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TECHNOLOGIES

The House of Knowledge

Humanity's greatest achivement--to experiment, comprehend, and innovate, but most of all, to pass on knowledge--transforms us from all other species. In Humankind, researching Technologies by applying your Empire's Science output, allows you to unlock new Units, Districts, Infrastructures, even whole other branches of human ventures. Pick your progression through the eras carefully!

Technologies
Ancient Era
Classical Era
Medieval Era
Early Modern Era
Industrial Era
Contemporary Era
Era
Name
Effects
Costs
I
Bronze-working Bronze-working
N/A
100 * (1 + (0.01 * researched technologies))
I
Calendar Calendar
N/A
35 * (1 + (0.01 * researched technologies))
I
Carpentry Carpentry
  • Unlocks action Clear Forests
35 * (1 + (0.01 * researched technologies))
I
City Defense City Defense
N/A
35 * (1 + (0.01 * researched technologies))
I
Domestication Domestication
N/A
35 * (1 + (0.01 * researched technologies))
I
Fishing Fishing
N/A
100 * (1 + (0.01 * researched technologies))
I
Irrigation Irrigation
N/A
100 * (1 + (0.01 * researched technologies))
I
Masonry Masonry
  • Working citizens this hard will send many to an early grave, but sometimes the needs of the empire necessitate sacrifice. Allows Population to be consumed in order to complete constructions instantly.
100 * (1 + (0.01 * researched technologies))
I
Organized Warfare Organized Warfare
  • Unlocks action Use Reinforcements
180 * (1 + (0.01 * researched technologies))
I
Sailing Sailing
N/A
180 * (1 + (0.01 * researched technologies))
I
Wheel Wheel
  • Unlocks action Roads
180 * (1 + (0.01 * researched technologies))
I
Writing Writing
  • -20% Cost of enacting Civic -20% Cost of canceling Civic
180 * (1 + (0.01 * researched technologies))
II
Conquest Conquest
  • -10% on Attach Outpost cost
590 * (1 + (0.01 * researched technologies))
II
Craftsmanship Craftsmanship
N/A
590 * (1 + (0.01 * researched technologies))
II
Foreign Outposts Foreign Outposts
  • -10% on all Resources Money cost when buying a resource through Trade.
960 * (1 + (0.01 * researched technologies))
II
Fortifications Fortifications
  • +1 Combat Strength in combat for Units in or adjacent to the District on Outpost
310 * (1 + (0.01 * researched technologies))
II
Hydrology Hydrology
N/A
310 * (1 + (0.01 * researched technologies))
II
Imperial Power Imperial Power
  • Unlocks action Relocate Capital
960 * (1 + (0.01 * researched technologies))
II
Mounted Warfare Mounted Warfare
  • +15% Ransack gains on Army
590 * (1 + (0.01 * researched technologies))
II
Philosophy Philosophy
  • +1 City Cap
310 * (1 + (0.01 * researched technologies))
II
Rhetoric Rhetoric
N/A
590 * (1 + (0.01 * researched technologies))
II
Siege Tactics Siege Tactics
  • +1 Unit slot available for each Army
960 * (1 + (0.01 * researched technologies))
II
Standing Army Standing Army
N/A
310 * (1 + (0.01 * researched technologies))
II
Trade Expeditions Trade Expeditions
N/A
310 * (1 + (0.01 * researched technologies))
III
Alchemy Alchemy
N/A
2730 * (1 + (0.01 * researched technologies))
III
Chivalry Chivalry
N/A
2030 * (1 + (0.01 * researched technologies))
III
Feudalism Feudalism
  • +1 Food on Tile producing Food
1430 * (1 + (0.01 * researched technologies))
III
Furnace Steel Furnace Steel
N/A
2730 * (1 + (0.01 * researched technologies))
III
Guilds Guilds
  • -20% Money cost on the base price when buying a resource through Trade +20% Money from Resources sold to other Civilizations
2730 * (1 + (0.01 * researched technologies))
III
Heavy Infantry Heavy Infantry
  • +1 Unit slot available for each Army
2030 * (1 + (0.01 * researched technologies))
III
Military Architecture Military Architecture
  • Unlocks action Absorb City
2030 * (1 + (0.01 * researched technologies))
III
Seafaring Mastery Seafaring Mastery
N/A
2030 * (1 + (0.01 * researched technologies))
III
Theology Theology
  • +1 City Cap
1430 * (1 + (0.01 * researched technologies))
III
War Summons War Summons
N/A
1430 * (1 + (0.01 * researched technologies))
IV
Centralized Power Centralized Power
N/A
3580 * (1 + (0.01 * researched technologies))
IV
Chartered Companies Chartered Companies
  • +2 Money on Outpost
4570 * (1 + (0.01 * researched technologies))
IV
Flintlock Flintlock
N/A
5670 * (1 + (0.01 * researched technologies))
IV
Gunpowder Warfare Gunpowder Warfare
N/A
3580 * (1 + (0.01 * researched technologies))
IV
Mercantilism Mercantilism
N/A
5670 * (1 + (0.01 * researched technologies))
IV
Movable Typeface Movable Typeface
N/A
4570 * (1 + (0.01 * researched technologies))
IV
Naval Artillery Naval Artillery
  • +1 Unit slot available for each Army
3580 * (1 + (0.01 * researched technologies))
IV
Patronage Patronage
N/A
4570 * (1 + (0.01 * researched technologies))
IV
Siege Cannons Siege Cannons
  • +15% Money from Spoils of War
4570 * (1 + (0.01 * researched technologies))
IV
Supply Lines Supply Lines
  • +1 City Cap
  • Unlocks action Thoroughfares
4570 * (1 + (0.01 * researched technologies))
IV
Three-Masted Ship Three-Masted Ship
N/A
3580 * (1 + (0.01 * researched technologies))
V
Aeronautics Aeronautics
N/A
10250 * (1 + (0.01 * researched technologies))
V
Carbine Carbine
N/A
6960 * (1 + (0.01 * researched technologies))
V
Combustion Engine Combustion Engine
N/A
10250 * (1 + (0.01 * researched technologies))
V
Electricity Electricity
  • +1 Food per on Farmers Quarter +1 Money per on Market Quarter +1 Science per on Research Quarter +1 Industry per on Makers Quarter
  • -20% on Market Quarter Industry cost
8470 * (1 + (0.01 * researched technologies))
V
Encyclopedia Encyclopedia
  • Drawn up and signed in ink, the charter confirms that no worker will ever be forced to sacrifice their life for the empire's constructions. Prevents Population from being consumed in order to complete constructions instantly.
  • -20% Cost of enacting Civic -20% Cost of canceling Civic
6960 * (1 + (0.01 * researched technologies))
V
Guerilla Warfare Guerilla Warfare
  • Modify all Pre-Industrial Units Industry cost by -10%.
  • -25 Stability on Cities under occupation by another Empire
10250 * (1 + (0.01 * researched technologies))
V
Line Formation Line Formation
  • +1 Unit slot available for each Army
  • Allows Gunners and Heavy Weapons to gain "Dug-In" if they do not move during their Battle round.
8470 * (1 + (0.01 * researched technologies))
V
Mechanization Mechanization
  • Modify all Industrial Units Industry cost by -10%.
8470 * (1 + (0.01 * researched technologies))
V
Microbiology Microbiology
  • +1 Stability per Population on all Cities
  • -20% Population consumption on City or Outpost
  • -20% on Farmers Quarter Industry cost
10250 * (1 + (0.01 * researched technologies))
V
Military Coordination Military Coordination
N/A
6960 * (1 + (0.01 * researched technologies))
V
Nationhood Nationhood
N/A
8470 * (1 + (0.01 * researched technologies))
V
Propeller Propeller
N/A
8470 * (1 + (0.01 * researched technologies))
V
Scientific Method Scientific Method
  • -20% on Research Quarter Industry cost
8470 * (1 + (0.01 * researched technologies))
V
Steam Engine Steam Engine
  • -20% on Makers Quarter Industry cost
6960 * (1 + (0.01 * researched technologies))
V
Trench Warfare Trench Warfare
  • -20% on Garrison Industry cost
10250 * (1 + (0.01 * researched technologies))
V
Urban Planning Urban Planning
  • +1 City Cap
  • -20% on Commons Quarter Industry cost
10250 * (1 + (0.01 * researched technologies))
V
Wireless Telegraphy Wireless Telegraphy
  • +2 Influence on Commons Quarter
  • -20% on Hamlet Industry cost
10250 * (1 + (0.01 * researched technologies))
VI
Aerial Warfare Aerial Warfare
N/A
12420 * (1 + (0.01 * researched technologies))
VI
Amphibious Warfare Amphibious Warfare
N/A
12420 * (1 + (0.01 * researched technologies))
VI
Automation Automation
N/A
17320 * (1 + (0.01 * researched technologies))
VI
Civil Engineering Civil Engineering
  • +1% Money per Land Trade Route on all Cities
  • Using roads now costs only 50% Movement Points.
12420 * (1 + (0.01 * researched technologies))
VI
Communication Satellites Communication Satellites
N/A
17320 * (1 + (0.01 * researched technologies))
VI
Composite Armor Composite Armor
N/A
17320 * (1 + (0.01 * researched technologies))
VI
Computing Computing
  • +1 Science on Regular District
14690 * (1 + (0.01 * researched technologies))
VI
Continuous Track Continuous Track
N/A
12420 * (1 + (0.01 * researched technologies))
VI
Covert Ops Covert Ops
N/A
17320 * (1 + (0.01 * researched technologies))
VI
Exosuit Exosuit
  • Earn {0} Fame.
  • +4 Land Movement Speed on Gunner +8 Combat Strength on Gunner
19890 * (1 + (0.01 * researched technologies))
VI
Fighter Jets Fighter Jets
N/A
17320 * (1 + (0.01 * researched technologies))
VI
Free Trade Agreement Free Trade Agreement
  • -50% Money cost on the base price when buying a resource through Trade
12420 * (1 + (0.01 * researched technologies))
VI
Fusion Reactor Fusion Reactor
  • Earn {0} Fame.
  • +50% Industry on City or Outpost -50% Pollution on Territory
19890 * (1 + (0.01 * researched technologies))
VI
Insurrection Theory Insurrection Theory
N/A
14690 * (1 + (0.01 * researched technologies))
VI
Mass Entertainment Mass Entertainment
  • +1 Stability per Population on City or Outpost
14690 * (1 + (0.01 * researched technologies))
VI
Mechanized Harvesting Mechanized Harvesting
N/A
14690 * (1 + (0.01 * researched technologies))
VI
Military Laser Military Laser
  • Earn {0} Fame.
  • +100 Combat Strength against Air Units on Main Plaza +100 Combat Strength against Air Units on Administrative Center +100 Combat Strength against Air Units on Outpost
19890 * (1 + (0.01 * researched technologies))
VI
Naval Air Strategy Naval Air Strategy
  • +1% Money per Naval Trade Route on all Cities
12420 * (1 + (0.01 * researched technologies))
VI
Neural Implant Neural Implant
  • Earn {0} Fame.
  • +50% Influence on Main Plaza +100 Stability on all Cities
19890 * (1 + (0.01 * researched technologies))
VI
Nuclear Fission Nuclear Fission
  • +1 Food per on Farmers Quarter +1 Money per on Market Quarter +1 Science per on Research Quarter +1 Industry per on Makers Quarter
14690 * (1 + (0.01 * researched technologies))
VI
Power Lines Power Lines
  • +1 Food per on Farmers Quarter +1 Money per on Market Quarter +1 Science per on Research Quarter +1 Industry per on Makers Quarter
12420 * (1 + (0.01 * researched technologies))
VI
Radar Radar
N/A
12420 * (1 + (0.01 * researched technologies))
VI
Renewable Energy Renewable Energy
N/A
17320 * (1 + (0.01 * researched technologies))
VI
Research Institute Research Institute
  • Earn {0} Fame.
12420 * (1 + (0.01 * researched technologies))
VI
Rocket Science Rocket Science
N/A
14690 * (1 + (0.01 * researched technologies))
VI
Social Housing Social Housing
  • +4 Farmers Slot on City or Outpost +4 Traders Slot on City or Outpost +4 Researchers Slot on City or Outpost +4 Workers Slot on City or Outpost
14690 * (1 + (0.01 * researched technologies))
VI
Space Orbital Space Orbital
  • Earn {0} Fame.
  • +50% Money on all Cities +3 City Cap
19890 * (1 + (0.01 * researched technologies))
VI
Suburbs Suburbs
  • +1 Stability per Population on all Cities
  • -20% on Public Ceremony Industry cost
14690 * (1 + (0.01 * researched technologies))
VI
Uranium Enrichment Uranium Enrichment
  • +25 Science
12420 * (1 + (0.01 * researched technologies))
VI
World-Wide Web World-Wide Web
  • +1 Stability on Regular District
  • +1 Money on Regular District
  • +2 Influence on Commons Quarter
17320 * (1 + (0.01 * researched technologies))

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