06 IndustrialAge

Contains Technology :

* 06\_01\_Military Tradition
* 06\_02\_Economics
* 06\_03\_Scientific Method
* 06\_04\_Scientific Theory
* 06\_05\_Evolutionism
* 06\_06\_Military Science
* 06\_07\_Industrialization
* 06\_08\_Combustion
* 06\_09\_Replacement Parts
* 06\_10\_Electricity
* 06\_11\_Artillery
* 06\_12\_Socialism
* 06\_13\_Corporation
* 06\_14\_Steam Power
* 06\_15\_Telegraph
* 06\_16a\_Refrigeration | 06\_16b\_Penicillin
* 06\_17\_Explosives
* 06\_18\_Assembly
* 06\_19\_Railroads
* 06\_20\_Flight
* 06\_21\_Radio
* 06\_22\_Rocketry
* 06\_23\_Aviation
* 06\_24\_Ecology

06\_01\_Military Tradition
Military Tradition

Code
06\_01

Reference
06\_01\_Military Tradition

Need
05\_16

Description
Principles of raising army's fighting spirit and soldier's solidarity by using special traditions and culture for it.

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Military Base

Code
06\_01\_01

Reference
06\_01\_01\_Military Base

Type
Structure

Description
The Industrial infantry units can be trained here. It will normally allow you to train just supportive units like ***engineers***, but if you have sulphur supplied to the town you will also be able to train the firearms units.

Link
PENDING

Militia

Code
06\_01\_02

Reference
06\_01\_02\_Militia

Type
Unit

Description
Militia's service is full of dangers and hardship, yet this military unit will never fail you in harsh conditions of resource defitiency: it is ***the only industrial age infantry unit that doesn't require Sulphur*** for its training.

Link
PENDING

Engineer

Code
06\_01\_03

Reference
06\_01\_03\_Engineer

Type
Unit

Description
Engineers are able to fix ***machines***, ***recovering their health*** in the middle of battle, allowing them to battle for a longer period.

Link
PENDING

Marine

Code
06\_01\_04

Reference
06\_01\_04\_Marine

Type
Unit

Description
Basic all-round infantry of the Industrial Age. The wider range makes this unit very effective ***against close-in*** enemies and their maneuvrability makes them effective ***against slow-moving heavy-armored vehicles*** like Tanks. In order to train this unit you need to have ***Sulphur*** supplied to the town.

Link
PENDING

LOCK
Barracks

Code
04\_06\_01

Reference
04\_06\_01\_Barracks

Swordsman

Code
04\_06\_03

Reference
04\_06\_03\_Swordsman

Spearman

Code
04\_19\_02

Reference
04\_19\_02\_Spearman

Crossbowman

Code
04\_07\_04

Reference
04\_07\_04\_Crossbowman

06\_02\_Economics
Economics

Code
06\_02

Reference
06\_02\_Economics

Need
05\_08

Description
The branch of knowledge concerned with the production, consumption, and transfer of wealth.

Link

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3

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Capitol

Code
06\_02\_01

Reference
06\_02\_01\_Capitol

Type
Structure

Description
The main building of your town which helps to oversee and support everything else. This building is the ***prerequisite*** for many other buildings, so build or upgrade it as much as you can. It also increases town protection of being ***captured*** by an enemy army. Also allows you to construct more apartments.

Link
PENDING

Delivery Service

Code
06\_02\_02

Reference
06\_02\_02\_Delivery Service

Type
Structure

Description
Industrialization uncovers new horizons of resource production and consumption. Resource trade and transfer needs to match the increased demands and this building allows to use mechanization to ***trade*** and ***transfer resources via land*** more effectively.

Link
PENDING

Truck

Code
06\_02\_03

Reference
06\_02\_03\_Truck

Type
Unit

Description
Self-propelled truck replaces mounted traders as a more effective way to transfer ***resources by land***.

Link
PENDING

LOCK
Town Hall

Code
04\_01\_03

Reference
04\_01\_03\_Town Hall

Marketplace

Code
01\_10\_01

Reference
01\_10\_01\_Marketplace

Chamber of Commerce

Code
03\_16\_01

Reference
03\_16\_01\_Chamber of Commerce

Coach Trader

Code
04\_17\_03

Reference
04\_17\_03\_Coach Trader

06\_03\_Scientific Method
Scientific Method

Code
06\_03

Reference
06\_03\_Scientific Method

Need
05\_17

Description
Method of acquiring new knowledge on previous knowledge, cognition, and observations.

Link

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2

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Oil

Code
06\_03\_01

Reference
06\_03\_01\_Oil

Type
Structure

Description
Oil is a basic resource that required by industrial structures and units.

Link
PENDING

Oil Derrick

Code
06\_03\_02

Reference
06\_03\_02\_Oil Derrick

Type
Basic Resource

Description
Extracts ***Oil*** at higher rates which is crucial for your country industrialization.

Link
PENDING

06\_04\_Scientific Theory
Scientific Theory

Code
06\_04

Reference
06\_04\_Scientific Theory

Need
05\_18

Description
Theory based on using scientific experiments to get new knowledge about the surrounding world.

Link

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2

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2

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School

Code
06\_04\_01

Reference
06\_04\_01\_School

Type
Structure

Description
This building further improves education of your people to raise their intellectual level and benefit overall ***Science*** by spending more of the generated resources on it.

Link
PENDING

Iron Combine

Code
06\_04\_02

Reference
06\_04\_02\_Iron Combine

Type
Structure

Description
Combine allows to organize workers better and mine ***Iron*** more effectively, thus increasing production.

Link
PENDING

LOCK
Seminary

Code
04\_03\_01

Reference
04\_03\_01\_Seminary

Iron Career

Code
04\_06\_02

Reference
04\_06\_02\_Iron Career

06\_05\_Evolutionism
Evolutionism

Code
06\_05

Reference
06\_05\_Evolutionism

Need
05\_19

Description
A theory that all organisms evolve over time, improving themselves and getting more complex.

Link

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2

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1

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Collective Forestry

Code
06\_05\_01

Reference
06\_05\_01\_Collective Forestry

Type
Structure

Description
Better organization of workers allows to work in different shifts, this increasing ***Lumber*** production.

Link
PENDING

Rubber

Code
06\_05\_02

Reference
06\_05\_02\_Rubber

Type
Strategic Resource

Description
Increases ***Oil*** production by ***25%***

Link
PENDING

LOCK
Lumber Mill

Code
04\_01\_01

Reference
04\_01\_01\_Lumber Mill

06\_06\_Military Science
Military Science

Code
06\_06

Reference
06\_06\_Military Science

Need
06\_01

Description
Science that studies weapons and most effective ways of destruction by using technology.

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3

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Military Port

Code
06\_06\_01

Reference
06\_06\_01\_Military Port

Type
Structure

Description
Industrial ship fleet will open o whole new horizons of the naval warfare to you. Here you can construct the ***military self-propelled ships*** armada.

Link
PENDING

Barbed Wire

Code
06\_06\_02

Reference
06\_06\_02\_Barbed Wire

Type
Structure

Description
These newly invented wires if put on top of your wall can increase your defenses even better. This structure also allows to build more towers.

Link
PENDING

Cruiser

Code
06\_06\_03

Reference
06\_06\_03\_Cruiser

Type
Unit

Description
Medium self-propelled battle ship is ***balanced between damage and speed***, and it is also capable of being a ***Siege Weapon*** if there are no units left to target.

Link
PENDING

LOCK
Dockyard

Code
04\_04\_01

Reference
04\_04\_01\_Dockyard

Fortified Wall

Code
04\_08\_03

Reference
04\_08\_03\_Fortified Wall

Cog Ship

Code
04\_04\_03

Reference
04\_04\_03\_Cog Ship

Chaika

Code
04\_10\_03

Reference
04\_10\_03\_Chaika

06\_07\_Industrialization
Industrialization

Code
06\_07

Reference
06\_07\_Industrialization

Need
06\_02

Description
A process of transformation of agricultural society into one based on the manufacturing of goods and services.

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Apartments

Code
06\_07\_01

Reference
06\_07\_01\_Apartments

Type
Structure

Description
Better living conditions boost population growth and eventually dedicated houses become ineffective to house workers. That's where apartments will come in handy as they allow to house multiple families in single building. More workers means ***faster building*** construction.

Link
PENDING

Stone Combine

Code
06\_07\_02

Reference
06\_07\_02\_Stone Combine

Type
Structure

Description
Combine allows to organize workers better and mine ***Stone*** more effectively, thus increasing production.

Link
PENDING

LOCK
Cottage

Code
04\_03\_02

Reference
04\_03\_02\_Cottage

Stone Career

Code
04\_05\_01

Reference
04\_05\_01\_Stone Career

06\_08\_Combustion
Combustion

Code
06\_08

Reference
06\_08\_Combustion

Need
06\_03

Description
Chemical process of producing heat from a rapid reaction of substance with oxygen.

Link

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0

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3

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4

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Petroleum Tanks

Code
06\_08\_01

Reference
06\_08\_01\_Petroleum Tanks

Type
Structure

Description
Extracted ***Oil*** needs these special reservoirs to be stored before consumption or transfer.

Link
PENDING

Plant

Code
06\_08\_02

Reference
06\_08\_02\_Plant

Type
Structure

Description
This building allows to construct ***armored assault vehicles*** which are the heart and soul of the industrial army. You will need plenty of sulphur and oil to utilize them though.

Link
PENDING

Armored Car

Code
06\_08\_03

Reference
06\_08\_03\_Armored Car

Type
Unit

Description
Armored car is well protected against light firearms, making it ***effective against infantry***, but vulnerable to heavier vehicles.

Link
PENDING

LOCK
Castle

Code
04\_16\_01

Reference
04\_16\_01\_Castle

Caravanserai

Code
04\_17\_01

Reference
04\_17\_01\_Caravanserai

Knight

Code
04\_16\_02

Reference
04\_16\_02\_Knight

Camel Archer

Code
04\_17\_02

Reference
04\_17\_02\_Camel Archer

06\_09\_Replacement Parts
Replacement Parts

Code
06\_09

Reference
06\_09\_Replacement Parts

Need
06\_04

Description
Field of study about changing broken or old parts with new and better ones.

Link

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1

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Tank

Code
06\_09\_01

Reference
06\_09\_01\_Tank

Type
Unit

Description
The bread and butter of the industrial army, the trusty tank is not only a ***good combat*** unit, but it can also ***destroy walls and towers*** when there are no other targets left.

Link
PENDING

06\_10\_Electricity
Electricity

Code
06\_10

Reference
06\_10\_Electricity

Need
06\_05

Description
Study of the presence and flow of electric charge for using and controlling it.

Link

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2

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Aluminium

Code
06\_10\_01

Reference
06\_10\_01\_Aluminium

Type
Strategic Resource

Description
Allows to construct ***planes*** and build appropiate ***structure***.

Link
PENDING

Industrial Age Infantry Armor Upgrade

Code
06\_10\_02

Reference
06\_10\_02\_Industrial Age Infantry Armor Upgrade

Type
Unit Upgrade

Description
Infantry units will receive better armor to increase their defense.

Link
PENDING

06\_11\_Artillery
Artillery

Code
06\_11

Reference
06\_11\_Artillery

Need
06\_06

Description
Methods of effectively using large-caliber guns in warfare on land.

Link

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4

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6

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Arsenal

Code
06\_11\_01

Reference
06\_11\_01\_Arsenal

Type
Structure

Description
The most ***damaging industrial vehicles*** can be constructed in this structure if you have sulphur to build it and enough oil to operate the units.

Link
PENDING

Shrapnel Tower

Code
06\_11\_02

Reference
06\_11\_02\_Shrapnel Tower

Type
Structure

Description
Invention of the firearms allows to employ them for defense too and empower the towers with machine guns, increasing their damage significantly.

Link
PENDING

Howitzer

Code
06\_11\_03

Reference
06\_11\_03\_Howitzer

Type
Unit

Description
Heavy vehicle with a powerful cannon which is very effective ***against large slow-moving*** targets like ***ships***.

Link
PENDING

Hovercraft

Code
06\_11\_04

Reference
06\_11\_04\_Hovercraft

Type
Unit

Description
Hovercraft replaces Brigantine as ***Industrial age unit transporter***. This vessel is capacious and pretty much everything you need for transfering land units over water.

Link
PENDING

LOCK
Medieval Workshop

Code
04\_11\_01

Reference
04\_11\_01\_Medieval Workshop

Oil Tower

Code
04\_07\_03

Reference
04\_07\_03\_Oil Tower

Wharf

Code
05\_04\_01

Reference
05\_04\_01\_Wharf

Medieval Ram

Code
04\_11\_02

Reference
04\_11\_02\_Medieval Ram

Trebuchet

Code
04\_15\_02

Reference
04\_15\_02\_Trebuchet

Brigantine

Code
05\_04\_02

Reference
05\_04\_02\_Brigantine

06\_12\_Socialism
Socialism

Code
06\_12

Reference
06\_12\_Socialism

Need
06\_07

Description
A range of economical and social systems based on social ownership and society that controls the means of production.

Link

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Collective Farm

Code
06\_12\_01

Reference
06\_12\_01\_Collective Farm

Type
Structure

Description
Better organization of workers allows to work in different shifts, this increasing ***Food*** production.

Link
PENDING

Food Warehouse

Code
06\_12\_02

Reference
06\_12\_02\_Food Warehouse

Type
Structure

Description
Population growth due to better life conditions means more ***Food*** will be consumed and you need to ***store*** it in higher quantities.

Link
PENDING

LOCK
Farm

Code
04\_02\_01

Reference
04\_02\_01\_Farm

Crops Storage

Code
04\_07\_02

Reference
04\_07\_02\_Crops Storage

Water Mill

Code
04\_10\_02

Reference
04\_10\_02\_Water Mill

Wind Mill

Code
04\_07\_01

Reference
04\_07\_01\_Wind Mill

06\_13\_Corporation
Corporation

Code
06\_13

Reference
06\_13\_Corporation

Need
06\_08

Description
A method of uniting a group of people to a organization recognized by law as a single entity.

Link

Contains

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0

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2

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2

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Vault

Code
06\_13\_01

Reference
06\_13\_01\_Vault

Type
Structure

Description
Hiding valuable resources in caves is not an option anymore. This heavily protected structure allows to hide part of your ***resources*** from being ***plundered***.

Link
PENDING

Resource Warehouse

Code
06\_13\_02

Reference
06\_13\_02\_Resource Warehouse

Type
Structure

Description
Expansive industrialization of your country will churn out resources like never before, so this structure allows to ***store*** more ***Lumber***, ***Stone***, and ***Iron*** to keep up with the increased demand.

Link
PENDING

LOCK
Stash

Code
02\_11\_01

Reference
02\_11\_01\_Stash

Raw Storage

Code
04\_04\_02

Reference
04\_04\_02\_Raw Storage

06\_14\_Steam Power
Steam Power

Code
06\_14

Reference
06\_14\_Steam Power

Need
06\_09

Description
Technology of using expansion or rapid condensation of steam as a source of power.

Link

Contains

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0

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3

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2

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Trade Port

Code
06\_14\_01

Reference
06\_14\_01\_Trade Port

Type
Structure

Description
Provides access to ***naval trade*** which is faster and more effective than land trade, but can only be done between ***waterside towns***.

Link
PENDING

Ironclad

Code
06\_14\_02

Reference
06\_14\_02\_Ironclad

Type
Unit

Description
The ultimate floating self-propelled fortress with numerous cannons on board. This ship is very ***slow***, ***tough***, ***powerful***, and also can ***destroy peaceful structures*** when there are no other targets left.

Link
PENDING

Barge

Code
06\_14\_03

Reference
06\_14\_03\_Barge

Type
Unit

Description
Self-propelling trade vessel which replaces the less effective sailing ships of earlier ages to ***transfer resources via water***.

Link
PENDING

LOCK
Harbor

Code
03\_03\_01

Reference
03\_03\_01\_Harbor

Schooner

Code
05\_04\_03

Reference
05\_04\_03\_Schooner

06\_15\_Telegraph
Telegraph

Code
06\_15

Reference
06\_15\_Telegraph

Need
06\_10

Description
A system for transmitting messages along a wire by making and breaking an electrical connection.

Link

Contains

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0

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2

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0

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Commando

Code
06\_15\_01

Reference
06\_15\_01\_Commando

Type
Unit

Description
Commandos are trained more effectively than Marines, including sharp-shooter training which increases their range. This makes them especially effective against aerial targets. In order to train this unit you need to have ***Sulphur*** supplied to the town.

Link
PENDING

Industrial Age Ingantry Weapon Upgrade

Code
06\_15\_02

Reference
06\_15\_02\_Industrial Age Ingantry Weapon Upgrade

Type
Unit Upgrade

Description
Industrial Age Ingantry Weapon Upgrade

Link
PENDING

06\_16a\_Refrigeration
Refrigeration

Code
06\_16a

Reference
06\_16a\_Refrigeration

Need
06\_10

Description
Technology of transferring heat in controlled conditions.

Link

Contains

Optionally
2

Unlock
1

Lock
1

UNLOCK
Submarine

Code
06\_16a\_01

Reference
06\_16a\_01\_Submarine

Type
Unit

Description
This boat can only target ***naval units***, but it can sneak up ***undetected*** until it actually starts fighting. It can also ***spy*** in enemy towns.

Link
PENDING

LOCK
Sister of Mercy

Code
04\_12b\_01

Reference
04\_12b\_01\_Sister of Mercy

06\_16b\_Penicillin
Penicillin

Code
06\_16b

Reference
06\_16b\_Penicillin

Need
06\_10

Description
Antibiotic medication which allows to successfully treat many bacterial infections.

Link

Contains

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2

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2

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1

UNLOCK
Laboratory

Code
06\_16b\_01

Reference
06\_16b\_01\_Laboratory

Type
Structure

Description
Health treatment structure which studies antibiotics and their effect at diseases. Allows to train ***Doctors*** who will be able to ***heal*** your ***living*** units during battle.

Link
PENDING

Doctor

Code
06\_16b\_02

Reference
06\_16b\_02\_Doctor

Type
Unit

Description
New medical treatments like antibiotics allow doctors to ***recover health*** of the other ***living*** units on the battlefield faster.

Link
PENDING

LOCK
Sister of Mercy

Code
04\_12b\_01

Reference
04\_12b\_01\_Sister of Mercy

06\_17\_Explosives
Explosives

Code
06\_17

Reference
06\_17\_Explosives

Need
06\_11

Description
Reactive substance that contains a great amount of potential energy that can result in sudden production of light, heat, sound, and pressure.

Link

Contains

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0

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3

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1

UNLOCK
Pyrotechnics Facility

Code
06\_17\_01

Reference
06\_17\_01\_Pyrotechnics Facility

Type
Structure

Description
This facility is dedicated to making the most dangerous industrial weapons available - the ***bombs***. They are useless though, if you don't have proper ***planes*** to deliver and drop them upon your enemy.

Link
PENDING

Bomb

Code
06\_17\_02

Reference
06\_17\_02\_Bomb

Type
Unit

Description
Heavy powerful destructive charge which can be carried by bomber planes and dropped on top of enemy towns to ***destroy peaceful buildings*** almost instantly.

Link
PENDING

Destroyer

Code
06\_17\_03

Reference
06\_17\_03\_Destroyer

Type
Unit

Description
Small and maneuverable self-propelled ship which is very effective ***against big heavy ships***. It has mines on board, which are also very good ***against submarines***.

Link
PENDING

LOCK
Well

Code
04\_12a\_01

Reference
04\_12a\_01\_Well

06\_18\_Assembly
Assembly

Code
06\_18

Reference
06\_18\_Assembly

Need
06\_13

Description
A manufacturing process in which parts are added to a product in a sequential manner.

Link

Contains

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0

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3

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0

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Assembly Line

Code
06\_18\_01

Reference
06\_18\_01\_Assembly Line

Type
Structure

Description
Advanced industrial units like ships and planes require special approach to their modernization as they have a lot of details that needs to be upgraded to improve their efficiency. You can ***produce upgraded equipment and parts*** for Industrial ***naval and aerial*** units here.

Link
PENDING

Industrial Age Ship Weapon Upgrade

Code
06\_18\_02

Reference
06\_18\_02\_Industrial Age Ship Weapon Upgrade

Type
Unit Upgrade

Description
Ships will receive improvements to increase their damage.

Link
PENDING

Industrial Age Vehicle Weapon Upgrade

Code
06\_18\_03

Reference
06\_18\_03\_Industrial Age Vehicle Weapon Upgrade

Type
Unit Upgrade

Description
Vehicles will receive improvements to increase their damage.

Link
PENDING

06\_19\_Railroads
Railroads

Code
06\_19

Reference
06\_19\_Railroads

Need
06\_14

Description
A study of a conveyance by using wheeled vehicles on the rails.

Link

Contains

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0

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3

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2

UNLOCK
Factory

Code
06\_19\_01

Reference
06\_19\_01\_Factory

Type
Structure

Description
Industrial units not only powerful on its own, but also very suitable for modernizations. You can ***produce upgraded equipment and parts*** for Industrial ***land*** units here.

Link
PENDING

Railroad

Code
06\_19\_02

Reference
06\_19\_02\_Railroad

Type
Strategic Resource

Description
As your country faces an industrial revolution, more and more resources and units are being transferred back and forth, making this invention a must in every prospering country. Increases up to ***250%*** of the normal unit ***speed***. Requires: 1000 Food + 1000 Wood + 5000 Iron

Link
PENDING

Industrial Age Vehicle Armor Upgrade

Code
06\_19\_03

Reference
06\_19\_03\_Industrial Age Vehicle Armor Upgrade

Type
Unit Upgrade

Description
Vehicles will receive improvements to increase their defense.

Link
PENDING

LOCK
Forge

Code
04\_19\_01

Reference
04\_19\_01\_Forge

Road

Code
02\_10\_02

Reference
02\_10\_02\_Road

06\_20\_Flight
Flight

Code
06\_20

Reference
06\_20\_Flight

Need
06\_15

Description
Technology of making heavier than light vehicles move through atmosphere without direct support from any surface.

Link

Contains

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0

Unlock
4

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0

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Runway

Code
06\_20\_01

Reference
06\_20\_01\_Runway

Type
Structure

Description
Critical building required for planes to take off and land. Returning planes will crash if the runway has no space to house all of them.

Link
PENDING

Hangar

Code
06\_20\_02

Reference
06\_20\_02\_Hangar

Type
Structure

Description
Unlocks aerial warfare for you as ***planes*** can be constructed here. Those are weak aerial military units, but the ability to attack from the sky may be critical strategic advantage so underestimate there units despite their weaknesses.

Link
PENDING

Observatory

Code
06\_20\_03

Reference
06\_20\_03\_Observatory

Type
Structure

Description
This scientific institution will allow your people to satisfy their curiosity about the world out there. As a consequence ***research*** will be less affected by ***corruption***.

Link
PENDING

Biplane

Code
06\_20\_04

Reference
06\_20\_04\_Biplane

Type
Unit

Description
First aerial unit capable of attacking others. It may be quite weak and limited in its abilities, but an airborne attack may provide you a critical advantage on its own

Link
PENDING

06\_21\_Radio
Radio

Code
06\_21

Reference
06\_21\_Radio

Need
06\_16

Description
A wireless telegraphy by using electromagnetic waves for transmitting and receiving sound messages.

Link

Contains

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0

Unlock
2

Lock
0

UNLOCK
Radio Tower

Code
06\_21\_01

Reference
06\_21\_01\_Radio Tower

Type
Structure

Description
Provides guidance to your ***planes*** making them navigate better, flying more accurately and thus ***move faster*** when sent from town which has this structure.

Link
PENDING

Industrial Age Plane Weapon Upgrade

Code
06\_21\_02

Reference
06\_21\_02\_Industrial Age Plane Weapon Upgrade

Type
Unit Upgrade

Description
Planes will receive improvements to increase their damage.

Link
PENDING

06\_22\_Rocketry
Rocketry

Code
06\_22

Reference
06\_22\_Rocketry

Need
06\_17

Description
The branch of science that deals with reactive movement and rocket propulsion.

Link

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2

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1

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Bunker

Code
06\_22\_01

Reference
06\_22\_01\_Bunker

Type
Structure

Description
In hard times when you are attacked often, you need to protect your units from being killed by overwhelming enemy forces until you will gather up your full force. This structure allows you to ***hide units*** in bigger quantities than before. Hidden units cannot be attacked or attack others - they are safely hidden until you take them out.

Link
PENDING

Rocket Artillery

Code
06\_22\_02

Reference
06\_22\_02\_Rocket Artillery

Type
Unit

Description
Launching a series of rockets aimed at large stationary targets makes this unit a deadly weapon ***against peaceful buildings*** in towns.

Link
PENDING

LOCK
Shelter

Code
02\_11\_02

Reference
02\_11\_02\_Shelter

06\_23\_Aviation
Aviation

Code
06\_23

Reference
06\_23\_Aviation

Need
06\_17

Description
Science which studies design, development, production, operation and usage of aircraft.

Link

Contains

Optionally
0

Unlock
2

Lock
0

UNLOCK
Bomber

Code
06\_23\_01

Reference
06\_23\_01\_Bomber

Type
Unit

Description
Bomber planes are very costly, require an abundance of oil, sulphur and aluminium, but once built, they can ***destroy peaceful buildings*** almost instantly, threatening the enemy lines from an unexpected direction.

Link
PENDING

Industrial Age Plane Armor Upgrade

Code
06\_23\_02

Reference
06\_23\_02\_Industrial Age Plane Armor Upgrade

Type
Unit Upgrade

Description
Planes will receive improvements to increase their defense.

Link
PENDING

06\_24\_Ecology
Ecology

Code
06\_24

Reference
06\_24\_Ecology

Need
06\_21

Description
Study of interaction among organisms and their environment.

Link

Contains

Optionally
0

Unlock
2

Lock
1

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Legation

Code
06\_24\_01

Reference
06\_24\_01\_Legation

Type
Structure

Description
Diplomacy becomes more complicated as countries becoming more civilized and their number in the ***alliance*** grows. If you are a ***leader*** of such big alliance, this building will allow you to grow it even larger.

Link
PENDING

Industrial Age Ship Armor Upgrade

Code
06\_24\_02

Reference
06\_24\_02\_Industrial Age Ship Armor Upgrade

Type
Unit Upgrade

Description
Ships will receive improvements to increase their defense.

Link
PENDING

LOCK
Embassy

Code
04\_09\_01

Reference
04\_09\_01\_Embassy

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