1.3 Technology tree
Every town is different, and there are different people in every town. You can give your town bonuses during its development. Some technology points can be focused on resources others on war
and some on totally different things. You can spend a total of 4 technology points from top to bottom.
Each time a tech point becomes available, you need to choose which benefit your town will gain. Each choice you make will limit your options for the next choices.
In the picture beneath you can see the colors outlining the different choices. For example when you choose the 'Extremist' bonus (Red choice), your next available options will only be
'Farmer' or 'Sawmill' (also Red choices).
When you secondly choose the 'Sawmill' option (Red/Brown choice), you can choose the 'Mercenaries','Drill Sergeant' or 'State militia' options (Red/Brown choices).
So keep in mind which 4 options you want, before choosing your bonus.
You choose a technology by clicking on the name of the desired option.
Level 1 technologies - available on level 10
||Hiring troops costs 10% less cash
||Operations cost 10% less energy
||Construction cost 10% less cash
Level 2 technologies - available on level 20
||No travel penalty during winter for army convoys
||Convoys no longer return home when you run out of food and your army requires 10% less food.
||100% extra capacity for unit buildings (Policestations, Taverns, Barracks)
||Gives a 50% power bonus
||Building defensive structures costs 10% less
Level 3 technologies - available on level 30
||20% extra battle loot cash and extra resources and special goods when looting towns and 30% more rubble from destroyed buildings
||50% extra force readiness each tick
||+1 defense for your militia and policemen
||50% extra defensive bonus against operations by your check posts or towers at other locations and no alliance trade penalty from checkposts.
Level 4 technologies - available on level 40
||25% less travel time for your attack convoys
||Receive 60 extra operation energy each tick
||Transport and trade convoys are undetectable (cannot be raided), acre transports cost 50% less fuel
||20% extra chance that enemy mortars or missiles will miss