Unofficial fan reference · Total War: Attila game data, Steam build 25370302

Avars technologies

The civil and military research trees of Avars (Sarmatian, Age of Charlemagne), line by line as the game lays them out. Hover or tap a technology for its research points, gold per turn, effects, the buildings it unlocks and what it needs first. Avars units.

COMPUTEDBoth trees together cost 44,000 research points. Each tooltip also shows what reaching that technology costs: its own points plus every technology it needs first, each counted once. Before research-rate bonuses.

Civil technologies (24)

  1. Water Power
  2. Irrigation Techniques
  3. Slavery
  4. Master Craftsmen
  1. Trade Goods
  2. Sacred King
  3. Royal Minting
  4. Money Control
  1. Tribal Knowledge
  2. Warlord's Power
  3. King's Court
  4. Pagan Rituals
  5. Land Grants
  6. Feudalism
  1. Local Traditions
  2. Judicial Power
  3. Trade Hubs
  4. Trade Rights
  5. Gatherings
  6. Royal Council
  1. Craft Specialisation
  2. Tithes
  3. Exchange of Expertise
  4. New Aristocracy

Military technologies (24)

  1. Militia
  2. Improved Siege Engines
  3. Siege Techniques
  4. Defence in Depth
  5. Siege Stores
  6. Siege Masters
  7. Fortified Settlements
  1. Conquerors
  2. Warrior Culture
  3. Horse Breeding
  1. Call to Arms
  2. Logistics
  3. Call on Vassals
  4. Battle Experience
  5. Warrior Aristocracy
  6. Warrior Ideals
  1. Long Marches
  2. Campaign Planning
  3. Master Smiths
  4. Wooden Wall
  5. Planned Movement
  6. Battlefield Surgery
  1. Hard Training
  2. Ranged Warfare

From technology_node_sets, technology_nodes (with this faction's own nodes in place of the shared ones), technology_node_links, technology_effects_junction and building_level_required_technology_junctions (Steam build 25370302).