Freeciv 3.1.4 tech help (Experimental ruleset)
Advanced Flight
* Only those who know Conscription, Feudalism, Radio, and Steel can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Alphabet
* To preserve this technology for our nation some bulbs are needed each turn.
Amphibious Warfare
* Allows Port Facility (with Oceanic terrain).
* Only those who know Astronomy, Map Making, and Tactics can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Astronomy
* Allows Copernicus' Observatory.
* Only those who know Ceremonial Burial and Mathematics can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Atomic Theory
* Only those who know Navigation and Theory of Gravity can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Automobile
* Allows Super Highways.
* Only those who know Combustion and Metallurgy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Increases the population's contribution to pollution.
Banking
* Allows Bank (with Marketplace).
* Only those who know Currency and The Republic can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Bridge Building
* Only those who know Construction can acquire this technology (by any means).
* 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.
* To preserve this technology for our nation some bulbs are needed each turn.
Chemistry
* Only those who know Medicine can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Chivalry
* Only those who know Feudalism can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Code of Laws
* Allows Courthouse.
* Only those who know Alphabet can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Combined Arms
* Only those who know Advanced Flight and Automobile can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Combustion
* Only those who know Chemistry, Invention, and Refining can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Communism
* Allows Communism.
* Allows Police Station.
* Allows United Nations.
* Only those who know Industrialization can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Reduces the effect of Cathedrals.
Computers
* Allows Research Lab (with University).
* Allows SETI Program.
* Only those who know Automobile and Miniaturization can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Conscription
* Only those who know Metallurgy and The Republic can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Construction
* Allows Aqueduct.
* Allows Colosseum.
* Allows Fortress (with Land terrain and "Settlers" units).
* Only those who know Currency can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Workers and Engineers to build fortresses, and to build oil wells on Desert tiles.
Currency
* Allows Marketplace.
* Only those who know Bronze Working can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Democracy
* Allows Democracy.
* Allows Statue of Liberty.
* Only those who know Invention and The Republic can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Economics
* Allows Stock Exchange (with Bank).
* Allows A.Smith's Trading Co..
* Only those who know Currency, The Republic, and University can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Electricity
* Only those who know Metallurgy and Physics can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Improves the effect of Colosseums.
Electronics
* Allows Hydro Plant (with Factory and River).
* Allows Hoover Dam (with River).
* Only those who know Metallurgy and The Corporation can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Engineering
* Allows King Richard's Crusade.
* Only those who know Construction and Horseback Riding can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Environmentalism
* Allows Solar Plant (with Factory).
* Only those who know Mass Production and Space Flight can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Espionage
* Only those who know Communism and Invention can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Explosives
* Only those who know Chemistry and Invention can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Feudalism
* Allows Sun Tzu's War Academy.
* Only those who know Monarchy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Flight
* Only those who know Combustion can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Decreases one-time revenue from new trade routes.
Fusion Power
* Only those who know Superconductors can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Genetic Engineering
* Allows Genetic Lab.
* Allows Cure For Cancer.
* Only those who know The Corporation can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Guerilla Warfare
* Only those who know Communism, Conscription, and Feudalism can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Gunpowder
* Allows Barracks II.
* Allows Coastal Defense (with Oceanic terrain).
* Only those who know Invention can acquire this technology (by any means).
* 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.
* Allows Women's Suffrage.
* Only those who know Railroad and The Republic can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Population will start contributing to pollution.
Invention
* Allows Leonardo's Workshop.
* Only those who know Engineering and Writing can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Increases units' vision when in fortresses.
Iron Working
* Only those who know Bronze Working can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Labor Union
* Only those who know Communism, Conscription, Feudalism, and Mass Production can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Laser
* Allows SDI Defense.
* Only those who know Nuclear Power can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Leadership
* Only those who know Feudalism and Gunpowder can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Literacy
* Allows Great Library.
* Only those who know Writing can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Machine Tools
* Only those who know Conscription, Feudalism, and Steel can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Magnetism
* Only those who know Bronze Working and Physics can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Map Making
* Allows Lighthouse (with Oceanic terrain).
* Only those who know Alphabet can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Masonry
* Allows City Walls.
* Allows Palace.
* Allows Great Wall.
* Allows Pyramids.
* To preserve this technology for our nation some bulbs are needed each turn.
Mass Production
* Allows Mass Transit.
* Only those who know Automobile can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Increases the population's contribution to pollution.
Mathematics
* Only those who know Alphabet can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Medicine
* Allows Hospital.
* Allows Shakespeare's Theater.
* Only those who know Currency and Philosophy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Metallurgy
* Only those who know Gunpowder and Philosophy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Miniaturization
* Allows Offshore Platform (with Oceanic terrain).
* Only those who know Machine Tools and The Corporation can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Mobile Warfare
* Allows Barracks III.
* Only those who know Automobile, Conscription, and Feudalism can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Monarchy
* Allows Monarchy.
* Only those who know Code of Laws can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Monotheism
* Allows Cathedral (with Temple).
* Allows Michelangelo's Chapel.
* Only those who know Horseback Riding and Philosophy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Mysticism
* Allows Oracle.
* Only those who know Ceremonial Burial can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Improves the effect of Temples.
Navigation
* Allows Magellan's Expedition (with Oceanic terrain).
* Only those who know Astronomy and Map Making can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Nuclear Fission
* Allows Manhattan Project.
* Only those who know Mass Production and Theory of Gravity can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Nuclear Power
* Allows Nuclear Plant (with Factory).
* Only those who know Nuclear Fission can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Gives sea units one extra move.
Philosophy
* Only those who know Ceremonial Burial and Literacy can acquire this technology (by any means).
* The first player to learn Philosophy gets an immediate advance.
* To preserve this technology for our nation some bulbs are needed each turn.
Physics
* Only those who know Navigation and Writing can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Plastics
* Allows Space Component (with Factory).
* Only those who know Space Flight can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Increases the population's contribution to pollution.
Polytheism
* Only those who know Horseback Riding can acquire this technology (by any means).
* 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 Airbase (with Land terrain and "Airbase" units).
* Allows Buoy (with Oceanic terrain and "Airbase" units).
* Only those who know Flight and Metallurgy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Allows Workers and Engineers to build airbases and buoys.
Railroad
* Allows Darwin's Voyage.
* Allows Railroad (with Road, "Settlers" units, and Land terrain).
* Only those who know Steam Engine can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Workers and Engineers to upgrade roads to railroads.
Decreases one-time revenue from new trade routes.
Recycling
* Allows Recycling Center.
* Only those who know Mass Production can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Refining
* Allows Power Plant (with Factory).
* Only those who know Medicine and The Corporation can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Workers and Engineers to build oil wells on Glacier tiles.
Refrigeration
* Allows Supermarket.
* Allows Farmland (with Irrigation).
* Only those who know Electricity and Medicine can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Workers and Engineers to upgrade irrigation systems to farmland.
Robotics
* Allows Mfg. Plant (with Factory).
* Only those who know Computers can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Rocketry
* Allows SAM Battery.
* Only those who know Advanced Flight can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Sanitation
* Allows Sewer System (with Aqueduct).
* Only those who know Construction, Horseback Riding, and Medicine can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Seafaring
* Allows Harbor (with Oceanic terrain).
* Only those who know Map Making can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Space Flight
* Allows Space Structural (with Factory).
* Allows Apollo Program.
* Only those who know Automobile, Miniaturization, and Rocketry can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Stealth
* Only those who know Conscription, Feudalism, Radio, Steel, and Superconductors can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Steam Engine
* Allows Eiffel Tower.
* Only those who know Engineering and Physics can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Steel
* Only those who know Industrialization and Metallurgy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Superconductors
* Allows Space Module (with Factory).
* Allows Maglev (with Railroad, "Settlers" units, and Land terrain).
* Only those who know Laser can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Allows Settlers, Workers and Engineers to upgrade railroads with maglev.
Tactics
* Only those who know Conscription and Feudalism can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
The Corporation
* Only those who know Industrialization and University can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
The Republic
* Allows Republic.
* Only those who know Literacy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
The Wheel
* Only those who know Horseback Riding can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Theology
* Allows J.S. Bach's Cathedral.
* Only those who know Feudalism, Horseback Riding, and Philosophy can acquire this technology (by any means).
* 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.
* Only those who know Mathematics and University can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Trade
* Allows Marco Polo's Embassy.
* Only those who know Alphabet and Currency can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
University
* Allows University (with Library).
* Only those who know Philosophy can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.
Warrior Code
* To preserve this technology for our nation some bulbs are needed each turn.
Writing
* Allows Library.
* Only those who know Alphabet can acquire this technology (by any means).
* To preserve this technology for our nation some bulbs are needed each turn.