Freeciv 3.2.0-alpha4 tech help (Civ2Civ3 ruleset)[]
Advanced Flight[]
- Allows Bomber.
- Allows Carrier.
- Allows AWACS.
- To preserve this technology for our nation some bulbs are needed each turn.
Enables movement of nuclear units.
Alphabet[]
- Allows Diplomat.
- To preserve this technology for our nation some bulbs are needed each turn.
Amphibious Warfare[]
- Allows Port Facility (with Oceanic terrain).
- Allows Marines.
- To preserve this technology for our nation some bulbs are needed each turn.
Astronomy[]
- Allows Copernicus' Observatory.
- To preserve this technology for our nation some bulbs are needed each turn.
Increases units' vision when in fortresses.
Atomic Theory[]
- To preserve this technology for our nation some bulbs are needed each turn.
Automobile[]
- Allows Super Highways.
- To preserve this technology for our nation some bulbs are needed each turn.
Banking[]
- Allows Bank (with Marketplace).
- To preserve this technology for our nation some bulbs are needed each turn.
Bridge Building[]
- To preserve this technology for our nation some bulbs are needed each turn.
Allows roads to be built on river tiles.
Bronze Working[]
- Allows Colossus.
- Allows Phalanx.
- To preserve this technology for our nation some bulbs are needed each turn.
Ceremonial Burial[]
- Allows Temple.
- Allows Mausoleum of Mausolos.
- To preserve this technology for our nation some bulbs are needed each turn.
Chemistry[]
- To preserve this technology for our nation some bulbs are needed each turn.
Chivalry[]
- Allows King Richard's Crusade.
- Allows Knights.
- To preserve this technology for our nation some bulbs are needed each turn.
Code of Laws[]
- Allows Courthouse.
- To preserve this technology for our nation some bulbs are needed each turn.
Combined Arms[]
- Allows Paratroopers.
- Allows Helicopter.
- To preserve this technology for our nation some bulbs are needed each turn.
Combustion[]
- Allows Submarine.
- To preserve this technology for our nation some bulbs are needed each turn.
Communism[]
- Allows Communism.
- Allows Police Station.
- Allows United Nations.
- To preserve this technology for our nation some bulbs are needed each turn.
Computers[]
- Allows Research Lab (with University).
- Allows Internet (with Research Lab).
- To preserve this technology for our nation some bulbs are needed each turn.
Conscription[]
- Allows Women's Suffrage.
- Allows Riflemen.
- To preserve this technology for our nation some bulbs are needed each turn.
Construction[]
- Allows Aqueduct (absent River and Lake).
- Allows Amphitheater.
- Allows Great Wall.
- Allows Fort (with Land terrain and "Fortress" units).
- Allows Fortress (with Fort, Land terrain, and "Fortress" units but no River).
- To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Migrants, Workers, Engineers, and military infantry units to build forts and fortresses.
Currency[]
- Allows Marketplace.
- To preserve this technology for our nation some bulbs are needed each turn.
Democracy[]
- Allows Democracy.
- Allows Statue of Liberty.
- To preserve this technology for our nation some bulbs are needed each turn.
Economics[]
- Allows Federation.
- Allows Stock Exchange (with Bank).
- Allows A.Smith's Trading Co. (with Stock Exchange).
- To preserve this technology for our nation some bulbs are needed each turn.
Electricity[]
- To preserve this technology for our nation some bulbs are needed each turn.
Allows irrigation without an adjacent water source, improves the effect of Amphitheaters, and increases city vision radius.
Electronics[]
- Allows Hydro Plant (with Factory and River).
- Allows Hoover Dam (with River and Factory).
- To preserve this technology for our nation some bulbs are needed each turn.
Engineering[]
- Allows Destroyer.
- Allows Transport.
- To preserve this technology for our nation some bulbs are needed each turn.
Environmentalism[]
- Allows Solar Plant (with Factory).
- Allows Space Module (with Factory, Library, University, and Research Lab).
- To preserve this technology for our nation some bulbs are needed each turn.
Espionage[]
- Allows Spy.
- To preserve this technology for our nation some bulbs are needed each turn.
Explosives[]
- Allows Engineers.
- To preserve this technology for our nation some bulbs are needed each turn.
Feudalism[]
- Allows Sun Tzu's War Academy.
- Allows Pikemen.
- To preserve this technology for our nation some bulbs are needed each turn.
Flight[]
- Allows Fighter.
- To preserve this technology for our nation some bulbs are needed each turn.
Fusion Power[]
- To preserve this technology for our nation some bulbs are needed each turn.
Makes it possible for Engineers to transform terrains.
Genetic Engineering[]
- Allows Cure For Cancer.
- To preserve this technology for our nation some bulbs are needed each turn.
Guerilla Warfare[]
- Allows Partisan.
- Allows Fanatics (with Fundamentalism).
- To preserve this technology for our nation some bulbs are needed each turn.
Gunpowder[]
- Allows Barracks II.
- Allows Musketeers.
- To preserve this technology for our nation some bulbs are needed each turn.
Horseback Riding[]
- Allows Horsemen.
- To preserve this technology for our nation some bulbs are needed each turn.
Industrialization[]
- Allows Factory.
- To preserve this technology for our nation some bulbs are needed each turn.
Invention[]
- Allows Leonardo's Workshop.
- To preserve this technology for our nation some bulbs are needed each turn.
Halves the upgrade cost of your units.
Iron Working[]
- Allows Legion.
- To preserve this technology for our nation some bulbs are needed each turn.
Labor Union[]
- Allows Mech. Inf..
- To preserve this technology for our nation some bulbs are needed each turn.
Laser[]
- Allows SDI Defense.
- To preserve this technology for our nation some bulbs are needed each turn.
Leadership[]
- Allows Dragoons.
- To preserve this technology for our nation some bulbs are needed each turn.
Literacy[]
- Allows Great Library (with Library).
- To preserve this technology for our nation some bulbs are needed each turn.
Machine Tools[]
- Allows Artillery.
- To preserve this technology for our nation some bulbs are needed each turn.
Magnetism[]
- Allows Magellan's Expedition (with "Sea" terrain).
- Allows Caravel.
- To preserve this technology for our nation some bulbs are needed each turn.
Map Making[]
- Allows Lighthouse (with "Sea" terrain).
- Allows Trireme.
- To preserve this technology for our nation some bulbs are needed each turn.
Masonry[]
- Allows City Walls.
- Allows Pyramids.
- To preserve this technology for our nation some bulbs are needed each turn.
Mass Production[]
- Allows Mass Transit.
- Allows Battleship.
- To preserve this technology for our nation some bulbs are needed each turn.
Mathematics[]
- Allows Catapult.
- To preserve this technology for our nation some bulbs are needed each turn.
Medicine[]
- To preserve this technology for our nation some bulbs are needed each turn.
Reduces the risk of plague in your cities by 30% of the base chance (this is additive with the benefits of any buildings).
Metallurgy[]
- Allows Cannon.
- To preserve this technology for our nation some bulbs are needed each turn.
Miniaturization[]
- Allows Offshore Platform (with Oceanic terrain).
- Allows Oil Platform (with Deep Ocean).
- To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Migrants, Workers, Engineers, and Transports to build oil platforms on Deep Ocean, required to get the bonus from Offshore Platforms.
Mobile Warfare[]
- Allows Barracks III.
- Allows Armor.
- To preserve this technology for our nation some bulbs are needed each turn.
Monarchy[]
- Allows Monarchy.
- To preserve this technology for our nation some bulbs are needed each turn.
Monotheism[]
- Allows Cathedral (with Temple).
- Allows Michelangelo's Chapel (with Cathedral).
- Allows Crusaders.
- To preserve this technology for our nation some bulbs are needed each turn.
Mysticism[]
- Allows Temple of Artemis (with Temple).
- To preserve this technology for our nation some bulbs are needed each turn.
Improves the effect of Temples.
[]
- Allows Coastal Defense (with Oceanic terrain).
- Allows Galleon.
- Allows Frigate.
- To preserve this technology for our nation some bulbs are needed each turn.
Nuclear Fission[]
- Allows Manhattan Project.
- Allows Nuclear.
- To preserve this technology for our nation some bulbs are needed each turn.
Nuclear Power[]
- Allows Nuclear Plant (with Factory).
- To preserve this technology for our nation some bulbs are needed each turn.
Gives sea units one extra move.
Philosophy[]
- The first player to learn Philosophy gets an immediate advance.
- To preserve this technology for our nation some bulbs are needed each turn.
Physics[]
- To preserve this technology for our nation some bulbs are needed each turn.
Plastics[]
- Allows Mfg. Plant (with Factory).
- To preserve this technology for our nation some bulbs are needed each turn.
Polytheism[]
- Allows Statue of Zeus.
- Allows Elephants.
- To preserve this technology for our nation some bulbs are needed each turn.
Pottery[]
- Allows Granary.
- Allows Hanging Gardens.
- Allows Migrants.
- To preserve this technology for our nation some bulbs are needed each turn.
Radio[]
- Allows Airport.
- Allows Airstrip (with Land terrain and "Settlers" units).
- Allows Airbase (with Airstrip, Land terrain, and "Settlers" units but no River).
- Allows Buoy (with Oceanic terrain and "Settlers" units).
- To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Migrants, Workers and Engineers to build airstrips, airbases and buoys. Allows Transports to build buoys.
Railroad[]
- Allows Eiffel Tower.
- Allows Railroad (with Road, "Settlers" units, and Land terrain).
- To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Migrants, Workers and Engineers to upgrade roads to railroads.
For Despotism or Tribal governments, cancels the penalty to worked tiles with output greater than 2 (as if all your cities were always celebrating).
Recycling[]
- Allows Recycling Center.
- To preserve this technology for our nation some bulbs are needed each turn.
Refining[]
- Allows Power Plant (with Factory).
- Allows Oil Well (with Mine).
- To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Migrants, Workers and Engineers to upgrade mines to oil wells on Desert and Glacier tiles, for an extra production point.
Refrigeration[]
- Allows Supermarket.
- Allows Farmland (with Irrigation).
- To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Migrants, Workers and Engineers to upgrade irrigation systems to farmland.
Robotics[]
- Allows Howitzer.
- To preserve this technology for our nation some bulbs are needed each turn.
Rocketry[]
- Allows SAM Battery.
- Allows AEGIS Cruiser.
- Allows Cruise Missile.
- To preserve this technology for our nation some bulbs are needed each turn.
Doubles movement of nuclear units.
Sanitation[]
- Allows Sewer System (with Size 9).
- Allows Shakespeare's Theater.
- To preserve this technology for our nation some bulbs are needed each turn.
Seafaring[]
- Allows Harbor (with "Sea" terrain).
- Allows Explorer.
- To preserve this technology for our nation some bulbs are needed each turn.
Space Flight[]
- Allows Space Structural (with Factory, Library, University, and Research Lab).
- Allows Apollo Program.
- To preserve this technology for our nation some bulbs are needed each turn.
Stealth[]
- Allows Stealth Fighter.
- Allows Stealth Bomber.
- To preserve this technology for our nation some bulbs are needed each turn.
Steam Engine[]
- Allows Darwin's Voyage.
- Allows Ironclad.
- To preserve this technology for our nation some bulbs are needed each turn.
Steel[]
- Allows Cruiser.
- To preserve this technology for our nation some bulbs are needed each turn.
Superconductors[]
- Allows Space Component (with Factory, Library, University, and Research Lab).
- Allows Maglev (with Railroad, "Settlers" units, and Land terrain).
- To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Migrants, Workers and Engineers to upgrade railroads with maglev.
Tactics[]
- Allows Alpine Troops.
- Allows Cavalry.
- To preserve this technology for our nation some bulbs are needed each turn.
The Corporation[]
- Allows Freight.
- To preserve this technology for our nation some bulbs are needed each turn.
Halves the corruption of trade related to distance from the capital (or eliminates it for Federation governments).
The Republic[]
- Allows Republic.
- To preserve this technology for our nation some bulbs are needed each turn.
The Wheel[]
- Allows Chariot.
- To preserve this technology for our nation some bulbs are needed each turn.
Theology[]
- Allows Fundamentalism.
- Allows Ecclesiastical Palace.
- Allows J.S. Bach's Cathedral.
- To preserve this technology for our nation some bulbs are needed each turn.
Improves the effect of Cathedrals.
Theory of Gravity[]
- Allows Isaac Newton's College (with University).
- To preserve this technology for our nation some bulbs are needed each turn.
Trade[]
- Allows Marco Polo's Embassy.
- Allows Caravan.
- To preserve this technology for our nation some bulbs are needed each turn.
Halves the waste of production related to distance from the capital.
University[]
- Allows University (with Library).
- To preserve this technology for our nation some bulbs are needed each turn.
Warrior Code[]
- Allows Archers.
- To preserve this technology for our nation some bulbs are needed each turn.
Writing[]
- Allows Library.
- To preserve this technology for our nation some bulbs are needed each turn.