AoE2 Tech Tree

+ Cavalry archers get +4 attack vs spearmen while unique cavalry archer units have +2 attack

#### Barracks

##### Units

* Militia
* Men-at-Arms
	+ +2 attack vs eagle warriors
	+ +2 attack vs buildings
* Long Swordsman
	+ +6 attack vs eagle warriors
	+ +3 attack vs buildings
* Two-Handed Swordsman
	+ +8 attack vs eagle warriors
	+ +4 attack vs buildings
* Champion
	+ +8 attack vs eagle warriors
	+ +4 attack vs buildings
* Spearman
* Pikemen
* Halberdier
* Eagle Scout
* Eagle Warrior
* Elite Eagle Warrior
* Condottiero (Italians)

##### Technology

* Supplies (II)
	+ Cost 75 gold and 75 food
	+ Decreases militia line unit cot by 15 food
* Gambesons (III)
	+ Infantry receive +1 pierce armor
* Squires (III)
	+ Infantry movement speed increased by 10%
* Arson (III)
	+ All infantry units have +2 attack vs standard buildings

#### Stable

##### Units

* Scout Cavalry
* Light Cavalry
* Hussar
* Winged Hussar (Polish and Lithuanian)
* Knight
* Cavalier
* Paladin
* Camel Rider
* Elite Camel Rider
* Imperial Camel Rider (Indian)
* Battle Elephant
* Elite Battle Elephant
* Steppe Rider
* Elite Steppe Rider
* Xolotl Warrior

##### Technology

* Bloodlines (II)
	+ HP of all mounted units increased by 20+
* Husbandry (III)
	+ Speed of cavalry units increased by 10%

#### Siege Workshop

##### Units

* Battering Ram
* Capped Ram
* Siege Ram
* Mangonel
* Onager
* Siege Onager
* Scorpion
* Heavy Scorpion
* Siege Tower
* Bombard Tower
* Houfnice (Bohemian)

#### Blacksmith

##### Technology

* Padded Archer Armor
	+ +1/+1 armor for archery units
* Leather Archer Armor
	+ +1/+1 armor for archery units
* Ring Archer Armor
	+ +1/+2 armor for archery units
* Fletching
	+ +1 attack for arrow using units and buildings
* Bodkin Arrow
	+ +1 attack for arrow using units and buildings
* Bracer
	+ +1 attack for arrow using units and buildings
* Forging
	+ +1 attack for infantry and cavalry
* Iron Casting
	+ +1 attack for infantry and cavalry
* Blast Furnace
	+ +2 attack for infantry and cavalry
* Scale Barding Armor
	+ +1/+1 armor for cavalry units
* Chain Barding Armor
	+ +1/+1 armor for cavalry units
* Plate Barding Armor
	+ +1/+2 armor for cavalry units
* Scale Mail Armor
	+ +1/+1 armor for infantry
* Chain Mail Armor
	+ +1/+1 armor for infantry
* Plate Mail Armor
	+ +1/+2 armor for infantry

#### Dock

##### Units

* Fishing Ship
* Transport
* Galley
* War Galley
* Galleon
* Demolition Raft
* Demolition Ship
* Heavy Demolition Ship
* Trade Cog
* Fire Galley
* Fire Ship
* Fast Fire Ship
* Cannon Galleon
* Elite Cannon Galleon
* Turtle Ship
* Elite Turtle Ship
* Longboat
* Elite Longboat
* Caravel
* Elite Caravel

##### Technology

* Gillnets (III)
	+ Fishing ships work 25% faster
* Careening (III)
	+ Ship pierce armor +1
	+ Transport ship capacity +5
* Dry Dock (IV)
	+ Ship speed +15%
	+ Transport ship capacity +10
* Shipwright (IV)
	+ Cost 1000 food and 300 gold
	+ Ships cost 20% less wood
	+ Ships are built 54% faster

#### University

##### Technology

* Masonry (III)
	+ Buildings have +10% HP
	+ Buildings have +1/+1 armor as well as +3 building armor
* Architecture (IV)
	+ Buildings have +10% HP
	+ Buildings have +1/+1 armor as well as +3 building armor
* Fortified Wall (III)
* Ballistics (III)
	+ Increases the accuracy of ranged units and buildings when firing at moving units
* Guard Tower (III)
* Keep (IV)
* Heated Shot (III)
	+ Castles, harbors, and kreposts have +4 attack vs ships
	+ Towers have +125% attack vs ships
	+ Refers to the heating of cannonballs prior to firing so that enemy ship could be lit on fire
* Murder Holes (IIII)
	+ Removes defensive building minimum range
	+ Refers to small hatches in the base of hoardings from which defenders could drop rocks or burning sand as well as pour boiling oil on defenders
* Treadmill Crane (III)
	+ Increased building construction speed by 20%
	+ Also known as treadwheel cranes as they had a large hamster wheel-like structure in which men walked to generate pull
	+ Was invented by the Romans originally but rediscovered by Europeans
* Chemistry (IV)
	+ Allows the creation of gunpowder units
	+ +1 attack for ranged units, buildings, and siege units
* Bombard Tower (IV)
* Siege Engineers (IV)
	+ Siege units have +1 range and 20% more attack vs buildings
* Arrowslits (IV)
	+ Watch tower/guard tower/keep attack increased by +1/+2/+3

#### Castle

##### Units

* Unique Unit (III)
* Elite Unique Unit (IV)
* Petard (III)
* Trebuchet (IV)
* Flaming Camel (IV) (Tartars)

##### Technology

* Unique Tech A (III)
* Unique Tech B (IV)
* Hoarders
	+ Increases castle HP by 21%
	+ Refers to extensions added to a castle to improve defender line of fire
* Sappers
	+ Villagers have +15 attack vs buildings
	+ Villagers can chop down trees with one strike
	+ Refers to men who dug trenches and undermined walls in medieval times
* Conscription
	+ Units train from all military buildings except siege workshops 33% faster
* Treason/Spies
	+ See enemy's LoS
	+ Cost 200 gold per enemy villager

#### Krepost (III) Bulgarian

* Konnik (III)
* Elite Konnik (IV)

#### Donjon (II) Sicilian

* Serjeant (II)
* Elite Serjeant (IV)

#### Monastery (III)

##### Units

* Monk
* MIssionary

##### Technology

* Redemption (III)
	+ Allows most buildings to be converted as well as siege weapons
	+ Trebuchets and battering rams cannot be converted at range
	+ Monasteries, castles, and walls cannot be converted
* Atonement (III)
	+ Monks can convert enemy monks
* Herbal Medicine (III)
	+ Units garrisoned in buildings heal 6x faster
* Heresy (III)
	+ Cost 1000 gold
	+ Causes your own units to die instead of being converted
* Sanctity (III)
	+ Monks have +15 HP
* Fervor (III)
	+ Monks move 15% faster
* Faith (IV)
	+ Increases unit resistance to conversions
* Illumination (IV)
	+ Faith is regenerated faster after a successful conversion
* Block Printing (IV)
	+ Monks have +3 range when converting
* Theocracy (IV)
	+ If a group of monks take place in a conversion, only one has its faith taken down to 0

#### Town Center (III)

##### Units

* Villagers (I)
* Flemish Militia (IV)

##### Technology

* Loom (I)
	+ Cost 50 gold
	+ Villagers have +15 HP and +1/+2 armor
* Town Watch (II)
	+ Buildings have +4 LoS
* Town Patrol (III)
	+ Buildings have +4 LoS
* Wheelbarrow (II)
	+ Villagers carry +25% resources
	+ Villagers move 10% faster
* Hand Cart (III)
	+ Villagers carry +50% resources
	+ Villagers move 10% faster

#### Mining Camp (II)

* Gold Mining (II)
	+ Increases gold mining speed by 15%
* Gold Shaft Mining (III)
	+ Increases gold mining speed by 15%
* Stone Mining (II)
	+ Increases stone mining speed by 15%
* Stone Shaft Mining (III)
	+ Increases stone mining speed by 15%

#### Lumber Camp (II)

* Double-Bit Axe (II)
	+ Increases wood gathering speed by 20%
* Bow Saw (III)
	+ Increases wood gathering speed by 20%
* Two-Man Saw (IV)
	+ Increases wood gathering speed by 10%

#### Market (II)

##### Technology

* Coinage (III)
	+ Tribute fee reduced from 30% to 20%
* Banking (IV)
	+ Removes the tribute fee
* Caravan (III)
	+ Trade carts and trade cogs move 50% faster
* Banking (IV)
	+ Commodity trading fee reduced from 30% to 15%

#### House (I)

##### Technology

* Horse Collar (II)
	+ Provides farms with +75 food
	+ Prevented the choking of horses when pulling plows or carts
* Heavy Plow (III)
	+ Provides farms with +125 food
	+ Villagers can carry +1 food
	+ Also known as the carruca
* Crop Rotation (IV)
	+ Provides farms with +175 food