus)
2 wood -> 1 naval catapult
Naval Ballista (Ship modification, 8-4 ranged attack)
Naval artillery
3 labor (No military workshop bonus)
2 wood, 1 iron or bronze -> 1 naval ballista)
Windcaller sails (Ship modification, +1 movement, Requires wind-powered ship)
Wind magic
3 labor (Enchanter's workshop)
1 sky diamonds, 2 money -> 1 windcaller sails
Clothing
1 labor
1 leather or wool -> 1 clothing
Jewelry
Craftsmanship
1 labor
1 appropriate resource -> 1 jewelry
Bronze ingots
Bronze Working
1 labor
1 copper, 1 tin -> 1 bronze ingots
Iron ingots
Iron Working
1 labor
1 iron ore -> 1 iron ingots
TerrainPlains
3 food
Forest
2 food, 1 wood
Hills
2 food, 1 wool
Mountain
1 stone
Desert
1 food
Water
3 food
River
+1 food
Farm (Plains or hills)
Requires farming
Requires river or lake present or adjacent
1 labor
+1 food
Pasture (Plains or hills)
Requires animal husbandry
1 labor, 1 building materials
+1 food
Hunting camp (Forest)
Requires hunting
1 labor
+1 food, +1 leather
Woodsman's camp (Forest)
Requires exploration
2 labor, 1 building materials
+1 wood
Fishing village (Ocean or lake)
Requires fishing
Requires adjacent land
1 labor, 1 wood
+1 food
Quarry (Hills or mountain)
Requires masonry
2 labor
+1 stone
Mine (Any land)
Requires Mining
2 labor, 1 wood
Enables ores and gems
Improved farm (Plains)
Requires The Plow
Replaces existing farm
2 labor, 1 wood
+2 food
Fishing boats (Ocean or lake)
Requires Sailing
Requires Dockyard, no adjacent land
3 labor, 2 wood
+2 food
Watermill (Any land)
Requires Engineering
Requires river
Mill - stacks with normal improvements
4 labor, 2 materials, 1 wood
+1 of any resource the tile already produces
Advanced Farm (Plains or hills)
Requires Crop Rotation
Replaces existing improved farm
4 labor, 2 materials
+3 food
Windmill (Any land)
Requires Mechanics
Requires no adjacent windmill
Mill - stacks with normal improvements
4 labor, 2 materials, 1 wool
+1 of any resource the tile already produces
Palisade
2 labor, 1 wood
+25% defense to units inside wall
Stone Wall
Requires Masonry
3 labor, 2 stone
+50% defense to units inside wall
Spices
+1 spices (luxury good)
Lobsters
+1 lobsters with fishing village (luxury good)
Copper
With mine: +1 copper or +2 money
Tin
With mine: +1 tin
Iron
Requires Iron Working to use
With mine: +1 iron
Silver
With no mine: +1 money
With mine: +1 silver or +3 money
Gold
With no mine: +2 money
With mine: +1 gold or +4 money
Sky Diamonds
+1 sky diamonds
(Elemental resource. Air charms give +1 defense.)
Cinder Rubies
With mine: +1 cinder rubies
(Elemental resource. Fire charms give +1 attack)
Springwater Pearls
With fishing village: +1 springwater pearls
(Elemental resource. Water charms give magic resistance 1)
Earth Jade
+1 earth jade
(Elemental resource. Earth charms give +4 health)
Sun Amber
+1 sun amber
(Elemental resource. Sun charms give +1 attack)
Blessed Wheat
+1 food
Rich Fishing
+1 food
[/quote]