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TROOPS(cost per a hundred men, except for Chariots):
Light Spearman: 1G
Light Swordsman: 2G
Slinger: 1G
Archer: 2G
AGRARIAN OR CENTRALISED CULTURE ONLY
War Charioteer: 10G
HUNTER CULTURE ONLY
Tribal Hunter: 0.5G
Tribal Warrior: 1G
NOMAD CULTURE ONLY
Nomad Horseman: 6G
MILITARY TECH 1+
Heavy Infantryman: 2G
MILITARY TECH 3+
Mounted Spearman: 8G
Mounted Swordsman: 8G
MILITARY TECH 6+:
Crossbowman
*****
SHIPS and ARTILLERY:
FOREIGN TECH 1+
Early Warship: 5G
Early Trade Ship: 2G - increases Trade Income to a maximum number.
FOREIGN TECH 6+
War Galley: 6G
Early Pirate Catcher: 3G - more effective version of Early Trade Ship.
MILITARY TECH 2+
Fort: 10G
MILITARY TECH 4+
Catapult: 4G
MILITARY TECH 6+
Ballista: 6G
MILITARY TECH 7+
Castle: 20G
*****
BUILDINGS:
STATE TECH 6+
Clay Mine: 2SI
Salt Mine: 2SI
Tin Mine: 2SI
Copper Mine: 2SI
Iron Mine: 2SI - REQUIRES IRON AGE
Silver Mine: 2SI
Gold Mine: 2SI
Gemstone Mine: 2SI
*****
OTHER:
Missionary: 4G - Attempts to convert random provinces.
FOREIGN TECH 2+
Colonist: 4G - Can create and maintain overseas provinces colonies for 2 SI.
FOREIGN TECH 4+
Spy: 4G - Can be used to sabotage enemies or scout battlegrounds.
FOREIGN TECH 7+
Trademaster: 100G - Allows you to profit from a secondary (or tertiary, or etc.) Trade Node.
STATE TECH 5+
Advisor: 10G - Gives you +1 Influence Point per turn in chosen Affairs. Only one Advisor may improve one type of Influence Income at a time.
Great Advisor: 50G - Gives you +2 Influence Point per turn in chosen Affairs. Only one Advisor may improve one type of Influence Income at a time.
Superb Advisor: 250G - Gives you +3 Influence Point per turn in chosen Affairs. Only one Advisor may improve one type of Influence Income at a time.
*****
TECHNOLOGIES(must be researched in order):
STATE TECHNOLOGY:
Tech 1(10SI)- The Script- Unlocks trade income and boosts stability
Tech 2(10SI)- The Plough- Increases income from any farmable province by 5G
Tech 3(10SI)- Written Laws- Boosts stability
Tech 4(15SI)- Watering Systems- Increases income of 1-income provinces to 5 and 10-income provinces to 15
Tech 5(15SI) - Advisors- You can now recruit advisors. Advisors give you extra influence points per turn. Only one advisor for one type of Affairs can be active at a time. 10G - 1 point 50G - 2 points 250G - 3 points
Tech 6(15SI) - Mines. - You can build mines in provinces if they have deposits. One mine costs 4 SI to build. Clay - 2G, Salt - 10G, Tin - 5G, Copper - 10G, Iron (IRON AGE) - 20G, Silver - 50G, Gold - 100G, Gems, 250 G.
Tech 7 (20SI) - Fertilising - Increases income from all provinces by 5G
MILITARY TECHNOLOGY
Tech 1(10MI)- Armour- Allows to train Heavy Infantry for 2G
Tech 2(10MI)- Fort Engineering- Allows you to build forts for 10G
Tech 3(10MI)- Cavalry- Allows you to recruit Mounted Swordsmen and Mounted Spearmen for 8G.
Tech 4(15MI)- Early Siegecraft- Allows you to build Catapults for 4G
Tech 5(15MI) - Civil Armies - Increases manpower limit by 5 percentage points during war.
Tech 6 - Crossbow - Allows you to build Ballistae for 5G and recruit Crossbowmen for 2G.
Tech 7 - Better Defenses - Allows you to build Castle for 20G
FOREIGN TECHNOLOGY
Tech 1(10FI)- Early Maritime Technologies- Allows you to build Early Warship for 5G and Early Trade Ship for 2G
Tech 2(10FI)- Early Colonialism- Allows you to recruit Colonists for 4G, who can create colonies remote from your main territories for State Influence
Tech 3(10FI)- Early Financial Tools- Allows you to take loans from the bank
Tech 4(15FI)- Spy Networks- Allows you to employ spies for sabotaging enemies and scouting battle areas at the cost of 4G
Tech 5(15FI) - Embargoes- You can now issue embargoes to reduce enemy income.
Tech 6(15FI) - Naval Innovation - Allows you to build War Galley for 6G and Pirate Catcher for 3G.
Tech 7(20FI) - Magnate - Allows you to recruit a Trademaster for 100G, which will allow you to profit from two Trade Nodes.
     
 
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