1.2 Technology tree

Every town is different and in every town there are different people. You can give your town bonuses during its development. Some technology points can be focused on resources others on war and some on totally different things. You can spend a total of 4 technology points from top to down.

Choosing techs

Each time a tech point becomes available you need to choose which benefit your town will gain. Each choice you make will limit your options for the next choices. In the picture beneath you can see the colors outlining the different choices, when you for example choose the 'Extremist' bonus (Red choice), your next available options will only be 'Farmer' or 'Sawmill' (also Red choices). When you secondly choose the 'Sawmill' option (Red/Brown choice), you can choose the 'Mercenaries','Drill Sergeant' or 'State militia' options (Red/Brown choices). So keep in mind which 4 options you want, before choosing your bonusses.

You choose a technology by clicking on the name of the desired option.

Level 1 technologies - available on level 6

Extremist Gives a 5% attack bonus
Socialist Construction of houses and apartments cost 20% less
Liberal Gives a 5% defensive bonus

Level 2 technologies - available on level 12

Farmer Gives a 20% income bonus on farmers
Sawmill Gives a 20% income bonus on woodcutters
Miner Gives a 20% income bonus on stone quarries
Engineer Gives a 50% income bonus on all power income
Defender Construction of defensive structures costs 10% less

Level 3 technologies - available on level 18

Mercenaries Hiring troops costs 10% less cash
Drill sergeant 50% extra force readiness each tick
State militia 5% of your population defends your town as militia when attacked
Border patrol 50% extra defensive bonus against operations by your check posts

Level 4 technologies - available on level 24

Strategist Half travel time for your convoys
Special agents Receive 40 extra operation energy each tick
Merchant Gives a 20% tax bonus
Dig in 20% extra chance that mortars and missiles will miss a target

Next Chapter - > 1.3 Wildcards