Netherlands (Rise of the Moderns)/Tech Tree

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===Unique units===
*Demi-lancers [1] => cuirassiers[2-3] => Troopers [4] (meant to weaken the Dutch army)
*Ruyters [1] Nassau ruyters [2] => Royal marshals [3] horse with ranged attack, and amphibious qualities.
*Soldeniers [1] Dutch musketeer, replaces both Musketeer and Arquebisuer => Musketiers [2]
*Geuzen raiders [1] => Blauwe Garde [2-3] => Black Devils [4] heavy infantry with amphibious qualities and greater resistance to cavalry units.
*Armed merchants
*Yacht [1] => Indiamen [2] => Dutch clipper [3] = faster and stronger light ship. Indiamen and clippers can also protect units from attrition
*Fluyt [1-2] faster moving merchant ship.
*Ironclad [4] fast-firing and faster-moving, but weaker-hitting bombardment ship
*Coehorn Mortar [2-4] => Unique Dutch mortar unit.
====Auxiliaries====
* [1] Merchant Cavalry
* [1] Privateer
* [2] Stuart exile
* [2] Garde Écossaise
* [3] Gajnal mercenary
* [3] Hokkien rabble
* [4] Mercenary sowar
* [4] Presidential Guard
* [5] Colonial Grenadiers
* [5] Tankette.
===Unique buildings===
*Academy - trains your elite units
*Church - performs taxation and religion research, and is the main stopping point for your auxiliary units.
*Sangar
**replaces the Stockade and Observation Post, and while they have the blockhouse's offensive stats, they have many hitpoints.
**gathers happiness from the following: pelts; wool; horses; bison - the rate is +1 for each type.
**increases food gather rate, based on the number of merchants you have deployed: the rate is +1/3 food per merchant.
**garrisonable by any non-mechanical land unit.
*Military-industrial complex (requires 6 levels of Military research; available from [4])
**Units heal within your borders
**Reduces the build time of ships, foundry units and aircraft
**Has a +10 oil and +10 metal bonus (once 3rd Green researched).
**Reduces the knowledge costs of science research and the research time for military research.
**Grants access to upgrades that allow for the creation of dreadnoughts, howitzers and heavy machine guns in [5].
**Has a facility for building recoilless gun infantry and tanks (different non-European sides build different tanks in [5] - Tanks are powerful mechanised units that destroy all other units, but have their own weaknesses - recoilless guns destroy them; they are vulnerable from aircraft attack; a direct hit from a cannon could potentially destroy them; and they are slower than tankettes, although they are much powerful in a shot-for-shot battle.)
Category:Spoiler
Category:Rise of the Moderns factions