Thardferr Technology Trees

Strategic Advances

Field-glass
Field-glass
Field-glass
Doubles exploration efficiency.
Research Time: 30 days
Cost: 50,000
Convertion
Convertion
Convertion
+ Peasants after conquest.
Research Time: 50 days
Cost: 300,000
Transport
Transport
Transport
Reduces attack time to 18 days.
Research Time: 60 days
Cost: 500,000
Leadership
Leadership
Leadership
Boosts Base Army Strength growth.
Research Time: 40 days
Cost: 400,000
Law System
Law System
Improved Law System
Reduces crime growth & cap to 25%.
Research Time: 70 days
Cost: 500,000
Tactical Knowledge
Tactical Knowledge
Tactical Knowledge
Greatly improves combat chances.
Research Time: 100 days
Cost: 2,500,000

Economy & Production

Habitation
Habitation
Habitation
+115 peasants per house.
Research Time: 40 days
Cost: 200,000
Commerce
Commerce
Commerce
Increases gold production.
Research Time: 60 days
Cost: 300,000
Animal Training
Animal Training
Animal Training
+20% animal weapon output.
Research Time: 15 days
Cost: 100,000
Smithing I
Smith I
Blacksmithing I
+20% weapons.
15 days, 100k
Smithing II
Smith II
Blacksmithing II
+20% weapons.
15 days, 100k
Smithing III
Smith III
Blacksmithing III
+20% weapons.
15 days, 100k
Smithing IV
Smith IV
Blacksmithing IV
+20% weapons.
15 days, 100k
Smithing V
Smith V
Blacksmithing V
+20% weapons.
15 days, 100k
Carpentry
Carpentry
Carpentry
+50% build speed.
60 days, 400k
Barrack
Barrack
Barrack
+65 guards/house.
50 days, 300k
Training
Training
Training Techniques
+25% unit speed.
100 days, 1,000k
Fortification
Fortification
Fortification
-5% attacker at castles.
125 days, 400k

Resource Management

Irrigation
Irrigation
Irrigation
+15 food/farm.
150 days, 50k
Machinery
Machinery
Machinery
Mines optimal workers to 85.
175 days, 200k
Wood Recycling
Wood Recycling
Wood Recycling
+1.5 wood/mill.
240 days, 300k

Magical Research

New Spells I
Spells I
New Spells I
Unlocks new spells.
50 days, 150k
New Spells II
Spells II
New Spells II
Unlocks new spells.
70 days, 300k
New Spells III
Spells III
New Spells III
Unlocks new spells.
90 days, 600k
New Spells IV
Spells IV
New Spells IV
Unlocks new spells.
110 days, 900k
Insight
Insight
Insight
Faster wizard rest rate.
150 days, 100k
Magical Instruments
Magical Instr.
Magical Instruments
+Spell success.
100 days, 2,000k

Race-Specific Unique Tech

True Silver
True Silver
True Silver
+Shield resistance.
100 days, 500k
Magic Field
Magic Field
Magic Field
Unlocks kingdom spells.
100 days, 500k
Explosive Powder
Explosive Powder
Explosive Powder
+Catapult radius.
100 days, 500k
Clerical Magic
Clerical Magic
Clerical Magic
+Heal in combat.
100 days, 500k
Cloaking
Cloaking
Cloaking
+15% stealth.
100 days, 500k