Map Game 2.0 Tech tree

==How the technology works==
You have to have every 10 levels of every tech to advance into the new era/age. For example: You need every tech to be at level 10 to be able to reach Iron Age. You can not go past the level cap of the era, so remember to keep researching the techs you think you need right now. So before you enter Iron Age, you can not go beyond tech level 10.
You gain 1 science point per province (this can be upgraded by buildings).
Every level of tech in
*Bronze Era costs 10 science points and increases by 10 points by every level (Level 1 = 10 science points, Level 2 = 20 science points)
*Iron Era costs 100 science points and increases by 100 points by every level
*Antiquity Era costs 1000 science points and increases by 1000 points by every level
*Middle Ages and Renaissance Era costs 5000 science points and increases by 1000 points by every level
*Age of Discovery costs 10k science points and increases by 2000 points by every level
*Age of Imperialism costs 30k science points and increases by 2000 points by every level
*Industrial Era costs 50k science points and increases by 5000 points by every level
*Modern Age is the tech level 100, you can not go beyond that
Your tech output increases by
*10x in Bronze-Iron era (1 science points per province in Bronze Era = 10 science points per province in Iron Era)
*5x in Iron-Antiquity Era (10 science points per province in Iron Era = 50 science points per province in Antiquity Era)
*5x in Antiquity-Middle Ages (50 points = 250 points)
*2x in Middle Ages-Renaissance Era (250 = 500)
*2x in Renaissance Era-Discovery (500 = 1000)
*5x in Discovery-Imperialism (1000 = 5000)
*0x in Industrial Era until the year 1850, then by 2x (5000 = 10k)
Tech requirements for resources are (remember that wood can be gained from forests and horses can be gained from plains and grasslands, see climate map for these things)
*Wood, Bronze, Horses = Tech lvls 0
*Iron = Tech lvls 10
*Silver = Tech lvls 20
**Silver gives +2 gold per turn in the province that has silver
*Gold = Tech lvls 30
**Gold gives +3 gold per turn in the province that has gold
*Iron = Tech lvls 40
*Coal = Tech lvls 70
**Coal is needed for the factories in 1830-1920
*Oil, Natural gas = Tech lvls 80
*Aluminium, Uranium = Tech lvls 90
==Tech trees==
Military
If you fall more than 5 techs behind from the tech leader (the player with highest military tech lvl) you suffer 5% penalty in combat.
Example: You are 15 techs behind from the tech leader, in your combat calculation your military tech percentage would be 85% (-15% penalty from being behind in tech).
*Level 5 - Armory
*Level 10 - Training fields, Fort 1
*Level 15 - Drydock
*Level 20 - Barracks, Shipyard, Fort 2
*Level 30 - Grand shipyard, Fort 3
*Level 40 - Naval arsenal, Fort 4, unlocks gunpowder units
*Level 50 - Regimental Camp, Fort 5
*Level 60 - Arsenal, Fort 6, unlocks WW1 era units
*Level 70 - Naval base, Fort 7, unlocks WW2 era units
*Level 80 - Conscription center, Fort 8
*Level 90 - Fort 9, unlocks nuclear weapons
*Level 100 - Fort 10, unlocks modern units
Government
With every lvl your spies become 1% more effecient, you gain 0.5% tax increase and you get 0.1% lower revolt risk in every province.
*Level 5 - Can train spies
*Level 10 - Courthouse
*Level 20 - Spy agency
*Level 30 - Town hall
*Level 40 - Treasury
Economics
With every lvl you gain 1% more gold from trade, 0.5% tax increase and with every 5 lvls you get one trade route.
*Level 5 - Dock, Constable, Marketplace
*Level 10 - Workshop
*Level 20 - Canal, Counting house
*Level 25 - Trade depot
*Level 35 - Mint
*Level 45 - Customs house
*Level 50 - Stock exchange
Infrastructure
*Level 5 - Dock, Constable, Marketplace
*Level 10 - Armory, Workshop, Temple, Fort 1
*Level 15 - Training fields, Courthouse
*Level 20 - Barracks, Post office, Fort 2
*Level 25 - Canal, Counting House
*Level 30 - Spy agency, Trade depot, Road network, Fort 3
*Level 35 - Grand shipyard
*Level 40 - Town hall, Cathedral, Fort 4
*Level 45 - Mint
*Level 50 - Naval arsenal, Customs house, Fort 5
*Level 60 - Regimental Camp, Treasury, Stock exchange, Fort 6
*Level 70 - College, Fort 7
*Level 80 - Arsenal, Fort 8, unlocks factories with year 1830
*Level 90 - Naval base, Fort 9
*Level 100 - Conscription center, Fort 10
Population
With every lvl you get 0.1% lower revolt risk, 0.1% tax increase and after you've unlocked propaganda, every 5 lvls gives 5% better propaganda.
*Level 5 - Temple
*Level 15 - Post office
*Level 20 - Road network
*Level 35 - Cathedral
*Level 50 - College
*Level 70 - Allows propaganda
Category:Map Game 2.0
Category:Secondary Page (Map Games)