AoE Definitive Edition Tech Tree

## Barracks

* Clubman (I)
* Axeman (II)
* Slinger (II)
* Short Swordsman (III)
* Broad Swordsman (III)
* Long Swordsman (IV)
* Legion (IV)

## Archery Range

* Bowman (II)
* Improved Bowman (III)
* Composite Bowman (III)
* Chariot Archer (III)
* Horse Archer (IV)
* Heavy Horse Archer (IV)
* Elephant Archer (IV)

## Stable

* Scout (II)
* Chariot (III)
* Scythe Chariot (IV)
* Cavalry (III)
* Heavy Cavalry (IV)
* Cataphract (IV)
* Camel Rider (III)
* War Elephant (IV)
* Armored Elephant (IV)

## Siege Workshop

* Stone Thrower (III)
* Catapult (IV)
* Heavy Catapult (IV)
* Ballista (IV)
* Helepolis (IV)

## Academy

* Hoplite (III)
* Phalanx (IV)
* Centurion (IV)

## Storage Pit

* Tool Making (II)
	+ +2 attack for melee units
* Metal Working (III)
	+ +2 attack for melee units
* Metallurgy (IV)
	+ +3 attack for melee units
	+ Required for cataphract
* Leather Armor Infantry (II)
	+ +2 infantry armor
* Scale Armor Infantry (III)
	+ +2 infantry armor
* Chain Mail Infantry (IV)
	+ +2 infantry armor
* Leather Armor Archers (II)
	+ +2 archer armor
* Scale Armor Archers (III)
	+ +2 archer armor
* Chain Mail Archers (IV)
	+ +2 archer armor
	+ Required for Heavy Horse Archer
* Leather Armor Cavalry (II)
	+ +2 cavalry armor
* Scale Armor Cavalry (III)
	+ +2 cavalry armor
* Chain Mail Cavalry (IV)
	+ +2 cavalry armor
* Bronze Shield (III)
	+ +1 infantry pierce armor
* Iron Shield (IV)
	+ +1 infantry pierce armor
	+ Required for Armored Elephant
* Tower Shield (IV)
	+ +1 infantry pierce armor

## Granary

* Small Wall (II)
* Medium Wall (III)
* Fortified Wall (IV)
* Watch Tower (II)
* Sentry Tower (II)
* Guard Tower (IV)
* Ballista Tower (IV)

## Market

* Woodworking (II)
	+ Woodcutters work 20% faster and carry +2 wood
	+ Archers, scout ship line units, and towers gain +1 range
* Artisanship (III)
	+ Woodcutters work 20% faster and carry +2 wood
	+ Archers, scout ship line units, and towers gain +1 range
* Craftsmanship (IV)
	+ Woodcutters work 20% faster and carry +2 wood
	+ Archers, scout ship line units, and towers gain +1 range
	+ Required for Heliopolis
* Stone Mining (II)
	+ Stone miners work 30% faster and carry +3 stone
	+ Slingers gain +1 attack and range
* Siegecraft (IV)
	+ Stone miners work 30% faster and carry +3 stone
	+ Slingers gain +1 attack and range
	+ Villagers gain attack bonus towards buildings and walls
	+ Required for Heavy Catapult
* Goldmining (II)
	+ Gold miners work 30% faster and carry +3 gold
* Coinage (IV)
	+ Gold miners work 30% faster and carry +3 gold
	+ Tribute is free
	+ Gold mines are 25% more productive
* Domestication (II)
	+ Farms have +75 food
* Plow (III)
	+ Farms have +100 food
* Irrigation (IV)
	+ Farms have +125 food
* Wheel (III)
	+ Workers move 50% faster
	+ Required for chariots

## Town Center

* Villager (I)
* Tool Age (I) - 500 food
* Bronze Age (II) - 800 food
* Iron Age (III) - 1000 food 800 gold

## Government Center

* Nobility (III)
	+ All cavalry but elephants have +15% more hitpoints
	+ Required for Scythe Chariot
* Writing (III)
	+ Share LoS with allies
* Architecture (III)
	+ Buildings are constructed 33% faster
	+ Buildings have +20% more hitpoints
* Logistics (III)
	+ Barracks units take up 50% less population space
* Aristocracy (IV)
	+ Academy units are 25% faster
	+ Required for Centurion
* Ballistics (IV)
	+ Towers and ranged units have more accuracy against moving targets
	+ Required for Ballista Tower
* Alchemy (IV)
	+ Increased damage for ranged units and fire galleys, including towers and siege units
* Engineering (IV)
	+ +2 siege weapon and siege ship range
	+ Required for Juggernaught

## Temple

* Priest (III) - 125 gold
* Astrology (III)
	+ +30% conversion and healing efficacy
* Mysticism (III)
	+ 2x priest hitpoints
* Polytheism (III)
	+ Priests move 40% faster
* Afterlife (IV)
	+ +3 conversion range
* Monotheism (IV)
	+ Priests have convert other priests and buildings, including towers
* Fanaticism (IV)
	+ Priests restore faith 50% faster
	+ Required for Legion
* Zealotry (IV)
	+ Villagers have +7 attack
	+ Villagers are 10% faster
	+ Villager carrying capacity is reduced by 8 except for food gathers who carry 6 less
	+ Called Jihad prior to DE
* Medicine (IV)
	+ Priests heal +33% faster
* Sacrifice (IV)
	+ Sacrificing (deleting) a priest instantly converts an enemy unit
	+ Called Martyrdom prior to DE

## Dock

* Fishing Boat (I)
* Fishing Ship (III)
	+ Has a carrying capacity of 20, which is 5 greater than the fishing boat
	+ 75 hp
* Trade Boat (I)
* Merchant Ship (III)
* Light Transport (II)
* Heavy Transport (IV)
* Scout Ship (II)
* War Galley (III)
* Trireme (IV)
* Fire Galley (IV)
* Catapult Trireme (IV)
* Juggernaught (IV)