Upgrades

We remind you that the game is in its early stages. All details are subject to change.

Science is used to research new upgrades. The Upgrade Tree consists of 4 "Ages" each with unique upgrades to unlock. The game generates "X" amount of Science () per round. To progress to next Age, a player must unlock certain technologies from the previous era.

### Dark Age

* Charcoal Burner Improvement (100) *(+30% productivity to Charcoal Burner)*
* Wheat Seeds (100) *(Unlocks Wheat farming. Wheat can be eaten or brewed into Beer)* (Action card) (Card price: 300)
* Cabbage Seeds (100) *(Unlocks Cabbage farming. Cabbage has high fertility sensitivity)* (Action card) (Card price: 350)
* Frugality Book (300) *(Decreases upkeep by 70%)* (Building-Slot) (Card price: 100)
* Forestry Technologies (517 ) *(5+% Wood Cutting Yield per Level)*
* Chimney Restrictor (230) *(Wood/Coal gives 15% more heat)* (Town-Slot) (Card price: 250)
* Quarry Improvement (230) *(+30% production to quarries)*
* Home Brew (230) *(Houses with Pottery get +4)* (Town-Slot) (Card price: 200)
* Beer Tax (300) *(Houses with Beer get +5)* (Town-Slot) (Card price: 200)
* Productivity Book *(+20% productivity)* (Building-Slot) (Card price: 100)

### Middle Age

* Card Inventory I *(Unlocks Card Inventory that can be used to store unused cards (7 slots)*
* Iron Smelter Combo *(+30% production to all Iron Smelter with adjacent Iron Smelter)*
* Mining Equipment *(+30% productivity for mines, if you have a Blacksmith)*
* Farming Technologies *(+3% Farm Productivity per Level)*
* Sustainability Book *(Consume 30% less input)*
* Trade Relations *(-2% Trading Fee per Level)*
* Coal Pipeline *(+50% productivity for smelters if the town has more than 1,000 Coal)*
* Heating Technologies *(Wood/Coal gives 5% more Heat per Level)*
* Farm Water Management *(+8% Farm Productivity)*
* Building Combo *(Gain Combo level 1,2,3 by constructing 2,4,8 buildings of the same type)*
* Shrubbery *(Increases the surrounding appeal by 5 within 5 tile radius)*
* House Adjacency *(Houses get +1 for each nearby house (Max +3))*
* Coal Treatment *(Coal gives 20% more heat)*
* Ranching Technologies *(+3% Ranch Productivity per Level)*
* Archer
* Swordsman
* Knight
* Military Engineering I

* Duchies
* Emirates

### Middle Age

* Cathedral *(First Cathedral grants X Victory Score. +10% Job Happiness in the city)*

### Enlightenment Age

* Tax Adjustment *(Allows tax adjustment from the townhall)*
* Card Inventory II *(Expand the number of slots in the Card Inventory (14 slots)*
* Blueberry Seeds *(Unlocks Blueberry farming. Blueberries can be eaten)*
* Motivation *(Every 1% Happiness above 60%, gives +1% productivity)*
* Industrial Adjacency *(Industrial Buildings get +5% efficiency for each nearby industry of the same type. (Max 15%))*
* Chocolate Snob *(+30% production to Chocolatier)*
* Pumpkin Seeds *(Unlocks Pumpkin farming. Pumpkins can be eaten)* ~ Requires: 1,000 Blueberries
* Passion *(+20% Job Happiness, +15% Productivity)*
* Slave Labor *(Work Efficiency Penalty from low Happiness will not exceed 30%)*
* Happy Bread Day *(+20% Food Happiness to Citizens, if the town has more than 1,000 Bread)*
* All You Can Eat *(+30% Food Happiness. +50% food consumption)*
* Resource Outpost *(Extracts resources from a foreign province)*
* Lockdown *(Citizens cannot immigrate out of town without permission)*
* Musketeer
* Military Engineering II
* Machine Gun

* Duchies
* Emirates

## Enlightenment Age

* Irrigation Pump *(Pumps water to increase soil Fertility)*
* Castle *(First Castle grants X Victory Score.) +15% Income from Houses)*

## Enlightenment Age

* Desert Pilgrim
* Sultan's Castle *(First Castle grants X Victory Score.) +15% Income from Houses)*

### Industrial Age

* Conglomerate *(Upkeep for Trading Companies are reduced to 1)*
* Garden Cypress *(Increases the surrounding appeal by 8 within 5 tile radius)*
* Flower Bed *(Increases the surrounding appeal by 5 within 5 tiles radius)*
* Birth Control *(Prevents childbirth when the housing capacity is full)*
* Artillery
* Infantry
* Wine Snob *(+30% production to Winery)*
* Research Lab *(Generates Science Points. Uses Paper as input)*
* Industrial Technologies *(+3% Industrial Productivity per Level)*
* Garden *(Increases the surrounding appeal by 20 within 12 tile radius)*
* Melon Seeds *(Unlocks Melon farming. Melons can be eaten)* ~ Requires: 3,000 Pumpkin
* Bling Bling *(+30% Luxury Happiness in Houses with Jewelry. Houses consume x2 more Jewelry)*
* Book Worm *(+50% in Houses with Books. Houses consume x3 more Books)*
* High Fashion *(Unlocks Tailor's new Work Mode: Fashionable Cloth)*
* Ministry of Agriculture *(+5% Farm production when there are 8 or more Farms)*
* Engineer's Office *(+10% industrial production)*
* Architect's Studio *(+5% housing appeal)*
* Social Welfare *(+30% Job Happiness, -5 for each citizen)*
* Tank
* Battleship

* Duchies
* Emirates

### Industrial Age

* Grand Palace *(First Grand Palace grants X Victory Score. +20% Building Appeal in the city)* ~ Requires: 100 House Level 8

### Industrial Age

* Sultan's Grand Palace *(First Grand Palace grants X Victory Score. +20% Building Appeal in the city)* ~ Requires: 100 House Level 8