Upgrades/Swords of the Prophets

In Swords of the Prophets, religion plays a major part in technology. Different religions foster interest in different areas of research and technology. Generally, barbaric nations such as the Norse and the Turks get very few upgrades, but civilised factions such as the Byzantines or Indians can get many more.
==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 two levels of Military research.
===Fortification ===
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Earthworks 	
"If you seek peace, then prepare for war."— Flavius Vegetius Renatus
*Prereq:  
*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	
* 
Military Engineering	
A pile of stones can either be a mighty wall or a fearsome weapon — only as long as one knows how to use them as such.
*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.
In addition, Strategy, as in Warbirth and Alexander, is required to access the Warriors' Hall, if you should need it. Tactics is thus a highly important technology especially for factions such as the Vikings and Turks as it will then allow them access to their elite units right away, as opposed to more settled factions which need to obtain control of a Magistracy instead..
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	
*80; 80
*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	
*150; 150
*Time to complete: Rather fast	
*
Intelligence	
"I discovered the forest; its length is ten thousand leagues in every direction." —Epic of Gilgamesh
*Prereqs:
** 
** 
** 
*+9 to National Borders
*+4 City combat range
*+150% City HP	
*300; 300
*Time to complete: Medium	
===Attrition ===
With Attrition, it is not just your units that fight the enemy, but even the land itself. Attrition research is useful in that it ensures that enemy units will suffer damage even when not fighting so long as they are far from friendly territory or supply.
While it is clear that the Makurians have an advantage when it comes to Attrition (thanks to their ability to receive free Attrition upgrades, as well as added bonus damage) the Indians however have the ability to match them with regards to Attrition damage, thanks to their mastery of Ashwamedha.
NAME 	GRANTS ACCESS TO	COST	LEADS TO
Allegiance 	
"Render therefore unto Caesar the things which are Caesar's; and unto God the things that are God's."
:— Matthew 22:21
* Prereq:  
*Enemies suffer Attrition damage when unsupported in your territory (Level 1)	
*170; 70
*Time to complete: Fast	
* 
*
Communalism 	
Knights and barbarians may wage war for riches, power and glory, but the commoner fights for what he loves best — family, hearth, and home.
* Prereqs:
** 
** 
*Enemies take more Attrition damage when unsupported in your territory (Level 2)	
Resource cost:
*450; 150
*Time to complete: Rather fast	
* 
*
Oath of Fealty(Only civilised nations - Indians - choinese, Romans)	
"I will to my lord be true and faithful, and love all which he loves and shun all which he shuns."
:—Anglo-Saxon Oath of Fealty
* Prereqs:
** 
** 
*Enemies take more Attrition damage when unsupported in your territory (Level 3)	
Resource cost:
*600; 300
Time to complete: Medium	
Ashwamedha 	
“Who is the sole Lord of the world which breatheth and winketh through his greatness?Who is the Lord of biped and of quadruped here whom we are to worship with oblation?”
:—Yajurveda (Gavam Ayana, v 16, trans Richard Burton)
*Prereqs:
** 
** 
*Enemies take more Attrition damage when unsupported in your territory (Level 4)	
Resource cost:
*1,300
Time to complete: Long	
===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,
*(Swords of the Prophets) Cataphract-type cavalry and other top-tier units at the Magistracy, for Franks and Byzantines.
*(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
Supply Depots	
"Chance fights ever on the side of the prudent."
: — Euripides
*Prereqs:
** 
** 
*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	
*Scholarios, Elite Scara
==Sanctuary==
The upgrades of a Sanctuary all require Administration as part of their prerequisites. Of these, Religion has the simplest requirements.
A Sanctuary requires Level 1 Administration in order to be constructed.
===Religion ===
If Religion "is the opiate of the masses", then Swords of the Prophets 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.
Note that not all factions are capable of researching all Religion techs.
*Level 2 (Missionaries) is blocked for most pagan factions, or factions that do not have any semblance of organised religion - Germans, Slavs and Turks do not advance to this level.
*Level 3 (National Cults) is restricted to mostly Christian factions: Makurians, Franks, Lombards, Visigoths, Byzantines 
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	
* 
Missionaries 	
Spread the news of the joys and comforts of religion and civilisation to those who have yet to hear of them!
*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 ===
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Writs and Decrees	
The weak are meat, while the strong eat.— Japanese saying
*Prereqs: 
** 
** 
*Woodcutters' Camps and Farms produce  Wealth
*Receive a stream of  Wealth based on your percentage of control of the world map
*Increased resource gains from Merchants, Caravans and Fishermen.	
*170; 70
*Time to complete: fast	
* 
*
Suzerainty 	
Even the stiffest neck shall yield when the belly is empty.
*Prereqs:
** 
** 
** 
*Woodcutters' Camps and Farms produce  Wealth
*Receive a stream of  Wealth based on your percentage of control of the world map
*Increased resource gains from Merchants, Caravans and Fishermen.	
*250; 170
*Time to complete: rather fast	
*  
* 
Credit 	
The fine art of squandering tomorrow's money on today's fads.
*Prereqs:
** 
** 
** 
*Woodcutters' Camps and Farms produce  Wealth
*Receive a stream of  Wealth based on your percentage of control of the world map
*Increased resource gains from Merchants, Caravans and Fishermen.	
*400; 640 	
===Healthcare ===
As its name suggests, Healthcare is intended to increase the train time of your infantry and cavalry, as well as increase the healing rate of garrisoned units.
Most civilised nations (ie Tang, Franks, Arabs) are capable of accessing Level 2 (Medical Thought) but the final tier (Ayurveda) is restricted solely to Hindu factions only (Indians, Srivijaya)
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Alchemical Lore	
"As above, so below; as within, so without."
*Prereqs:
** 
** 
*Not available for Pagans or Catholics.	
*250; 160
*Time to complete: Rather long	
* ;
Medical Thought	
"It may be even so, but the surgeon shall examine your wound and lay herbs upon it to relieve your pain."
:—The Illiad
*Prereqs:
** 
** 
*Foundries increase output of mines in host cities by 100%	
*350; 250
*Time to complete: Medium	
* ;
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	
*
In Swords of the Prophets, however, not all factions are capable of achieving all levels of Healthcare: for instance, the 2nd tier of the Healthcare track, Medical Thought, is available only to a handful of civs: these consist mostly of the more civilised Asian factions, but also include the Byzantines, Persians and Franks as recipients. As with Alexander, the final tier, Ayurveda, is available only to the Indians.
===Influence ===
One level of Influence is available for Arabs and Persians from the Sanctuary — Five Pillars.
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Five Pillars	
"I seek refuge with the Lord of Men, from the evil of the sneaking whisperer who whispers into the chests of Men."
*Prereqs:  
*Each Councillor produces +15  Influence.	
*550 , 250
*Time to complete: Medium	
==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.
Level 2 Civics is required to build a Granary.
===Agronomics ===
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Milling 	
"Through the live-long dayHow the clicking of its wheelWears the hours away!"
:—Sarah Doudney, Lesson of the Water-Mlll
*Prereqs:  
*Increased Food production for Farms, Merchants and Trawlers.	
*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:
** 
** 
** 
*Increased Food production for Farms, Merchants and Trawlers.	
*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:
** 
** 
** 
*Increased Food production for Farms, Merchants and Trawlers.	
*300; 600
*Time to complete: Rather long	
==Sawmill==
The Sawmill's main job is increasing the output of Timber produced by Logging Camps located within the radius of your Settlements. While it can do so from the beginning it is erected, the magnitude of Timber output can be increased by researching Woodworking upgrades - with a total of 3 levels. Unlike vanilla RoN, Sawmills do not host Construction techs — that task has been taken over by the Foundry.
A Sawmill will always require Level 1 Commerce except for the the Poles who begin with on in their starting city in normal scenarios, and the Arabs who have no restrictions whatsoever.
===Woodworking ===
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Coppicing 	
Leaving behind a little sometimes goes a long way.
*Prereqs:
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*150; 150
*Time to complete: Medium	
* 
Artisanship	
"A bad workman quarrels with the man who calls him that."
:—Ambrose Bierce
*Prereqs:
** 
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.	
*250; 250
*Time to complete: Rather long	
* 
Paper 	
Although the earliest known recipe for paper dates from Han days, there is evidence suggesting that paper had been in use in China for roughly nine centuries before.
*Prereqs:
** 
** 
** 
*Increased Logging Camp output within the radius of Sawmills' host cities.
*(China, Sogdians, Japanese, Koreans)	
*450; 450
*Time to complete: Rather long	
*
*Heavy Ram
Woodworking knowledge is widespread but it is by no means necessarily known to all civs. A few ones are often too fragmented or isolated to know more than the basic Woodworking tier: the Poles, Tibetans, Makurians and Avars.
The final Tier, Paper, is a secret known only to four civs: Tang, Korea, Japan and the Sogdians.
==Foundry==
A Foundry requires Level 3  Science in order to be erected.
===Metallurgy ===
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Open-Cast Mines	
"What can be more coarse and rude in the mind than the precious metals, or more slavish and dirty than the people that dig and work them?"
:—Seneca
*Prereqs:
** 
** 
*Foundries increase output of mines in host cities by 100%	
*250; 250
*Time to complete: Medium	
*  
Blast Furnace 	
Greater size, greater capacity, greater quality.
*Prereqs:
** 
** 
** 
*Foundries increase output of mines in host cities by 200%	
*350; 350
*Time to complete: Rather long	
* 
*
Steel 	
"Not alone for the blade was the bright steel made." — Charles Mackay, 19th century Scottish poet
*Prereqs:
** 
** 
** 
*Foundries increase output of mines in host cities by 150%	
*450; 450
*Time to complete: Rather long	
While knowledge of metalworking and mining is widespread across the world, not everyone is capable of obtaining any level of Metallurgical knowhow beyond the first Tier. The final Tier, Steel, is reserved exclusively to the Korean and Indian civs.
===Construction ===
Construction technologies boost building construction speed and hitpoints. But in the world of Swords of the Prophets, they are also prerequisite for several other technologies and units - most notabily, the final tier of Woodworking research.
NAME 	GRANTS ACCESS TO	COSTandREQUIREMENTS	UNLOCKS
Architecture 	
"An architect ought to be an educated man so as to leave a more lasting remembrance in his treatises." 
—Vitruvius
*Prereqs:  
*Research cost cheaper and research speed improved by 10%
*Increased LOS	
*60; 100
* 	
* 
Crafts Specialisation	
"Intelligence, considered in what seems to be its original feature, is the faculty of manufacturing artificial objects."
—Henri Bergson
*Prereqs: 
** ,   
** 
*Research cost cheaper and research speed improved by 10%
*Increased LOS	
*120; 200
* 	
* 
* 
*
Engineering 	
"Give me a fulcrum, and I shall move the world." — Archimedes
*Prereqs: 
** 
** 
*Low-level crops and lumber upgrades in Granary and Sawmill.
*Research cost cheaper and research speed improved by 10%
*Increased LOS	
*200;350
* 	
* 
* 
==Assembly==
===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 Cataphract cavalry or Indian Royal Elephants, let alone have the luxury of contemplating their existence in your war machine.
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	
* 
*Trireme
*Heavy Ram
Advisory Councils 	
"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	
* ;
* ;
Popular Assemblies	
"Come, gather us all and we will heed that man
who gives the best advice. That's what they need, I tell you."
:—The Iliad
*Prereqs:
** ,
** 
** 
*Each Councillor produces +15  Influence.	
*400 
*Time to complete: Rather long	
* 
* ;
Universities 	
Varsities were established in the early Middle Ages with the intent of supplying educated men to serve their rulers' needs.
*Prereqs:
** ,
** 
** 
*Each Councillor produces +15  Influence.	
*700 ; 700 
*Time to complete: Rather long	
Category:Swords of the Prophets
Note that all upgrades under this entire track of research are available to all factions, but Five Pillars is researchable solely for Muslims - these being Persians and Arabs.