Technology.mp

Quick Jump:
List of Technologies
= Technologies =
During the game all nations will race to discover more powerful technologies. A few advances provide immediate benefits, such as making new actions available to your units. Many introduce new units or buildings you can construct. Most are gateways to further technology. Beware that some advances also make things obsolete. While obsolete units merely become impossible to make, obsolete buildings are immediately sold, and obsolete wonders lose their effect.
There are a few ways to gain advances from other civilizations: you will sometimes discover enemy technology when you capture a city; you can steal advances with Diplomats and Spies; and another player might grant technology in the terms of a pact.
By default, each player starts with no technology (this can be changed with a server option). You direct your research toward one advance at a time. Research progress is measured in research points (bulbs), which can be generated both through trade and by scientists. The cost for each technology is fixed and depends on the number of its 'parent techs'. See below the total cost (including parents' cost) for each technology.
Instead of selecting each new advance manually, you can establish a long-term goal that is several technologies away, and your scientists will work through all the prerequisite advances automatically.You can open the research window to view science progress and select new goals. The online help system displays a very helpful technology tree for every item and technology in the game, allowing you to explore the advances they require.
= The Space Race =
If the server option is enabled, the game may be won peacefully by building a spacecraft and becoming the first civilization to reach Alpha Centauri. One civilization must start the space race by completing the Apollo Program wonder. This allows every civilization with the necessary technology to begin building spacecraft components:
{| cellpadding="4" width="100%"	
	Space Module
cost:320 upkeep:0
requires:Superconductors
The skeleton of your spacecraft consists of structural components, each of which can hold in place either a component or module. Components provide fuel and propulsion systems, and decrease the amount of time your craft will require to reach Alpha Centauri; you can install up to sixteen, though they must be installed in pairs. Modules themselves come in three flavors: a habitation module provides living space for ten thousand colonists; a life support module can keep ten thousand colonists alive; and a solar panel provides the power required by any two other modules.
Use the spaceship window to observe your progress as you build your spacecraft. You may manufacture spacecraft elements anywhere with a factory; they will automatically be assembled in your capital city. As you add components you improve the craft's probability of success and travel time; you may launch as soon as you find these satisfactory. If several civilizations are building spacecraft, they are faced with the decision of whether to launch quickly and start their craft on its way, or continue building in the hopes of launching a faster spacecraft later, or one with a higher probability of success.
Both during construction and after its launch, the spacecraft is considered a building of your capital city, and will be lost if your capital is taken or destroyed.
= List of Technologies =
Techrequirements 	Description	Allows (Units, Buildings, Techs) /Obsoletes (Units, Buildings)
Advanced Flight
Radio,
Machine Tools	
Total techs requirements: 55
Total bulbs required: 44,370	
* Bomber
* Carrier
* AWACS
* Combined Arms (with Mobile Warfare)
* Rocketry (with Electronics)
* Stealth (with Superconductors)
Alphabet 	
Total techs requirements: 0
Total bulbs required: 28	
* Code of Laws
* Map Making
* Mathematics (with Masonry)
* Writing
Amphibious Warfare
Navigation,
Tactics	
Total techs requirements: 36
Total bulbs required: 12,889	
* Marines
* Port Facility
Astronomy
Mysticism,
Mathematics	
Total techs requirements: 5
Total bulbs required: 400	
* Copernicus' Observatory (W)
* Navigation (with Seafaring)
* Theory of Gravity (with University)
Atomic Theory
Theory of Gravity,
Physics	
Total techs requirements: 17
Total bulbs required: 3,633	
* Nuclear Fission (with Mass Production)
Automobile
Combustion,
Steel	
Total techs requirements: 44
Total bulbs required: 28,118
* Increases population pollution 25%.	
* Battleship
* Super Highways
* Mass Production (with The Corporation)
* Mobile Warfare (with Tactics)
Automobile
Combustion,
Steel	
Total techs requirements: 44
Total bulbs required: 28,118
* Increases population pollution 25%.	
* Leonardo's Workshop (W)
Banking
Trade,
The Republic	
Total techs requirements: 8
Total bulbs required: 928	
* Bank
* Democracy (with Invention)
* Economics (with University)
* Industrialization (with Railroad)
Bridge Building
Iron Working,
Construction	
Total techs requirements: 6
Total bulbs required: 552
* Allows roads on rivers.	
* Railroad (with Steam Engine)
Bronze Working 	
Total techs requirements: 0
Total bulbs required: 28	
* Phalanx
* Colossus (W)
* Currency
* Iron Working (with Warrior Code)
Ceremonial Burial	
Total techs requirements: 0
Total bulbs required: 28	
* Temple
* Monarchy (with Code of Laws)
* Mysticism
* Polytheism (with Horseback Riding)
Chemistry
University,
Medicine	
Total techs requirements: 14
Total bulbs required: 2,298	
* Explosives (with Gunpowder)
* Refining (with The Corporation)
Chivalry
Feudalism,
Horseback Riding	
Total techs requirements: 7
Total bulbs required: 729	
* Knights
* Leadership (with Gunpowder)
Chivalry
Feudalism,
Horseback Riding	
Total techs requirements: 7
Total bulbs required: 729	
* Horsemen
* Chariot
Code of Laws
Alphabet	
Total techs requirements: 1
Total bulbs required: 79	
* Courthouse
* Literacy (with Writing)
* Monarchy (with Ceremonial Burial)
* The Republic (with Literacy)
* Trade (with Currency)
Combined Arms
Mobile Warfare,
Advanced Flight	
Total techs requirements: 58
Total bulbs required: 56,104	
* Paratroopers
* Helicopter
Combustion
Refining,
Explosives	
Total techs requirements: 39
Total bulbs required: 19,155	
* Submarine
* Automobile (with Steel)
* Flight (with Theory of Gravity)
Communism
Philosophy,
Industrialization	
Total techs requirements: 31
Total bulbs required: 10,004
* Allows changing government to Communism.
* Reduces the effect of Cathedrals.	
* Police Station
* United Nations (W)
* Espionage (with Democracy)
* Guerilla Warfare (with Tactics)
Communism
Philosophy,
Industrialization	
Total techs requirements: 31
Total bulbs required: 10,004
* Allows changing government to Communism.
* Reduces the effect of Cathedrals.	Cathedral, Michelangelo: -1 content.
Computers
Mass Production,
Miniaturization	
Total techs requirements: 56
Total bulbs required: 50,380	
* Research Lab
* The Internet (W)
* Robotics (with Mobile Warfare)
* Space Flight (with Rocketry)
Conscription
Democracy,
Metallurgy	
Total techs requirements: 25
Total bulbs required: 6,470	
* Riflemen
* Tactics (with Leadership)
Conscription
Democracy,
Metallurgy	
Total techs requirements: 25
Total bulbs required: 6,470	
* Musketeers
Construction
Masonry,
Currency	
Total techs requirements: 3
Total bulbs required: 218
* Allows building fortresses.
* Allows mining deserts.	
* Aqueduct
* Amphitheater
* Bridge Building (with Iron Working)
* Engineering (with The Wheel)
Currency
Bronze Working	
Total techs requirements: 1
Total bulbs required: 79	
* Marketplace
* Construction (with Masonry)
* Trade (with Code of Laws)
Democracy
Banking,
Invention	
Total techs requirements: 15
Total bulbs required: 2,540
* Allows Democracy government.	
* Statue of Liberty (W)
* Conscription (with Metallurgy)
* Espionage (with Communism)
* Recycling (with Mass Production)
Economics
Banking,
University	
Total techs requirements: 15
Total bulbs required: 2,405	
* Stock Exchange
* A.Smith's Trading Co. (W)
* The Corporation (with Industrialization)
Electricity
Metallurgy,
Magnetism	
Total techs requirements: 28
Total bulbs required: 7,550
* Increases Amphitheater effect +1.	
* Destroyer
* Electronics (with The Corporation)
* Radio (with Flight)
* Refrigeration (with Sanitation)
* Steel (with Industrialization)
Electricity
Metallurgy,
Magnetism	
Total techs requirements: 28
Total bulbs required: 7,550
* Increases Amphitheater effect +1.	
* Ironclad
Electronics
The Corporation,
Electricity	
Total techs requirements: 38
Total bulbs required: 17,914	
* Hydro Plant
* Hoover Dam (W)
* Miniaturization (with Machine Tools)
* Nuclear Power (with Nuclear Fission)
* Rocketry (with Advanced Flight)
Engineering
The Wheel,
Construction	
Total techs requirements: 6
Total bulbs required: 523	
* King Richard's Crusade (W)
* Invention (with Literacy)
* Sanitation (with Medicine)
Environmentalism
Recycling,
Space Flight	
Total techs requirements: 64
Total bulbs required: 79,634
* Reduces production pollution by 50%.	
* Solar Plant
Espionage
Communism,
Democracy	
Total techs requirements: 33
Total bulbs required: 12,774	
* Spy
Espionage
Communism,
Democracy	
Total techs requirements: 33
Total bulbs required: 12,774	
* Diplomat
Explosives
Gunpowder,
Chemistry	
Total techs requirements: 23
Total bulbs required: 5,180	
* Engineers
* Combustion (with Refining)
Explosives
Gunpowder,
Chemistry	
Total techs requirements: 23
Total bulbs required: 5,180	
* Workers
Feudalism
Warrior Code,
Monarchy	
Total techs requirements: 5
Total bulbs required: 431	
* Pikemen
* Sun Tzu's War Academy (W)
* Chivalry (with Horseback Riding)
* Theology (with Monotheism)
Feudalism
Warrior Code,
Monarchy	
Total techs requirements: 5
Total bulbs required: 431	
* Warriors
* Phalanx
Flight
Combustion,
Theory of Gravity	
Total techs requirements: 41
Total bulbs required: 22,442	
* Fighter
* Radio (with Electricity)
Flight
Combustion,
Theory of Gravity	
Total techs requirements: 41
Total bulbs required: 22,442	
* Colossus (W)
Fundamentalism
Conscription,
Theology	
Total techs requirements: 31
Total bulbs required: 11,099	
* Fanatic
Fusion Power
Nuclear Power,
Superconductors	
Total techs requirements: 53
Total bulbs required: 54,353	
Genetic Engineering
Medicine,
The Corporation	
Total techs requirements: 35
Total bulbs required: 13,908	
* Cure For Cancer (W)
Guerilla Warfare
Communism,
Tactics	
Total techs requirements: 42
Total bulbs required: 20,397	
* Partisan
* Labor Union (with Mass Production)
Guerilla Warfare
Communism,
Tactics	
Total techs requirements: 42
Total bulbs required: 20,397	
* Explorer
Gunpowder
Invention,
Iron Working	
Total techs requirements: 14
Total bulbs required: 1,980	
* Musketeers
* Barracks II
* Coastal Defense
* Explosives (with Chemistry)
* Leadership (with Chivalry)
* Metallurgy (with University)
Gunpowder
Invention,
Iron Working	
Total techs requirements: 14
Total bulbs required: 1,980	
* Archers
* Legion
* Pikemen
* Barracks
Horseback Riding 	
Total techs requirements: 0
Total bulbs required: 28	
* Horsemen
* Chivalry (with Feudalism)
* Polytheism (with Ceremonial Burial)
* The Wheel
Industrialization
Railroad,
Banking	
Total techs requirements: 29
Total bulbs required: 7,883
* Increases population pollution 25%.	
* Transport
* Factory
* Women's Suffrage (W)
* Communism (with Philosophy)
* Steel (with Electricity)
* The Corporation (with Economics)
Industrialization
Railroad,
Banking	
Total techs requirements: 29
Total bulbs required: 7,883
* Increases population pollution 25%.	
* Galleon
Invention
Engineering,
Literacy	
Total techs requirements: 11
Total bulbs required: 1,232
* Increases units' vision when in fortresses.	
* Leonardo's Workshop (W)
* Democracy (with Banking)
* Gunpowder (with Iron Working)
* Steam Engine (with Physics)
Iron Working
Bronze Working,
Warrior Code	
Total techs requirements: 2
Total bulbs required: 136	
* Legion
* Bridge Building (with Construction)
* Gunpowder (with Invention)
* Magnetism (with Physics)
Labor Union
Mass Production,
Guerilla Warfare	
Total techs requirements: 55
Total bulbs required: 45,896	
* Mech. Inf.
Laser
Mass Production,
Nuclear Power	
Total techs requirements: 51
Total bulbs required: 46,307	
* SDI Defense
* Superconductors (with Nuclear Power)
Leadership
Chivalry,
Gunpowder	
Total techs requirements: 19
Total bulbs required: 3,536	
* Dragoons
* Tactics (with Conscription)
Leadership
Chivalry,
Gunpowder	
Total techs requirements: 19
Total bulbs required: 3,536	
* Knights
* Crusaders
Literacy
Writing,
Code of Laws	
Total techs requirements: 3
Total bulbs required: 241	
* Great Library (W)
* Invention (with Engineering)
* Philosophy (with Mysticism)
* Physics (with Navigation)
* The Republic (with Code of Laws)
Machine Tools
Steel,
Tactics	
Total techs requirements: 44
Total bulbs required: 23,516	
* Artillery
* Advanced Flight (with Radio)
* Miniaturization (with Electronics)
Machine Tools
Steel,
Tactics	
Total techs requirements: 44
Total bulbs required: 23,516	
* Cannon
Magnetism
Iron Working,
Physics	
Total techs requirements: 17
Total bulbs required: 2,711	
* Galleon
* Frigate
* Electricity (with Metallurgy)
Magnetism
Iron Working,
Physics	
Total techs requirements: 17
Total bulbs required: 2,711	
* Caravel
* Lighthouse (W)
Map Making
Alphabet	
Total techs requirements: 1
Total bulbs required: 79	
* Trireme
* Lighthouse (W)
* Seafaring (with Pottery)
Masonry 	
Total techs requirements: 0
Total bulbs required: 28	
* City Walls
* Palace
* Great Wall (W)
* Pyramids (W)
* Construction (with Currency)
* Mathematics (with Alphabet)
Mass Production
Automobile,
The Corporation	
Total techs requirements: 45
Total bulbs required: 31,340
* Increases population pollution 25%.	
* Mass Transit
* Computers (with Miniaturization)
* Labor Union (with Guerilla Warfare)
* Laser (with Nuclear Power)
* Nuclear Fission (with Atomic Theory)
* Recycling (with Democracy)
Mathematics
Alphabet,
Masonry	
Total techs requirements: 2
Total bulbs required: 136	
* Catapult
* Astronomy (with Mysticism)
* University (with Philosophy)
Medicine
Philosophy,
Trade	
Total techs requirements: 10
Total bulbs required: 1,186	
* Shakespeare's Theatre (W)
* Chemistry (with University)
* Genetic Engineering (with The Corporation)
* Sanitation (with Engineering)
Metallurgy
Gunpowder,
University	
Total techs requirements: 20
Total bulbs required: 3,760	
* Cannon
* Conscription (with Democracy)
* Electricity (with Magnetism)
Metallurgy
Gunpowder,
University	
Total techs requirements: 20
Total bulbs required: 3,760	
* Catapult
* Great Wall (W)
Miniaturization
Machine Tools,
Electronics	
Total techs requirements: 48
Total bulbs required: 32,350	
* Offshore Platform
* Computers (with Mass Production)
Mobile Warfare
Automobile,
Tactics	
Total techs requirements: 52
Total bulbs required: 37,526	
* Armor
* Barracks III
* Combined Arms (with Advanced Flight)
* Robotics (with Computers)
Mobile Warfare
Automobile,
Tactics	
Total techs requirements: 52
Total bulbs required: 37,526	
* Cavalry
* Barracks II
* Sun Tzu's War Academy (W)
Monarchy
Ceremonial Burial,
Code of Laws	
Total techs requirements: 3
Total bulbs required: 218
* Allows Monarchy government.	
* Feudalism (with Warrior Code)
Monotheism
Philosophy,
Polytheism	
Total techs requirements: 9
Total bulbs required: 1,018	
* Crusaders
* Cathedral
* Michelangelo's Chapel (W)
* Theology (with Feudalism)
Mysticism
Ceremonial Burial	
Total techs requirements: 1
Total bulbs required: 79
* Doubles the effect of Temples.	
* Oracle (W)
* Astronomy (with Mathematics)
* Philosophy (with Literacy)
Navigation
Seafaring,
Astronomy	
Total techs requirements: 9
Total bulbs required: 954	
* Caravel
* Magellan's Expedition (W)
* Amphibious Warfare (with Tactics)
* Physics (with Literacy)
Navigation
Seafaring,
Astronomy	
Total techs requirements: 9
Total bulbs required: 954	
* Trireme
Nuclear Fission
Mass Production,
Atomic Theory	
Total techs requirements: 48
Total bulbs required: 36,171	
* Manhattan Project (W)
* Nuclear Power (with Electronics)
Nuclear Power
Nuclear Fission,
Electronics	
Total techs requirements: 50
Total bulbs required: 42,449
* Gives sea units one extra move.	
* Nuclear Plant
* Fusion Power (with Superconductors)
* Laser (with Mass Production)
* Superconductors (with Laser)
Philosophy
Mysticism,
Literacy	
Total techs requirements: 6
Total bulbs required: 546
* Gives an immediate tech advance.	
* Communism (with Industrialization)
* Medicine (with Trade)
* Monotheism (with Polytheism)
* University (with Mathematics)
Physics
Literacy,
Navigation	
Total techs requirements: 13
Total bulbs required: 1,747	
* Atomic Theory (with Theory of Gravity)
* Magnetism (with Iron Working)
* Steam Engine (with Invention)
Plastics
Refining,
Space Flight	
Total techs requirements: 63
Total bulbs required: 76,083
* Increases population pollution 25%.	
* Space Component
Polytheism
Horseback Riding,
Ceremonial Burial	
Total techs requirements: 2
Total bulbs required: 136	
* Elephants
* Monotheism
Pottery 	
Total techs requirements: 0
Total bulbs required: 28	
* Workers
* Granary
* Hanging Gardens (W)
* Seafaring (with Map Making)
Radio
Flight,
Electricity	
Total techs requirements: 45
Total bulbs required: 29,166
* Allows building airbases.	
* Airport
* Advanced Flight (with Machine Tools)
Railroad
Steam Engine,
Bridge Building	
Total techs requirements: 25
Total bulbs required: 5,549
* Allows upgrading roads to railroads.	
* Darwin's Voyage (W)
* Industrialization (with Banking)
Railroad
Steam Engine,
Bridge Building	
Total techs requirements: 25
Total bulbs required: 5,549
* Allows upgrading roads to railroads.	
* Hanging Gardens (W)
Recycling
Mass Production,
Democracy	
Total techs requirements: 47
Total bulbs required: 35,470	
* Recycling Center
* Environmentalism (with Space Flight)
Refining
Chemistry,
The Corporation	
Total techs requirements: 36
Total bulbs required: 14,640	
* Power Plant
* Combustion (with Explosives)
* Plastics (with Space Flight)
Refrigeration
Sanitation,
Electricity	
Total techs requirements: 32
Total bulbs required: 10,856
* Allows upgrading irrigation to farmland.	
* Supermarket
Robotics
Mobile Warfare,
Computers	
Total techs requirements: 58
Total bulbs required: 58,995	
* Howitzer
* Mfg. Plant
Robotics
Mobile Warfare,
Computers	
Total techs requirements: 58
Total bulbs required: 58,995	
* Artillery
* King Richard's Crusade (W)
Rocketry
Advanced Flight,
Electronics	
Total techs requirements: 57
Total bulbs required: 51,430	
* AEGIS Cruiser
* Cruise Missile
* Nuclear
* SAM Battery
* Space Flight (with Computers)
Rocketry
Advanced Flight,
Electronics	
Total techs requirements: 57
Total bulbs required: 51,430	
* Cruiser
Sanitation
Engineering,
Medicine	
Total techs requirements: 16
Total bulbs required: 2,393	
* Sewer System
* Refrigeration (with Electricity)
Seafaring
Pottery,
Map Making	
Total techs requirements: 3
Total bulbs required: 218	
* Explorer
* Harbour
* Navigation (with Astronomy)
Space Flight
Computers,
Rocketry	
Total techs requirements: 62
Total bulbs required: 70,843	
* Space Structural
* Apollo Program (W)
* Environmentalism (with Recycling)
* Plastics (with Refining)
Stealth
Superconductors,
Advanced Flight	
Total techs requirements: 64
Total bulbs required: 74,539	
* Stealth Fighter
* Stealth Bomber
Stealth
Superconductors,
Advanced Flight	
Total techs requirements: 64
Total bulbs required: 74,539	
* Fighter
* Bomber
Steam Engine
Physics,
Invention	
Total techs requirements: 21
Total bulbs required: 3,813	
* Ironclad
* Eiffel Tower (W)
* Railroad (with Bridge Building)
Steam Engine
Physics,
Invention	
Total techs requirements: 21
Total bulbs required: 3,813	
* Frigate
Steel
Electricity,
Industrialization	
Total techs requirements: 36
Total bulbs required: 14,957	
* Cruiser
* Automobile (with Combustion)
* Machine Tools (with Tactics)
Superconductors
Nuclear Power,
Laser	
Total techs requirements: 52
Total bulbs required: 50,275	
* Space Module
* Fusion Power (with Nuclear Power)
* Stealth (with Advanced Flight)
Tactics
Conscription,
Leadership	
Total techs requirements: 30
Total bulbs required: 9,808	
* Alpine Troops
* Cavalry
* Amphibious Warfare (with Navigation)
* Guerilla Warfare (with Communism)
* Machine Tools (with Steel)
* Mobile Warfare (with Automobile)
Tactics
Conscription,
Leadership	
Total techs requirements: 30
Total bulbs required: 9,808	
* Dragoons
The Corporation
Economics,
Industrialization	
Total techs requirements: 33
Total bulbs required: 11,243	
* Freight
* Electronics (with Electricity)
* Genetic Engineering (with Medicine)
* Mass Production (with Automobile)
* Refining (with Chemistry)
The Corporation
Economics,
Industrialization	
Total techs requirements: 33
Total bulbs required: 11,243	
* Caravan
The Republic
Code of Laws,
Literacy	
Total techs requirements: 4
Total bulbs required: 387
* Allows Republic government.	
* Banking (with Trade)
The Wheel
Horseback Riding	
Total techs requirements: 1
Total bulbs required: 79	
* Chariot
* Engineering (with Construction)
Theology
Feudalism,
Monotheism	
Total techs requirements: 13
Total bulbs required: 1,922
* Improves Cathedral effect +1	
* J.S. Bach's Cathedral (W)
Theology
Feudalism,
Monotheism	
Total techs requirements: 13
Total bulbs required: 1,922
* Improves Cathedral effect +1	
* Oracle (W)
Theory of Gravity
Astronomy,
University	
Total techs requirements: 11
Total bulbs required: 1,671	
* Isaac Newton's College (W)
* Atomic Theory (with Physics)
* Flight (with Combustion)
Trade
Currency,
Code of Laws	
Total techs requirements: 4
Total bulbs required: 304	
* Caravan
* Marco Polo's Embassy (W)
* Banking (with The Republic)
* Medicine (with Philosophy)
University
Mathematics,
Philosophy	
Total techs requirements: 9
Total bulbs required: 1,018	
* University
* Chemistry (with Medicine)
* Economics (with Banking)
* Metallurgy (with Gunpowder)
* Theory of Gravity (with Astronomy)
Warrior Code 	
Total techs requirements: 0
Total bulbs required: 28	
* Archers
* Feudalism (with Monarchy)
* Iron Working (with Bronze Working)
Writing
Alphabet	
Total techs requirements: 1
Total bulbs required: 79	
* Diplomat
* Library
* Literacy (with Code of Laws)
Category:Manuals