Upgrades/Alexander

==Fort==
In contrast to other mods, the Fort now researches 4 different tech tracks as opposed to just 1 or 2: this includes the Attrition and Logisstics line of research in addition to the vanilla tracks of Fortification and Strategy.
All upgrades require Military Research, plus one or more additional techs.
Of these, Attrition is the simplest, requiring only Military research.
===Fortification ===
Note:
*Level 2 (Defensive Federalism) is blocked for .
*Level 3 (Garrison Colonies) is blocked for .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Reserve Caches 	
"If you seek peace, then prepare for war."— Flavius Vegetius Renatus
*Prereqs: 
** [2]
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*100; 100
*Time to complete: fast	
*
*
Defensive Federalism	
"Where are the oaths that we have taken? Shall our counsels be flung into the fire, with our drink-offerings and the right hands of fellowship wherein we have put our trust?"
— the Iliad
*Prereqs:
**
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*230; 70
*Time to complete: rather fast	
*
Garrison Colonies 	
Industrious in peacetime, vigiliant in wartime, valiant in battle.
*Prereqs:
**
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*450; 150 	
===Strategy ===
Want your Generals and Officers to be a little more capable? or you need the ancient version of James Bond serving for king and country? the Strategy track of upgrades can help. These boost the craft, survivability and movement of your Spies and Officer-type units, making them more useful on the battlefield.
NAME 	GRANTS ACCESS TO	COST	LEADS TO
Tactics 	
"Force has no place where there is need of skill."
:—Herodotus
*Prereq: 
*+4 to National Borders
*+2 City combat range
*+50% City HP	
Resource cost:
*170; 70
Time to complete: Fast	
:
Cryptography	
"Raqreqentba!"
:—Markus A "Notch" Persson, 21st century Swedish game designer
*Prereqs:
** 
** 
** 
+6 to National Borders
+3 City combat range
+100% City HP	
Resource cost:
*450; 150
Time to complete: Rather fast	
*
*
Intelligence	"A good diplomat always looks to the future. As it happens, your future is fairly easy to predict.":—Christian Jacq, The Temple of a Million Years
*Prereqs:
** 
** 
** 
*+9 to National Borders
*+4 City combat range
*+150% City HP	
Resource cost:
*600; 300
Time to complete: Medium	
===Attrition ===
While most nations do have some ability to research Attrition to cause damage to enemies moving in their territory, there are some restrictions:
*Level 1 (Attrition Warfare)
*Level 2 (Scorched Earth)
*Level 3 (Night Fighting) is restricted to 
Of all factions, L
NAME 	GRANTS ACCESS TO	COST	LEADS TO
Attrition Warfare	
"If ever I want to sack a city belonging to friends of yours, you must not try to stop me; you will have to let me do it."
:— the Iliad
*Prereqs: 
*+4 to National Borders
*+2 City combat range
*+50% City HP	
Resource cost:
*170; 70
Time to complete: Fast	
:
Scorched Earth 	
"Did we come here to see our allies butchered, and their property burned, as a spectacle to be enjoyed?"
:— Marcus Mincius Rufus
*Prereqs:
**
** 
*+6 to National Borders
*+3 City combat range
*+100% City HP	
Resource cost:
*450; 150
Time to complete: Rather fast	
*
Night Fighting 	
"To approach during the daytime and ascend the heights undetected appeared to be impossible; so he resolved to attack by night."
:—Thucydides, History of the Pelopennesian War (cap VII para 43)
*Prereqs:
**
** 
** 
*+9 to National Borders
*+4 City combat range
*+150% City HP	
Resource cost:
*600; 300
Time to complete: Medium	
===Logistics ===
In New World Empires, only one level of Logistics is available for research, and it must be obtained from the Fort.
Logistics is considered a mid-tier tech, and it will require three different techs:
*The intermediate Age tech (Classical Age for Alexander; Gunpowder Age for The Southeastern Dragon); and/or
*Level 3 Red government; and
*Level 1 Taxation.
Logistics is required for the following:
*(Alexander) War Elephant units,
*(Alexander) Cataphract-type cavalry and other top-tier units at the Magistracy,
*(The Southeastern Dragon) Various Western units that would otherwise have been available with Mercantile Era from Rise of the Moderns.
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Military Logistics	
"The hooves of the horses had been worn thin by steady marching. The arms and armour were wearing out, and the Greek clothing was quite gone. They had to clothe themselves in materials of the barbarians ..." — Diodorus Siculus
*Prereqs: 
** [2]
** 
** 
*You suffer less attrition damage while in enemy territory and none while not moving or fighting.
*Ships, Siege and Vehicles production speed increased,
*Supply wagon radius, Speed and Hit points increased.	
*250; 250
*Time to complete: Medium	
*
==Sanctuary==
===Religion ===
If Religion "is the opiate of the masses", then Alexander will demonstrate it well. The higher your religious research, the more resistant your cities become in battle. Religion also helps your cities become more effective in securing and expanding your territory, increasing your tax revenues.
While the Tyrrhenoi get to obtain Religion techs for free, only the Aigyptoi are permitted to obtain all three levels of Religion research.
Note: 
* All tiers of Religion beyond Level 1 (Clergy) are blocked for .
* The final tier of Religion (National Cult) is restricted to .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Clergy 	
"Men believe whatever they wish to be true."
:—Julius Caesar
*Prereqs:
** 
** 
*+4 to National Borders
*+2 City combat range
*+50% City HP	
*200
*Time to complete: Medium	
* ,
Syncretic Beliefs	
"A god from abroad could well be worth a couple in the village temple!"
*Prereqs: 
** 
** 
*+6 to National Borders
*+3 City combat range
*+100% City HP	
*200; 400
*Time to complete: Rather long	
* 
*
National Cult 	
"Ye are gods; and all of you are children of the most High." —Psalm 82:6
*Prereqs:
** 
** 
** 
*+9 to National Borders
*+4 City combat range
*+150% City HP	
*400; 700
*Time to complete: Rather long	
*
*
===Taxation ===
In Alexander, there are three different levels of upgrades for Taxation. For these, however,
*Level 2 (Suzerainty) is blocked for 
*Level 3 (Taxation) is available only for 
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Writs and Decrees	
The weak are meat, while the strong eat.— Japanese saying
*Prereqs: 
** [2]
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*100
*Time to complete: fast	
* 
*
Suzerainty 	
Even the stiffest neck shall yield when the belly is empty.
*Prereqs:
** 
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*250; 100
*Time to complete: rather fast	
* 
*
Taxation 	
"The people are hungry; it is because those in authority eat up too much in taxes." — Lao Tzu
*Prereqs:
** 
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*400; 300 	
===Healthcare ===
Healthcare, as it was then considered a blessing from the gods, now no longer is researched from a Granary but from the Sanctuary.
*Level 1 (Surgery) is blocked for .
*Level 2 (Materia Medica) is restricted to .
*Level 3 (Ayurveda) is restricted to .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Surgery 	
"'Some wounds grow worse beneath the surgeon's hand."
:—Ovid
*Prereqs:
** 
** 
*Foundries increase output of mines in host cities by 100%	
*250; 160
*Time to complete: Medium	
*
Materia Medica	
A collection, any collection, of information regarding cures and the effects of substances is worth its weight in gold to any aspiring healer.
*Prereqs:
** 
** [2]
** 
*Foundries increase output of mines in host cities by 150%	
*350; 250
*Time to complete: Rather long	
*
Ayurveda 	
One disease, long life; no disease, short life.
*Prereqs:
** 
** 
*Foundries increase output of mines in host cities by 200%	
*450; 350
*Time to complete: Rather long	
==Granary==
The Granary primarily functions as a food booster, be it through its initial ability to boost Farm output in its host city, or by researching new technologies to increase that boost.
Besides Agronomics, the Granary also sports a rather unsual technology: Myths and Mysteries, which provides a small Influence boost to your civilisation.
Level 2 Civics is required to build a Granary.
===Agronomics ===
Agronomics is probably by far the most important branch, be it in the vanilla version of Rise of Nations or any mod itself. 
Note, however, that not all factions enjoy the same degrees of Agronomic sophistication.
*Level 1 (Irrigation Projects) is blocked for .
*Level 2 (Animal Husbandry) is blocked for .
*Level 3 (Preservation) is restricted to the Achaemenidai.
In addition, the Granary - where Agronomics itself is researched - requires Level 2 Administration (Public Service) at the Pyrtaneion.
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Irrigation Projects	
"Thou makest all the land to drink unceasingly, as thou descendest on thy way from the heavens."
:—Egyptian liturgy 
*Prereq: 
*Increases food output of farms in cities hosting granaries (Level 1).
*Increases the food yield of fishing vessels (Level 1).	
*50; 100
*Time to complete: Rather long	
*
Animal Husbandry 	
"The cows and sheep are well-fed, and the horses are strong,Yet the shepherd is filled with sorrow."
:—Chinese folk song
*Prereqs:
** 
** 
** 
*Increases food output of farms in cities hosting granaries (Level 2).
*Increases the food yield of fishing vessels (Level 2).	
*250; 250
*Time to complete: Medium	
*
Preservation 	
Many premodern desert civilisations discovered many a novel way to keep food as fresh as possible, making use of the unique traits of their environment.
*Prereqs:
** 
** 
*Increases food output of farms in cities hosting granaries (Level 3).
*Increases the food yield of fishing vessels (Level 3).
*(Achaemenids only)	
*300; 600
*Time to complete: Rather long	
*Trireme
*Heavy Ram
===Influence ===
While religious and cultural activity in the Classical world revolved around temples and their priesthoods, folk beliefs and esoteric ideas remained no less powerful, and were often a source of collective pride and local identity. Cross-pollinated by new ideas and beliefs propagated through international contacts, some new cults were established and eventually became powerful movements in their own right. The cults of Bacchus in Greece, Mithras in the Roman world and eventually Christianity itself were examples of such religious movements growing to become powerful cultural forces in their own right.
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Myths and Mysteries	
Trade, migration and conflict gave rise to new ways of thinking in the Greek world, and saw the introduction of new ideas as well as ways of viewing life itself.
*Prereqs:
** 
** 
*Minor Inflience gain	
*700
*Time to complete: Rather long	
Because this track of research requires both Level 2 Taxation (Suzerainty) AND Level 2 Religion (Syncretic Beliefs), it is not accessible to .
==Sawmill==
===Woodworking ===
In a proto-Anthropocene archaic world, timber is of the utmost importance. Not only is it used to fashion objects of mundane and aesthetic purpose, it too is used to build structures both small and massive alike. It is also a valuable source of fuel for the rudimentary industrial processes that keep human civilization ticking, especially as a source of charcoal for cooking and smelting.
As such it is nearly impossible to evade the use of Timber. However, not all factions enjoy the acquisition of Timber and its products - in fact, desert civilizations do not have access to the latest Woodworking trends; equally, nomadic slave- and herding tribes simply do not have the cultural nous to allow for the acquisition and disbursement of Timber. As a result, the Indian civilizations and the Epeirotes enjoy having access to all Woodworking upgrades; while the Sauromatai, Sabaoi and Aethiopes are all but deprived of them. 
Generally speaking,
*Level 1 (Carpentry) is blocked to .
*Level 2 (Craftsmanship) is blocked to . 
*Level 3 (Forestry) is restricted to .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Carpentry 	
Cities cannot be sustained by mere burning and binding of faggots and twigs any more than men may live by eating raw grain or fish-scales.
*Prereqs:
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*150; 150
*Time to complete: Medium	
*
Craftsmanship	
"And what shall we say of the carpenter ... is he not the maker of the bed?" — Plato
*Prereqs:
** 
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*250; 250
*Time to complete: Rather long	
*
Forestry 	
"If the axes and bills enter the hills and forests only at the proper time, there will be more timber than can be used." — Mencius, 1st Discourse with King Hui
*Prereqs:
** 
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*450; 450
*Time to complete: Rather long	
*
==Smelter==
As this is an economic building its upgrades require both Commerce AND Science. All upgrades automatically require Level 3 Science or higher as this is required to first access to Smelter building.
==Fort==
In contrast to other mods, the Fort now researches 4 different tech tracks as opposed to just 1 or 2: this includes the Attrition and Logisstics line of research in addition to the vanilla tracks of Fortification and Strategy.
All upgrades require Military Research, plus one or more additional techs.
Of these, Attrition is the simplest, requiring only Military research.
===Fortification ===
Note:
*Level 2 (Defensive Federalism) is blocked for .
*Level 3 (Garrison Colonies) is blocked for .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Reserve Caches 	
"If you seek peace, then prepare for war."— Flavius Vegetius Renatus
*Prereqs: 
** [2]
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*100; 100
*Time to complete: fast	
*
*
Defensive Federalism	
"Where are the oaths that we have taken? Shall our counsels be flung into the fire, with our drink-offerings and the right hands of fellowship wherein we have put our trust?"
— the Iliad
*Prereqs:
**
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*230; 70
*Time to complete: rather fast	
*
Garrison Colonies 	
Industrious in peacetime, vigiliant in wartime, valiant in battle.
*Prereqs:
**
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*450; 150 	
===Strategy ===
Want your Generals and Officers to be a little more capable? or you need the ancient version of James Bond serving for king and country? the Strategy track of upgrades can help. These boost the craft, survivability and movement of your Spies and Officer-type units, making them more useful on the battlefield.
NAME 	GRANTS ACCESS TO	COST	LEADS TO
Tactics 	
"Force has no place where there is need of skill."
:—Herodotus
*Prereq: 
*+4 to National Borders
*+2 City combat range
*+50% City HP	
Resource cost:
*170; 70
Time to complete: Fast	
:
Cryptography	
"Raqreqentba!"
:—Markus A "Notch" Persson, 21st century Swedish game designer
*Prereqs:
** 
** 
** 
+6 to National Borders
+3 City combat range
+100% City HP	
Resource cost:
*450; 150
Time to complete: Rather fast	
*
*
Intelligence	"A good diplomat always looks to the future. As it happens, your future is fairly easy to predict.":—Christian Jacq, The Temple of a Million Years
*Prereqs:
** 
** 
** 
*+9 to National Borders
*+4 City combat range
*+150% City HP	
Resource cost:
*600; 300
Time to complete: Medium	
===Attrition ===
While most nations do have some ability to research Attrition to cause damage to enemies moving in their territory, there are some restrictions:
*Level 1 (Attrition Warfare)
*Level 2 (Scorched Earth)
*Level 3 (Night Fighting) is restricted to 
Of all factions, L
NAME 	GRANTS ACCESS TO	COST	LEADS TO
Attrition Warfare	
"If ever I want to sack a city belonging to friends of yours, you must not try to stop me; you will have to let me do it."
:— the Iliad
*Prereqs: 
*+4 to National Borders
*+2 City combat range
*+50% City HP	
Resource cost:
*170; 70
Time to complete: Fast	
:
Scorched Earth 	
"Did we come here to see our allies butchered, and their property burned, as a spectacle to be enjoyed?"
:— Marcus Mincius Rufus
*Prereqs:
**
** 
*+6 to National Borders
*+3 City combat range
*+100% City HP	
Resource cost:
*450; 150
Time to complete: Rather fast	
*
Night Fighting 	
"To approach during the daytime and ascend the heights undetected appeared to be impossible; so he resolved to attack by night."
:—Thucydides, History of the Pelopennesian War (cap VII para 43)
*Prereqs:
**
** 
** 
*+9 to National Borders
*+4 City combat range
*+150% City HP	
Resource cost:
*600; 300
Time to complete: Medium	
===Logistics ===
In New World Empires, only one level of Logistics is available for research, and it must be obtained from the Fort.
Logistics is considered a mid-tier tech, and it will require three different techs:
*The intermediate Age tech (Classical Age for Alexander; Gunpowder Age for The Southeastern Dragon); and/or
*Level 3 Red government; and
*Level 1 Taxation.
Logistics is required for the following:
*(Alexander) War Elephant units,
*(Alexander) Cataphract-type cavalry and other top-tier units at the Magistracy,
*(The Southeastern Dragon) Various Western units that would otherwise have been available with Mercantile Era from Rise of the Moderns.
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Military Logistics	
"The hooves of the horses had been worn thin by steady marching. The arms and armour were wearing out, and the Greek clothing was quite gone. They had to clothe themselves in materials of the barbarians ..." — Diodorus Siculus
*Prereqs: 
** [2]
** 
** 
*You suffer less attrition damage while in enemy territory and none while not moving or fighting.
*Ships, Siege and Vehicles production speed increased,
*Supply wagon radius, Speed and Hit points increased.	
*250; 250
*Time to complete: Medium	
*
==Sanctuary==
===Religion ===
If Religion "is the opiate of the masses", then Alexander will demonstrate it well. The higher your religious research, the more resistant your cities become in battle. Religion also helps your cities become more effective in securing and expanding your territory, increasing your tax revenues.
While the Tyrrhenoi get to obtain Religion techs for free, only the Aigyptoi are permitted to obtain all three levels of Religion research.
Note: All tiers of Religion beyond Level 1 (Clergy) are blocked for .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Clergy 	
"Men believe whatever they wish to be true."
:—Julius Caesar
*Prereqs:
** 
** 
*+4 to National Borders
*+2 City combat range
*+50% City HP	
*200
*Time to complete: Medium	
* ,
Syncretic Beliefs 	
"A god from abroad could well be worth a couple in the village temple!"
*Prereqs: 
** 
** 
*+6 to National Borders
*+3 City combat range
*+100% City HP	
*200; 400
*Time to complete: Rather long	
* 
*
National Cult( only)	
"Ye are gods; and all of you are children of the most High." —Psalm 82:6
*Prereqs:
** 
** 
** 
*+9 to National Borders
*+4 City combat range
*+150% City HP	
*400; 700
*Time to complete: Rather long	
*
*
===Taxation ===
In Alexander, there are three different levels of upgrades for Taxation. For these, however,
*Level 2 (Suzerainty) is blocked for 
*Level 3 (Taxation) is available only for 
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Writs and Decrees	
The weak are meat, while the strong eat.— Japanese saying
*Prereqs: 
** [2]
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*100
*Time to complete: fast	
* 
*
Suzerainty 	
Even the stiffest neck shall yield when the belly is empty.
*Prereqs:
** 
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*250; 100
*Time to complete: rather fast	
* 
*
Taxation 	
"The people are hungry; it is because those in authority eat up too much in taxes." — Lao Tzu
*Prereqs:
** 
** 
** 
*Increases the attack and range of fort-type buildings
*Increases border effects of fort-type buildings	
*400; 300 	
===Healthcare ===
Healthcare, as it was then considered a blessing from the gods, now no longer is researched from a Granary but from the Sanctuary.
*Level 1 (Surgery) is restricted to 
*Level 2 (Materia Medica) is restricted to 
*Level 3 (Ayurveda) is restricted to 
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Surgery 	
"'Some wounds grow worse beneath the surgeon's hand."
:—Ovid
*Prereqs:
** 
** 
*Foundries increase output of mines in host cities by 100%	
*250; 160
*Time to complete: Medium	
*
Materia Medica	
A collection, any collection, of information regarding cures and the effects of substances is worth its weight in gold to any aspiring healer.
*Prereqs:
** 
** [2]
** 
*Foundries increase output of mines in host cities by 150%	
*350; 250
*Time to complete: Rather long	
*
Ayurveda 	
One disease, long life; no disease, short life.
*Prereqs:
** 
** 
*Foundries increase output of mines in host cities by 200%	
*450; 350
*Time to complete: Rather long	
==Granary==
The Granary primarily functions as a food booster, be it through its initial ability to boost Farm output in its host city, or by researching new technologies to increase that boost.
Besides Agronomics, the Granary also sports a rather unsual technology: Myths and Mysteries, which provides a small Influence boost to your civilisation.
Level 2 Civics is required to build a Granary.
===Agronomics ===
Agronomics is probably by far the most important branch, be it in the vanilla version of Rise of Nations or any mod itself. 
Note, however, that not all factions enjoy the same degrees of Agronomic sophistication.
*Level 1 (Irrigation Projects) is blocked for .
*Level 2 (Animal Husbandry) is blocked for .
*Level 3 (Preservation) is restricted to .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Irrigation Projects	
"Thou makest all the land to drink unceasingly, as thou descendest on thy way from the heavens."
:—Egyptian liturgy 
*Prereq: 
*Increases food output of farms in cities hosting granaries (Level 1).
*Increases the food yield of fishing vessels (Level 1).	
*50; 100
*Time to complete: Rather long	
*
Animal Husbandry 	
"The cows and sheep are well-fed, and the horses are strong,Yet the shepherd is filled with sorrow."
:—Chinese folk song
*Prereqs:
** 
** 
** 
*Increases food output of farms in cities hosting granaries (Level 2).
*Increases the food yield of fishing vessels (Level 2).	
*250; 250
*Time to complete: Medium	
*
Preservation 	
Many premodern desert civilisations discovered many a novel way to keep food as fresh as possible, making use of the unique traits of their environment.
*Prereqs:
** 
** 
*Increases food output of farms in cities hosting granaries (Level 3).
*Increases the food yield of fishing vessels (Level 3).	
*300; 600
*Time to complete: Rather long	
*Trireme
*Heavy Ram
===Influence ===
While religious and cultural activity in the Classical world revolved around temples and their priesthoods, folk beliefs and esoteric ideas remained no less powerful, and were often a source of collective pride and local identity. Cross-pollinated by new ideas and beliefs propagated through international contacts, some new cults were established and eventually became powerful movements in their own right. The cults of Bacchus in Greece, Mithras in the Roman world and eventually Christianity itself were examples of such religious movements growing to become powerful cultural forces in their own right.
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Myths and Mysteries	
Trade, migration and conflict gave rise to new ways of thinking in the Greek world, and saw the introduction of new ideas as well as ways of viewing life itself.
*Prereqs:
** 
** 
*Minor Inflience gain	
*700
*Time to complete: Rather long	
Because this track of research requires both Level 2 Taxation (Suzerainty) AND Level 2 Religion (Syncretic Beliefs), it is not accessible to .
==Sawmill==
===Woodworking ===
In a proto-Anthropocene archaic world, timber is of the utmost importance. Not only is it used to fashion objects of mundane and aesthetic purpose, it too is used to build structures both small and massive alike. It is also a valuable source of fuel for the rudimentary industrial processes that keep human civilization ticking, especially as a source of charcoal for cooking and smelting.
As such it is nearly impossible to evade the use of Timber. However, not all factions enjoy the acquisition of Timber and its products - in fact, desert civilizations do not have access to the latest Woodworking trends; equally, nomadic slave- and herding tribes simply do not have the cultural nous to allow for the acquisition and disbursement of Timber. As a result, the Indian civilizations and the Epeirotes enjoy having access to all Woodworking upgrades; while the Sauromatai, Sabaoi and Aethiopes are all but deprived of them. 
Generally speaking,
*Level 1 (Carpentry) is blocked to .
*Level 2 (Craftsmanship) is blocked to . 
*Level 3 (Forestry) is restricted to .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Carpentry 	
Cities cannot be sustained by mere burning and binding of faggots and twigs any more than men may live by eating raw grain or fish-scales.
*Prereqs:
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*150; 150
*Time to complete: Medium	
*
Craftsmanship	
"And what shall we say of the carpenter ... is he not the maker of the bed?" — Plato
*Prereqs:
** 
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*250; 250
*Time to complete: Rather long	
*
Forestry 	
"If the axes and bills enter the hills and forests only at the proper time, there will be more timber than can be used." — Mencius, 1st Discourse with King Hui
*Prereqs:
** 
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*450; 450
*Time to complete: Rather long	
*
==Smelter==
As this is an economic building its upgrades require both Commerce AND Science. All upgrades automatically require Level 3 Science or higher as this is required to first access to Smelter building.
===Metallurgy ===
Note that 
*Level 2 (Kilns) is blocked for .
*Level 3 (Steel) is restricted to .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Ironworking	
"Iron can destroy anything: families, fortunes, governments, whole countries. It's the most powerful stuff in the universe. [...] Without weapons — without this — there are no big armies."
: —John Jakes, North and South (Cap 5)
*Prereqs: 
** 
** 
*Foundries increase output of mines in host cities by 100%	
*250; 250
*Time to complete: Medium	
*
Kilns 	
"What sort of a manufacture is that? Where is it exercised? when? why? how?"
:— Cicero
*Prereqs:
** 
** 
** 
*Foundries increase output of mines in host cities by 200%	
*450; 450
*Time to complete: Rather long	
* 
*Heavy Ram
Steel 	
"Not alone for the blade was the bright steel made." — Charles Mackay, 19th century Scottish poet
*Prereqs:
** ;
** 
** 
*(Indians only)
*Foundries increase output of mines in host cities by 150%	
*350; 350
*Time to complete: Rather long	
===Construction ===
Note: 
*Level 2 (Surveying) is blocked for .
*Level 3 (Engineering) is blocked for .
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Geometry 	
"Geometry is almost the only subject as to which we find truths wherein all men agree."
—Blaise Pascal
*Prereqs: 
*Buildings have increased HP, and have faster construction/repair speed.
*Unlocks .	
*60; 100
*Research time: Rather long	
*
Surveying 	
"The first man who, having enclosed a piece of ground, bethought himself of saying This is mine,
and found people simple enough to believe him, was the real founder of civil society."
—Jean-Jacques Rousseau, Discourse on Social Inequality
*Prereqs: 
** , 
** 
*Buildings have increased HP, and have faster construction/repair speed.
*Unlocks .	
*120; 200
*Research time: Rather long	
* 
*
Engineering	
"Give me a fulcrum, and I shall move the world." — Archimedes
*Prereqs: 
** 
** 
*Buildings have increased HP, and have faster construction/repair speed.
*Unlocks .	
*200;350
*Research time: Long	
*
==Assembly==
In the Early Classical world, there are no universities producing output for a knowledge industry. Instead, civilisations are led by influential members of society who produce Influence, which is used to purchase new upgrades for your civilisation, or to recruit powerful units.
===Influence ===
The Chomskyite task of "manufacturing consent" is a big industry and this is done by Councillors, who are usually drawn from the leadership of rural or tribal communities. Thus Influence is a vital resource as it not only just fuels technological and sociological innovation to foster material progress, but is also required to raise some of the most powerful units you can ever field. Without this you can't raise units such as Persian Arteshtar or Macedonian Hypaspistai, let alone have the luxury of contemplating their existence in your war machine.
Note that only are allowed to access Level 4 (Demarcheia). 
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Intelligentsia	
 "a people wise and skilledIn things terrestrial, what science, art,Here reign!"
:—Leonidas Le Cenci Hamilton, Ishtar and Izdubar (cap II)
*Prereqs: 
*Each Councillor produces +15 Influence.	
*200 
*Time to complete: Medium	
*
Synodos 	
"They do not like to confess that their pretense of knowledge has been detected — which is the truth..."
:— Plato
*Prereqs:
** 
** 
*Each Councillor produces +15 Influence.	
*400 
*Time to complete: Medium	
* 
*
Symposia 	
"One and the same be your resolve, and be your minds of one accord; united be the thoughts of all that all may happily agree."
:—Rig-Veda (m. 10, hymn CIXI v 4)
*Prereqs:
** ,
** 
** 
*Each Councillor produces +15 Influence.	
*600 
*Time to complete: Rather long	
* 
*
Demarcheia 	
"Every one of you is the leader."
:— Xenophon
*Prereqs:
** 
** 
** 
*Each Councillor produces +15 Influence.	
*700 ; 700 
*Time to complete: Rather long	
category:Alexander
category:Alexander