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1.3 Technology tree

Every town is different, and there are different people in every town. 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 bottom.

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. For example when you 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 bonus.

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

Level 1 technologies - available on level 10

Mercenaries Hiring troops costs 10% less cash
Operative Operations cost 10% less energy
Overseer Construction cost 10% less cash

Level 2 technologies - available on level 20

Winter warfare No travel penalty during winter for army convoys
Field rations Convoys no longer return home when you run out of food and your army requires 10% less food.
Bunkbeds 100% extra capacity for unit buildings (Policestations, Taverns, Barracks)
Engineer Gives a 50% power bonus
Defender Building defensive structures costs 10% less

Level 3 technologies - available on level 30

Scavenger 20% extra battle loot cash and extra resources and special goods when looting towns and 30% more rubble from destroyed buildings
Drill Serg. 50% extra force readiness each tick
Town guard +1 defense for your militia and policemen
Border Patrol 50% extra defensive bonus against operations by your check posts or towers at other locations and no alliance trade penalty from checkposts.

Level 4 technologies - available on level 40

Strategist 25% less travel time for your attack convoys
Spec. Agent Receive 60 extra operation energy each tick
Smuggler Transport and trade convoys are undetectable (cannot be raided), acre transports cost 50% less fuel. Town can have 3 additional trade routes.
Dig in 20% extra chance that enemy mortars or missiles will miss

Next Chapter - > 1.4 Wildcards