
Ebdanians technologies
The civil and military research trees of Ebdanians (Celtic, Grand Campaign), 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. Ebdanians units.
COMPUTEDBoth trees together cost 49,700 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)
Craft SpecialisationCraft Specialisation300 research points · 1,000 research points to reach it (cheapest route)
Construction cost: -5% for industrial buildingsRequires: Labour ServiceUnlocks: Basket Weaver, Lime Maker, Cart Maker. Specialists guarantee their worth, and therefore their livelihood.
Exchange of ExpertiseExchange of Expertise600 research points · 1,600 research points to reach it (cheapest route)
Wealth: +5% from industrial buildingsRequires: Craft SpecialisationUnlocks: Bone Crafter, Plastermaker, Wagon Maker. What one man knows, another may benefit from.
Family WorkshopsFamily Workshops1,200 research points · 2,800 research points to reach it (cheapest route)
Wealth: +5% from industrial buildingsRequires: Exchange of ExpertiseUnlocks: Sculptor, Marble Quarry Complex, Lumber Camp, Basket Weavers' Guild, Basket Weavers' League. If the people are to prosper, then they must work harder and produce more.
Master CraftsmenMaster Craftsmen2,000 research points · 8,600 research points to reach it (cheapest route)
Construction cost: -10% for industrial and agricultural buildings
Wealth: +5% from industrial and agricultural buildingsRequires: Family Workshops, TithesUnlocks: Gem Market, Jeweller, Deep Gold Mine, Grand Forge, Foundry, Glass Workshop, Salt Trading Post. The master craftsmen makes art of the purely functional.
Labour ServiceLabour Service300 research points · 700 research points to reach it (cheapest route)
Wealth: +5% from agricultural buildingsRequires: Community PropertyUnlocks: Enclosed Fields, Bone Carver, Venedi Enclosed Fields, Dikes, Sheep Pens. "You can request protection from me, I can request labour from you."
Manoral LandsManoral Lands600 research points · 1,300 research points to reach it (cheapest route)
Wealth: +5% from animal husbandry buildingsRequires: Labour ServiceUnlocks: Goat Barns, Livestock Herd, Venedi Goat Barns, Venedi Livestock Herd, Goat Herders' Camp. Whatever grows in sight of my manor, is mine, by right.
SerfdomSerfdom1,200 research points · 3,400 research points to reach it (cheapest route)
Wealth: +5% from agricultural and animal husbandry buildingsRequires: Manoral Lands, Exchange of ExpertiseUnlocks: Irrigated Fields, Livestock Pens, Venedi Irrigated Fields, Venedi Livestock Pens, Shepherds' Camp, Booley. The lords rule, the people toil. It is the way of things.
TithesTithes2,000 research points · 6,600 research points to reach it (cheapest route)
Public order: +3 from bureaucratic reforms
Religious influence: +2 state religionRequires: Serfdom, Family WorkshopsUnlocks: Fur Market, Olive Oil Mill, Fruit Dryer, Winery, Bone Crafters' Guild, Bone Crafters' League. "Think of it as a votive offering, that the king may continue to rule wisely."
Land LawsLand Laws200 research pointsUnlocks: Small City, Village, Clay Pit, Cart Wheeler. When it is clear to all who owns what, and who may work where, life is easier.
Community PropertyCommunity Property200 research points · 400 research points to reach it (cheapest route)Requires: Land LawsUnlocks: Goat Pens, Wickermaker, Venedi Goat Pens, Cattle Pound. "What's yours is mine too, apparently."
BailiffsBailiffs100 research points · 1,700 research points to reach it (cheapest route)
Growth: +1Requires: Labour Service, Community MarketsCosts 2,500 gold per turn while researched. Unlocks: City, Town, Wagon Laager. A wise ruler has many loyal people to manage local affairs in his stead.
Land for LoyaltyLand for Loyalty100 research points · 1,800 research points to reach it (cheapest route)
Construction cost: -10% for main settlement buildingsRequires: BailiffsCosts 10,000 gold per turn while researched. Unlocks: Souterrain, Canals, Storage Pit, Arian Basilica, Arian Monastery, Arian Martyrium, Latin Basilica, Latin Monastery, Latin Martyrium, Stone Circle, Celtic Burial Site, Sacred Marsh, Blood Altar, Germanic Burial Site, Sacred Forest, Temple Precinct, Column of the Divine, Manichaeist Temple Complex, Manichaeist Monastery, Sun Shrine, Greek Basilica, Greek Monastery, Greek Martyrium, Celestial Temple, Shamanic Circle, Ossuary, Lakhmid Fire Temple, Fire Temple, Lakhmid Hilltop Shrine, Hilltop Shrine. With boundaries literally set in stone, each man can be sure of what is his.
Local NobilityLocal Nobility100 research points · 5,800 research points to reach it (cheapest route)
Growth: +1Requires: Land for Loyalty, Serfdom, Tolls & CustomsCosts 10,000 gold per turn while researched. Unlocks: Large City, Fortified Town, Smokehouse, Horde Encampment, Subterranean Caches. By convincing all of your regime's legitimacy, one may lead with popular mandate.
New AristocracyNew Aristocracy100 research points · 9,700 research points to reach it (cheapest route)
Construction time: -1 for main settlement buildings
Growth: +3Requires: Local Nobility, Royal MintingCosts 25,000 gold per turn while researched. Unlocks: Dye Factory, Spice Trading Port, Silk Road Bazaar, Arian Cathedral, Monastic Estates, Arian Sanctuary, Latin Cathedral, Monastic Hospice, Latin Sanctuary, Temple of Camulos, Celtic Barrows, Sacrificial Grounds, Temple of Wodan, Germanic Barrows, Irminsul, Imperial Cult Basilica, Basilica of Hermes, Basilica of Isis, Serapeum, Basilica of Sol Invictus, Altar of the Di Superi, Manichaeist Basilica, Manichaeist Library, Shrine of Light, Greek Cathedral, Greek Monastic School, Greek Sanctuary, Temple of the Eternal Sky, Ancestral Altar, Astudan, Lakhmid Temple of Great Fires, Temple of Great Fires, Lakhmid Pirangah, Pirangah. "...and in so far as we follow you do we excel all other nations."
King's CourtKing's Court2,000 research points · 12,700 research points to reach it (cheapest route)
Political incidents: -25% chance of occuring
Public order: +2 from bureaucratic reformsRequires: Royal Council, TithesWhen the conscience fails, gold will always command loyalty.
Patrimonial MonarchPatrimonial Monarch3,000 research points · 15,700 research points to reach it (cheapest route)
Corruption: -5% of current value
Tax rate: +3%
Public order: +5 from bureaucratic reformsRequires: King's CourtUnlocks: Warlord's Castle, Chieftain's Castle. "Follow me, and you will see riches. Disobey, and you will be worse than poor."
Local TraditionsLocal Traditions300 research points · 700 research points to reach it (cheapest route)
Wealth: +2% from cultural buildingsRequires: Community PropertyUnlocks: Great Hall, Tavern, Loremaster's Quarters. The past is alive; it will never die.
Community MarketsCommunity Markets600 research points · 1,300 research points to reach it (cheapest route)
Wealth: +3% from commercial buildingsRequires: Local TraditionsUnlocks: Fishing Wharf, Trade Wharf, Trade Depot, Traders' Camp. "Take what is needed, anything extra can be sold at market."
Tolls & CustomsTolls & Customs1,200 research points · 2,500 research points to reach it (cheapest route)
Wealth: +5% from commercial buildingsRequires: Community MarketsUnlocks: Amber Trader, Fairground, Slave Trader. "The army preserves our way of life. Everyone should fund it. No exceptions."
Royal MintingRoyal Minting2,000 research points · 6,300 research points to reach it (cheapest route)
Wealth: +7% from commercial buildingsRequires: Royal Household, Tolls & CustomsUnlocks: Fishing Port, Trade Port, Amber Market, Slave Market. When his face is everywhere, there can be no doubt who rules.
Sacred KingSacred King600 research points · 1,300 research points to reach it (cheapest route)
Wealth: +3% from cultural buildingsRequires: Local TraditionsUnlocks: Warlord's Hold, Chieftain's Hold, Royal Pavilion. When god and man are one and the same.
Royal HouseholdRoyal Household1,200 research points · 2,500 research points to reach it (cheapest route)
Wealth: +5% from cultural buildingsRequires: Sacred KingUnlocks: Hall of Elders, Mead Hall, Gathering of Elders. Golden is the chain that ties a lord to his master.
Royal CouncilRoyal Council2,000 research points · 4,500 research points to reach it (cheapest route)
Political action cost: -25% personal influence (all characters)Requires: Royal HouseholdUnlocks: Warlord's Keep, Chieftain's Keep, Royal Encampment. A wise ruler has the maturity to respect many points of view.
The Barbarian CodeThe Barbarian Code2,000 research points · 6,500 research points to reach it (cheapest route)
Construction cost: -15% for civic buildings
Tax rate: +5%Requires: Royal CouncilThe rules by which men aspire to live, codified for the benefit of all.
Military technologies (24)
Champion WarfareChampion Warfare600 research points · 1,300 research points to reach it (cheapest route)
Agent recruit experience: +2 for champions
Recruitment cost: -10% for melee infantry unitsRequires: Militarised Society"We could engage in unarmed combat. Then I would snap your spine."
Horns & PipesHorns & Pipes1,200 research points · 2,500 research points to reach it (cheapest route)
Integrity: +8 when raiding.
Recruitment capacity: +1
Income: +100 for every 10% damage caused to settlements during a battle.
Recruitment capacity: +1 when hording.Requires: Champion WarfareLet war commence with trumpet blast and primal howl!
BilletingBilleting2,000 research points · 4,500 research points to reach it (cheapest route)
Recruitment cost: -5%
Upkeep cost: -5% for all unitsRequires: Horns & PipesIt is sensible to receive armed men warmly.
Mercenary ContractsMercenary Contracts2,000 research points · 6,500 research points to reach it (cheapest route)
Recruitment cost: -10% for mercenary units (all characters)
Upkeep cost: -30% for mercenary unitsRequires: BilletingSeeking help is not always a sign of weakness.
Militarised SocietyMilitarised Society300 research points · 700 research points to reach it (cheapest route)
Upkeep cost: -10% for melee infantry unitsRequires: Regional Defence ForceUnlocks: Smithy. It doesn't hurt to keep a few strong arms about.
Standardised EquipmentStandardised Equipment600 research points · 1,900 research points to reach it (cheapest route)Requires: Militarised Society, Military ManoeuvresUnlocks: Steel Forge, Sparring Fields. Standardised equipment turns a rabble into an army.
Organised Armour ProductionOrganised Armour Production1,200 research points · 3,700 research points to reach it (cheapest route)
Replenishment: +1%Requires: Horns & PipesUnlocks: Smiths' Guild, Warriors' Encampment. Aggression alone is not enough to keep a man safe.
Weapon MasteryWeapon Mastery2,000 research points · 5,700 research points to reach it (cheapest route)
Missile attack rate: +10% for missile units
Armour: +3%
Melee damage: +3%Requires: Organised Armour ProductionA true warrior can kill in a wide variety of ways.
Warrior AristocracyWarrior Aristocracy200 research pointsUnlocks: Artisan. The strength to lead is granted to few men.
Regional Defence ForceRegional Defence Force200 research points · 400 research points to reach it (cheapest route)
Recruitment cost: -2%Requires: Warrior AristocracyUnlocks: Hunters' Camp, Raiders' Gathering Place. A well-defended coastline keeps the wolves from the door.
Military ManoeuvresMilitary Manoeuvres300 research points · 1,000 research points to reach it (cheapest route)
Fatigue rate: -20%Requires: Nordic Shipbuilding TechniquesUnlocks: Raiders' Base. Animal cunning beats weight of numbers every time.
Mastery of TerrainMastery of Terrain100 research points · 2,000 research points to reach it (cheapest route)
Battle movement speed: +5%Requires: Standardised EquipmentCosts 2,500 gold per turn while researched. Unlocks: Military Wharf. Intricate knowledge of your homeland is worth its weight in gold.
Combat at DistanceCombat at Distance100 research points · 2,700 research points to reach it (cheapest route)
Ammunition: +10%
Missile damage: +5%Requires: Foreign Siege Methods, Mastery of TerrainCosts 10,000 gold per turn while researched. If you can look a man in the eye, you're close enough to kill him.
Furor CelticaFuror Celtica100 research points · 5,800 research points to reach it (cheapest route)
Campaign movement range: +10%
Charge bonus: +15%Requires: Combat at Distance, Organised Armour ProductionCosts 10,000 gold per turn while researched. Unlocks: Raiders' Hall. With a blood-curdling howl, the furious Celts lay low, with chaotic rage, all before them.
Celtic Warrior CultureCeltic Warrior Culture2,000 research points · 13,600 research points to reach it (cheapest route)
Unit experience: +1 for all recruits
Looting income: +10%
Growth: +15 growth from razing settlements when hording.Requires: Elite Military Class, Weapon Mastery, Furor CelticaUnlocks: Military Port. Heroism is all. Nothing else is of any consequence.
Unified MilitaryUnified Military3,000 research points · 16,600 research points to reach it (cheapest route)
Integrity: +3
Replenishment: +2%
Recruitment capacity: +1
Recruitment capacity: +1 when hording.Requires: Celtic Warrior CultureA strong man can unite all under one banner.
Nordic Shipbuilding TechniquesNordic Shipbuilding Techniques300 research points · 700 research points to reach it (cheapest route)
Recruitment cost: -10% for naval units
Ammunition: +5%Requires: Regional Defence ForceUnlocks: Wood Carver. If you wish to match your enemy, know his ways.
Foreign Siege MethodsForeign Siege Methods600 research points · 1,300 research points to reach it (cheapest route)
Enables construction of medium siege engines
Siege holdout time: +1 (double for city-ports)Requires: Nordic Shipbuilding TechniquesUnlocks: Carpenter, Archery Range. Only the foolish fail to learn from their enemies.
Advanced SiegecraftAdvanced Siegecraft1,200 research points · 5,700 research points to reach it (cheapest route)
Attrition: -30% when under siege (all forces)Requires: Army Drills, Combat at DistanceUnlocks: Carpenters' Guild, Hunters' Encampment. It takes more than superior numbers to force a surrender.
Round TowersRound Towers2,000 research points · 7,700 research points to reach it (cheapest route)
Missile attack rate: +10 for siege units
Enables construction of heavy siege engines
Enemy siege holdout time: -1 (double for city-ports)
Ammunition: +20% during siege defence battles (all forces)Requires: Advanced SiegecraftThe village dwellings huddle against the protective tower, like ducklings around their mother.
Defined Military ObligationDefined Military Obligation600 research points · 1,300 research points to reach it (cheapest route)
Integrity: +1Requires: Nordic Shipbuilding TechniquesBeing prepared is half the battle, and possibly all of the war.
Army DrillsArmy Drills1,200 research points · 2,500 research points to reach it (cheapest route)
Unit experience: +1 for missile unit recruits
Unit experience: +1 for spear infantry recruitsRequires: Defined Military Obligation"It worked for the Romans. It can work again for us."
Elite Military ClassElite Military Class2,000 research points · 4,500 research points to reach it (cheapest route)
Unit experience +1 experience for axe infantry recruits
Unit experience +1 experience for sword infantry recruits
Unit experience: +1 for cavalry unit recruitsRequires: Army DrillsHierarchy keeps men in line and reminds them of their station.
Royal RhetoricRoyal Rhetoric2,000 research points · 6,500 research points to reach it (cheapest route)
Integrity: +2
Campaign movement range: +10%Requires: Elite Military ClassOft times, the carrot is better than the stick.
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).