Freeciv 3.1.4 tech help (Sandbox ruleset)

Advanced Flight

* To preserve this technology for our nation some bulbs are needed each turn.

Enables movement of nuclear units.

Enables airlift of medium weight units.

Alphabet

* To preserve this technology for our nation some bulbs are needed each turn.

Amphibious Warfare

* Allows Port Facility (with Oceanic terrain).
* 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.
* 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.
* 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

* To preserve this technology for our nation some bulbs are needed each turn.

Combustion

* 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.
* 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).
* Allows Castle (with Fortress, Feudalism, Land terrain, "Settlers" units, 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.

Grants you vision inside your borders.

Electronics

* Allows Hydro Plant (with Factory and River).
* Allows Hoover Dam (with River and Factory).
* Prevents Goods.
* Allows Equipment (with Metal).
* To preserve this technology for our nation some bulbs are needed each turn.

Engineering

* 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).
* Allows Guidestones.
* To preserve this technology for our nation some bulbs are needed each turn.

Espionage

* To preserve this technology for our nation some bulbs are needed each turn.

Explosives

* To preserve this technology for our nation some bulbs are needed each turn.

Feudalism

* Allows Sun Tzu's War Academy.
* Allows Castle (with Fortress, Construction, Land terrain, "Settlers" units, and "Fortress" units but no River).
* To preserve this technology for our nation some bulbs are needed each turn.

Flight

* To preserve this technology for our nation some bulbs are needed each turn.

Enables airlift of light weight units.

Fusion Power

* To preserve this technology for our nation some bulbs are needed each turn.

Makes it possible for Engineers to transform terrains.

Enables airlift of heavy weight units.

Genetic Engineering

* Allows Cure For Cancer.
* To preserve this technology for our nation some bulbs are needed each turn.

Guerilla Warfare

* To preserve this technology for our nation some bulbs are needed each turn.

Gunpowder

* Allows Barracks II.
* To preserve this technology for our nation some bulbs are needed each turn.

Horseback Riding

* 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

* To preserve this technology for our nation some bulbs are needed each turn.

Labor Union

* 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

* 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

* To preserve this technology for our nation some bulbs are needed each turn.

Magnetism

* Allows Magellan's Expedition (with "Sea" terrain).
* To preserve this technology for our nation some bulbs are needed each turn.

Map Making

* Allows Lighthouse (with "Sea" terrain).
* 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.
* To preserve this technology for our nation some bulbs are needed each turn.

Mathematics

* 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

* 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.
* 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).
* 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.

Nanomaterials

* Allows Space Elevator Tether (with Space Elevator but no Space Elevator).
* Allows Space Elevator (with Apollo Program and Oceanic terrain but no Space Elevator).
* To preserve this technology for our nation some bulbs are needed each turn.

Navigation

* Allows Coastal Defense (with Oceanic terrain).
* To preserve this technology for our nation some bulbs are needed each turn.

Nuclear Fission

* Allows Manhattan Project.
* 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 Amêzârâkian Mysteries.
* Allows Statue of Zeus.
* To preserve this technology for our nation some bulbs are needed each turn.

Pottery

* Allows Granary.
* Allows Hanging Gardens.
* 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.

Halves one-time revenue from new trade routes.

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

* To preserve this technology for our nation some bulbs are needed each turn.

Rocketry

* Allows SAM Battery.
* To preserve this technology for our nation some bulbs are needed each turn.

Doubles movement of nuclear units.

Ruler Apotheosis

* Allows Altar to The Divine Ruler.
* To preserve this technology for our nation some bulbs are needed each turn.

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).
* 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

* To preserve this technology for our nation some bulbs are needed each turn.

Steam Engine

* Allows Darwin's Voyage.
* To preserve this technology for our nation some bulbs are needed each turn.

Steel

* 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

* To preserve this technology for our nation some bulbs are needed each turn.

The Corporation

* 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

* 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.
* Allows Treuga Dei.
* 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.
* 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 Chichen Itza.
* 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.