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.
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
|| Gives a 5% attack bonus
|| Construction of houses and apartments cost 20% less
|| Gives a 5% defensive bonus
Level 2 technologies - available on level 12
|| Gives a 20% income bonus on farmers
|| Gives a 20% income bonus on woodcutters
|| Gives a 20% income bonus on stone quarries
|| Gives a 50% income bonus on all power income
|| Construction of defensive structures costs 10% less
Level 3 technologies - available on level 18
|| 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
|| Half travel time for your convoys
| Special agents
|| Receive 40 extra operation energy each tick
|| Gives a 20% tax bonus
| Dig in
|| 20% extra chance that mortars and missiles will miss a target