Technology
General
Base Science cost for all Technologies of the Medieval Era and later increased
Cost scaling reduced to 1% per Tech to all Techs
"[Bee-lining] techs should be harder"
Researching Technologies from previous Eras will cost 50% more Science per Era difference
"[S]o a Medieval empire researching an Ancient tech will have that tech cost double”
Endgame Technologies grant 100 Fame instead of 300 Fame each
Some Technologies now add Pollution generation to Districts
Technologies
Ancient Era
Domestication
[New] Beasts of Burden
+10% Growth Gain on Administrative Centers
Fishing
[New] Coastal Trade
Allows Naval Trade Routes using Coastal Territories
Organized Warfare
Technology Required: Bronze-working | Masonry ⇒ Bronze-working
Classical Era
Conquest
[New] Colonies (City Creation project)
1 Population
60 Industry
Starts with all Ancient Era Infrastructures
Fortifications
Technology Required: Organized Warfare ⇒ Masonry
Mounted Warfare
[New] Voluntary Scouts
+1 Vision Range on District
Standing Army
Technology Required: Bronze-working ⇒ Organized Warfare
Medieval Era
Seafaring Mastery
[New] Transoceanic Trade
Allows Naval Trade Routes across Oceans
Early Modern Era
Chartered Companies
[New] Barrack Services
+2 Money on Garrison
+2 Money on Commons Quarter
Mercantilism
[New] Commodity Luxuries
+1 Stability per Number of Accesses to Luxury Resources on all Cities
Industrial Era
Carbine
[New] Mass-Produced Ammunition
-10% Unit Upkeep cost on Unit
Steam Engine
[New] Improved Machinery
+1 Pollution on Makers Quarter
Scientific Method
[New] Improved Lab Equipment
+1 Pollution on Research Quarter
Microbiology
[New] New Agricultural Techniques
+1 Pollution on Farmers Quarter
Urban Planning
[New] Higher Density Construction
+1 Pollution on Commons Quarter
Wireless Telegraphy
[New] House Appliances
+1 Pollution on Hamlet
Trench Warfare
[New] Luxurious Military Quarters
+1 Pollution on Garrison
Electricity
Coal Generators
[Removed] +10 Food | Industry | Money | Science on Coal Deposit
[New] +1 Industry per Worker per Coal on City or Outpost
[New] +1 Pollution per Coal on Administrative Center
Contemporary Era
Research Institute
[New] Institute of Theoretical Sciences
-10% on all Technology cost when researching
Technology Required: Trench Warfare ⇒ Amphibious Warfare
Aerial Warfare
[New] Aerial Shipping
+1 Pollution on Market Quarter
Naval Air Strategy
[New] Modern Shipping
+1 Pollution on Harbor
Container Shipping
[Removed] +1% Money per Naval Trade Route on all Cities
[New] +1% Money from Trade Routes per Naval Trade Route on all Cities
Continuous Track
[New] Cracking
+1 Money per Trader per Oil on City or Outpost
+1 Pollution per Oil on Main Plaza
Civil Engineering
[New] Clean Coal
-50% Pollution on Administrative Center
Long-Span Bridges
[Removed] +1% Money per Land Trade Route on all Cities
[New] +1% Money from Trade Routes per Land Trade Route on all Cities
Power Lines
[New] Air Pollution Regulations
-50% Pollution on Main Plaza
Aluminium Smelting
[Removed] +15 Food | Industry | Money | Science on Aluminium Deposit
[New] +1 Food per Farmer per Aluminium on City or Outpost
Nuclear Fission
Uranium Isotopes
[Removed] +15 Food | Industry | Money | Science on Uranium Deposit
[New] +1 Science per Researcher per Uranium on City or Outpost
Exosuit
Super Hero Cameo
+300 ⇒ +100 Fame
Fusion Reactor
Global Messiah
+300 ⇒ +100 Fame
Fusion Power
+50% ⇒ +20% Industry on City or Outpost
Military Laser
Space Weapon
+300 ⇒ +100 Fame
Neural Implant
Psychic Powers
+300 ⇒ +100 Fame
Space Orbital
Leading From The Stars
+300 ⇒ +100 Fame
Space Station
+50% ⇒ +20% Money on City all Cities
Neural Implant
Neural Implant
+50% ⇒ +20% Influence on Main Plaza
+100 ⇒ +50 Stability on all Cities
Religion - Technology