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Tech Tree
Tech Tree JPG Image (317 KB) by Bluecollarheaven
Tech Tree GIF Image (26 KB) by Kanter
The indentation of the building alternatives below is intended to help seeing what is dependent on what.
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Outpost
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Cost: 200
Prerequisite: Built by Pioneer
Units Allowed: The race specific level 1 unit
Bonuses: - |
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Wooden Wall
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Cost: 60
Prerequisite: Outpost (city size 0)
Units Allowed: -
Bonuses: - |
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Barracks
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Cost: 80
Prerequisite: Village (city size 1)
Units Allowed: Level 1 units
Bonuses: - |
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War Hall
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Cost: 150
Prerequisite: Barracks
Units Allowed: Level 2 units
Bonuses: - |
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Champions Guild
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Cost: 150
Prerequisite: War Hall
Units Allowed: Level 3 units
Bonuses: - |
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Builder's Hall
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Cost: 80
Prerequisite: Village (city size 1)
Units Allowed: Pioneer, Ballista
Bonuses: +10 Production |
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Siege Workshop
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Cost: 150
Prerequisite: Builder's Hall
Units Allowed: Catapult
Bonuses: +10 Production |
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Masters Guild
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Cost: 300
Prerequisite: Siege Workshop
Units Allowed: Cannon
Bonuses: +10 Production, Repairs machines |
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Stone Wall
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Cost: 100
Prerequisite: Siege Workshop
Units Allowed: -
Bonuses: - |
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Shipyard
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Cost: 60
Prerequisite: Builder's Hall, Adjacent Water
Units Allowed: Galley, Transport Ship
Bonuses: - |
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Temple Complex
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Cost: 80
Prerequisite: Village (city size 1)
Units Allowed: -
Bonuses: +5 Mana, +20 City Morale |
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Monastery
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Cost: 120
Prerequisite: Temple Complex
Units Allowed: Priests
Bonuses: +5 Mana |
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Sanctuary
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Cost: 200
Prerequisite: Monastery
Units Allowed: -
Bonuses: +5 Mana, Heals units |
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Shrine of War
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Cost: 200
Prerequisite: Temple Complex
Units Allowed: -
Bonuses: Silver medal on new units |
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Shrine of Order
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Cost: 200
Prerequisite: Temple Complex
Units Allowed: -
Bonuses: +10 Production, +40 City morale |
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Shrine of Nature
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Cost: 200
Prerequisite: Temple Complex
Units Allowed: -
Bonuses: +10 Production, +10 Growth |
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Shrine of Magic
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Cost: 200
Prerequisite: Temple Complex
Units Allowed: -
Bonuses: +10 Research, +10 Mana |
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Wizard Tower I
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Cost: 500
Prerequisite: Village (city size 1)
Units Allowed: -
Bonuses: Domain = 1 |
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Hall of Enchantment
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Cost: 220
Prerequisite: Wizard Tower I
Units Allowed: -
Bonuses: Enchants garrison with a wizard sphere specific enchantment |
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Library
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Cost: 200
Prerequisite: Wizard Tower I
Units Allowed: -
Bonuses: +10 Research |
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Tower Guard
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Cost: 100
Prerequisite: Wizard Tower I
Units Allowed: -
Bonuses: Fires magic bolt in city combat |
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Wizard Tower II
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Cost: 250
Prerequisite: Wizard Tower I
Units Allowed: -
Bonuses: +5 Domain |
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Farcaster
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Cost: 150
Prerequisite: Wizard Tower II
Units Allowed: -
Bonuses: +5 Domain |
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Casting Chamber
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Cost: 150
Prerequisite: Wizard Tower II
Units Allowed: -
Bonuses: +10 Casting Points |
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Enchanted Walls
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Cost: 150
Prerequisite: Wizard Tower II
Units Allowed: -
Bonuses: Forms barrier around city with damage type determined by the wizard's magic sphere |
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Wizard Tower III
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Cost: 250
Prerequisite: Wizard Tower II
Units Allowed: -
Bonuses: +5 Domain |
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Teleportation Gate
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Cost: 150
Prerequisite: Wizard Tower III
Units Allowed: -
Bonuses: Teleport units to a wizard tower |
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Forcefield
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Cost: 200
Prerequisite: Wizard Tower III
Units Allowed: -
Bonuses: Protects city from overland spells |
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Produce Merchandise
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Cost: -
Prerequisite: Outpost (city size 0)
Units Allowed: -
Bonuses: +20% Gold |
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Produce Housing
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Cost: -
Prerequisite: Outpost (city size 0)
Units Allowed: -
Bonuses: +100% Growth |
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Level 4 Unit
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Cost: -
Prerequisite: Champions Guild, Masters Guild, Sanctuary
Units Allowed: -
Bonuses: - |
City Size
Name
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Base Gold Income
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Base Production
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Base Growth
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Population Range
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Outopost (0)
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10
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10
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7
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0 - 99
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Village (1)
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20
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20
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10
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100 - 299
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Town (2)
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30
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30
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16
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300 - 699
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City (3)
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40
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40
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25
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700 - 1499
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Pioneers consume 200 population when built.
Hurrying a production costs 10 gold and 10 population for each unfilled production coin.
Hall of Enchantment and Enchanted Walls Information
Sphere
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Enchantment
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Wall Damage Type
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Air
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Haste
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Lightning
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Earth
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Stone Skin
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Poison
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Fire
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Fire Halo
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Fire
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Water
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Static Shield
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Cold
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Life
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Bless
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Holy
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Death
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Dark Gift
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Death
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Cosmos
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Enchant Weapon
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Magic
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