Guide Menu
Read back Quick Guide
1. Gameplay
1.1 Missions
1.2 Public order
1.3 Technology Tree
1.4 Wildcards
1.5 Research
1.6 Outbreak credits
1.7 Regional events
1.8 Heroes
2. Resources
3. Construction
4. Fairground
4.1 Government
4.2 Casino
4.3 Auctions
5. Relations
5.1 Clan
6. Special Operations
6.1 Town operations
6.2 Agressive operations
7. Units
7.1 Special Units
8. Attack
8.1 Town
8.2 Government location
8.3 Acre location
8.4 Combat Score
9. Map
9.1 Convoys
9.2 Government
9.3 Acre locations
9.4 Raiders camps
9.5 Raider gangs
10. Town Rankings
11. User rankings
12. Areas
12.1 Round_prizes
12. FAQ
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
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 20
Farmer | Gives a 10% income bonus on farms |
Sawmill | Gives a 10% income bonus on woodcutters |
Miner | Gives a 10% 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 30
Mercenaries | Hiring troops costs 10% less cash |
Drill sergeant | 50% extra force readiness each tick |
Town guard | Gives a +1 defense to militia and policemen |
Border patrol | 50% extra defensive bonus against operations by your check posts or towers at other locations |
Level 4 technologies - available on level 40
Strategist | 25% less travel time for your attack convoys |
Special agents | Receive 60 extra operation energy each tick |
Merchant | Gives a 20% tax bonus |
Dig in | 20% extra chance that mortars and missiles will miss a target |