Freeciv

Quick Jump: List of Technologies


Technologies[]

During the game all nations will race to discover more powerful advances (technologies.) A few advances provide immediate benefits, such as making new actions available to your units. Many introduce new units or buildings you can construct. Most are gateways to further technology. Beware that some advances also make things obsolete. While obsolete units merely become impossible to make, obsolete buildings are immediately sold, and obsolete wonders lose their effect.

By default, each player starts with no technology (this could be changed with the techlevel server option). You direct your research toward one advance at a time. Research progress is measured in research points which are called "bulbs." You can generate your own bulbs through trade and scientists, or receive them from others through blueprints. Unlike gold, which can be transferred or spent on anything, bulbs are research knowledge tied toward acquiring a specific technology. Each technology has a specific bulb cost. The more nations who already know a technology, the more the bulb cost will be reduced, due to a phenomenon called techleak. (See /help techleak).

Each "bulb" or research point you generate is permanently credited toward the technology that was your current research when the bulb was generated. The technology becomes "discovered" and usable when you acquire bulbs equivalent to 100% of its bulb cost. If you switch technology goals, you will start learning the new technology from zero again. You will keep a research bulb credit toward your previous research, which will be there when you come back to your previous research.

Instead of selecting each new advance manually, you can establish a future goal that is several technologies away, and your scientists will work through all the prerequisite advances automatically. (In Freeciv-web, you can do this by 1) clicking a far off tech for which you do not yet have the pre-requisites, 2) middle click, 3) alt-right click.) You can open the Tech tab at the top of the screen to view science progress and set new tech goals. The online hover-help system displays information for every item and technology in the game, allowing you to explore technologies and the capabilities they unlock.

Blueprints[]

The only way to learn a technology is to research it. But there are several ways to more easily gain advances from other civilizations. You might discover blueprints for enemy technology when you capture a city. You can steal blueprints with Diplomats and Spies. Another player may give you technology blueprints in the terms of a pact.

In older game versions, events such as city conquest and technology theft immediately awarded you a technology. This is no longer the case.

Tech theft through espionage, city conquest, and tech trade give you blueprints. Blueprints are a non-transferable bulb credit toward a specific technology advance. The bulb credit reduces the remaining bulb cost for researching the advance. A blueprint fills a technology's bulb account up to but not past the blueprint's value toward that technology. Bulbs are not like "wallet dollars" you can transfer from one research project to another. It is a waste of research effort to acquire partial bulbs into a tech for which you later get blueprints, since the bulb account for a blueprinted tech will not exceed the bulb value of the blueprint.

Use /help blueprints and /show blueprints to learn about the server setting and its configuration in a particular game

Research Goals[]

If you have no future goal and discover a tech, your current research target will go to an unselected state. You will probably have remaining bulbs. When the turn ends, if your current research is still unselected and you have no future goal, then a current research is randomly set for you.

Whenever a new current research is set, all remaining bulbs are permanently assigned to that current research instantly, and then on to the next tech toward your future goal, if there is one.

Blueprints can be obtained by diplomatic treaty, theft, or conquest at any point in time, especially in multiplayer games. It is favorable to leave current research unselected and set new future goals turn-by-turn, so you can weigh your chances of acquiring blueprints before spending your remaining bulbs on techs for which blueprints might give you the bulbs for free.

👉🏻 TIP - If you are unsure how many bulbs are remaining after your last discovery, middle-click an already-researched technology to fetch this information from server.

The Space Race[]

If the server option is enabled, the game may be won peacefully by building a spacecraft and becoming the first civilization to reach Alpha Centauri. To enter the "space race" you must complete the Apollo Program. With the necessary technologies, this allows you to begin building spacecraft parts:

Space Module

cost:2000 upkeep:0

requires:Superconductors

Space Structural

cost:500 upkeep:0

requires:Space Flight

Space Component

cost:1000 upkeep:0

requires:Plastics

The skeleton of your spacecraft consists of structural components, each of which can hold in place either a component or module. Components provide fuel and propulsion systems, and decrease the amount of time your craft will require to reach Alpha Centauri; you can install up to sixteen, though they must be installed in pairs. Modules themselves come in three flavors: a habitation module provides living space for ten thousand colonists; a life support module can keep ten thousand colonists alive; and a solar panel provides the power required by any two other modules.

Use the spaceship window to observe your progress as you build your spacecraft. You may manufacture spacecraft elements anywhere with a factory; they will automatically be assembled in your capital city. As you add components you improve the craft's probability of success and travel time; you may launch as soon as you find these satisfactory. If several civilizations are building spacecraft, they are faced with the decision of whether to launch quickly and start their craft on its way, or continue building in the hopes of launching a faster spacecraft later, or one with a higher probability of success.

During construction and after launch, the spaceship is considered a building of your capital city. It will be lost if your capital is taken or destroyed.

List of Technologies[]

Technology
  • requirements
Effects Allows (Units, Buildings, Techs)
Obsoletes (Units, Buildings)
Advanced Flight
Alphabet
  • Disables Well-Diggers
Amphibious Warfare
Astronomy
Atomic Theory
Automobile
  • Increases population pollution 25%
Avionics
Banking
  • Prevents Philosophy from awarding bonus tech
  • Converts upkeep on Infantry from 1 shield to 1 gold
  • Globally expires extra gold bonus for new trade routes from capitals.
Bridge Building
  • Allows roads on rivers.
  • Upgrades all roads in cities to Bridges
Bronze Working
Ceremonial Burial
Chemistry
Chivalry
Code of Laws
Combined Arms
Combustion
  • +1 move for Trains
Communism
  • Allows government Communism.
  • pre-req for spawning Partisans
Computers
Conscription
  • Allows cities to produce multiple infantry units per turn if the city has the required buildings and output
  • Allows upgrading all foot units to Musketeers for free.
Construction
  • Allows building Fortresses
  • Allows mining deserts
Currency
Democracy
  • Allows Democracy government
Economics
Electricity
  • Increases Amphitheater effect +1
  • +1 move point for Trains
  • Reveals all tiles within one's borders
Electronics
Engineering
  • Allows building Canals
  • Allows building Naval Base
Environmentalism
  • Reduces population pollution by 50%
Espionage
Explosives
Feudalism
Flight
Fusion Power
  •  Hydrogen Bomb
  • Doomsday Bomb
  •  Tactical Nuke
  •  Enrichment Facility
  • Fusion Reactor
Guerilla Warfare
  • Globally sets ability to spawn Partisans
Gunpowder
  • pre-req for spawning Partisans
  • prevents building new Castles
Horseback Riding

Travelers spread news to the world if discovered before Turn 15 (2600 BC)

Industrialization
  • Increases population pollution 25%
Invention
Iron Working
Labor Union
  • Allows upgrading Musketeers to Riflemen for free.
Laser
Leadership
Literacy
Machine Tools
  • Globally obsoletes Great Wall when discovered
Magnetism
Map Making
Masonry
  • Allows building Forts
Mass Production
  • Increases population pollution 25%
Mathematics
Medicine
Metallurgy
  • City Walls cost 75
Microbiology
Miniaturization
Mobile Warfare
Monarchy
  • Allows Monarchy government
Monotheism
Mysticism
  • Doubles the effect of Temples
Nationalism
  • Allows Nationalism government.
Nuclear Fission
Nuclear Power
  • Gives sea units +2 moves
Philosophy
Gives a free tech before T85 (1600AD)

if the nation does not already have

Banking, Invention, or Physics.

Physics
  • Increases unit vision to full 2x
  • Prevents Philosophy from awarding bonus tech
Plastics
  • Increases population pollution 25%
Polytheism
  • Statue of Zeus
Pottery
  • Allows building Quays
  • Disables Well-Diggers
Radar
  • Allows building Radar installations on Airbases.
Radio
  • Allows building Airbase
  • Allows building Buoy
Railroad
  • Allows upgrading Roads to Railroads
  • Less first-time revenue for Trade Routes
Recycling
  • Reduces unit upgrade gold costs by 20%
Refining
  • Allows Oil Wells on Glaciers
Refrigeration
  • Allows upgrading Irrigation to Farmland
Robotics
Rocketry
Sanitation
Seafaring
Space Flight
  • Increases unit vision
  • Increases city radius vision
Stealth
Steam Engine
  • Ends Colossus discount on Commerce units.
Steel
  • Allows building Sea Bridge
  • Allows building Bunker
Superconductors
  • Allows building MagLev super-rails
Tactics
The Corporation
  • +25% Coinage rate for Stock Exchanges. (2.25 gold per shield)
The Republic
  • Allows Republic government
The Wheel
Theocracy
Theology
  • Improves Cathedral effect by +1
  • Improves Michelangelo effect by +1
Theory of Gravity
Trade
University
Warrior Code
  • Allows building Hideouts
Writing
Previous: Government Chapter Next: Wonders