Hehe, I'm signing you up.
Also, a preview of what can be researched:
Techs
Tier 1
Masonry (Allows Walls, Allows Dungeon)
Hunting (Allows Hunter)
Trade (Allows Market)
Writing (Allows Library)
Mining (Allows Mines)
Warfare (Allows Barracks, Allows Town Watch, Allows Conquest economy)
Fishing (Allows Fishery)
Mysticism (Allows sending disciples)
Arts (+3 stability when researched)
Agriculture (Allows Agriculture economy)
Tier 2
Smelting (Allows Forge, Allows Lumbermill) (Req. Mining)
Bronze Working (Allows Bronze resource, Allows Axemen, Allows Swordsmen, Allows Military State labor) (Req. Smelting)
Horseback Riding (Allows Horseman) (Req. Warfare or Trade)
Priesthood (Allows Priests, Allows Temples) (Req. Mysticism)
Code of Laws (Allows Courthouse, Allows Caste System labor) (Req. Writing)
Sailing (Allows Transport, Galleon, Allows Port) (Req. Fishing)
Herbalism (Allows Herbalist, makes assassination attempts more likely to succeed) (Req. Hunting or Agriculture)
Drama (Allows Teathers, +5 stability when researched) (Req. Arts)
Mathematics (Allows Forts, Allows Catapults, Allows Mercantilism economy) (Req. Writing)
Knowledge of Ether (Allows Adepts) (Req. Mysticism or Writing)
Tracking (Boosts Hunters) (Req. Hunting)
Caravans (Allows Inn, Allows Tavern, Allows Foreign Trade economy) (Req. Trade)
Archery (Allows Archer) (Req. Hunting or Warfare)
Tier 3
Feudalism (Allows Serfdom labor) (Req. Code of Laws)
Iron Working (Allows Iron resource, Allows Macemen, Allows Longswordmen) (Req. Bronze Working)
Light Cavalry (Allows Light Cavalry) (Req. Horseback Riding)
Heavy Cavalry (Allows Heavy Cavalry) (Req. Horseback Riding)
Machinery (Allows Windmills, Allows Trebuchets, Allows Crossbow) (Req. Mathematics)
Compass (Allows ships to travel to seas adjacent to your provinces, allows Ship of the Line, Frigate) (Req. Sailing)
Alchemy (Allows Alchemy Lab, Mages more potent) (Req. Knowledge of Ether or Herbalism)
Currency (Allows Money Changer, Allows Gambling House, Allows Tax Office) (Req. Mathematics)
Sorcery (Allows Mages) (Req. Knowledge of Ether)
Feral Bond (Allows Rangers) (Req. Tracking)
Religious Law (Religion and priests more potent) (Req. Priesthood)
Tier 4
Armored Cavalry (Allows Knights) (Req. Heavy Cavalry)
Stirrups (Allows Horse Archers) (Req. Light Cavalry)
Commune with Nature (Allows Beastmaster) (Req. Feral Bond)
Strength of Will (Allows Archmages) (Req. Sorcery)
Divine Contact (Allows High Priests) (Req. Religious Law)
Rage (Allows Berserkers) (Req. Iron Working)
Mithril Weapons (Allows Phalanx, Allows Mithril resource) (Req. Iron Working)
Blasting Powder (Allows Cannons, Allows Arquebus) (Req. Machinery)
My idea is that to research next tier you need to research at least half of current tier techs. Also, Tier 1 techs take 1 turn to research, Tier 2 take 3 turns, Tier 3 take 5 turns and Tier 4 take 8 turns. I might review that later. Also, Tier 1 techs cost 100 gold, Tier 2 300, Tier 3 500 and Tier 4 800.
Troops
Light Infantry (Cheap early on, later on quick and mobile, good at attacking cities)
Militia/Peasants->Swordsmen->Longswordmen->Berserker
Heavy Infantry (Good against Light Infantry, Light Cavalry)
/->Axemen->Macemen->Phalanx
Light Cavalry (Good against Archers, small unprotected units like priests, routing units)
Horsemen->Light Cavalry->Horse Archer
Heavy Cavalry (Good against almost everything, especially on offensive, slightly vulnerable to Heavy Infantry of Horse Archers )
Horsemen->Heavy Cavalry->Knights
Archers (Good against Heavy Infantry)
Archer->Crossbowmen->Arquebus
Siege (Against fortified targets and massive stacks)
Catapult->Trebuchet->Cannon
Mages (Cast Spells, spheres can be learnt at cost)
Adept->Mage->Archmage
Priests (Cast Spells)
Priests->High Priests
Recon (Good against heavy troops, mages, priests, good in forests, improve efficiency of all other troops. Note that there is a gap between Hunters and Rangers- That is because Hunters get improved by Tracking at no cost)
Hunters->Rangers->Beastmasters
Also, a preview of what can be researched:
Techs
Tier 1
Masonry (Allows Walls, Allows Dungeon)
Hunting (Allows Hunter)
Trade (Allows Market)
Writing (Allows Library)
Mining (Allows Mines)
Warfare (Allows Barracks, Allows Town Watch, Allows Conquest economy)
Fishing (Allows Fishery)
Mysticism (Allows sending disciples)
Arts (+3 stability when researched)
Agriculture (Allows Agriculture economy)
Tier 2
Smelting (Allows Forge, Allows Lumbermill) (Req. Mining)
Bronze Working (Allows Bronze resource, Allows Axemen, Allows Swordsmen, Allows Military State labor) (Req. Smelting)
Horseback Riding (Allows Horseman) (Req. Warfare or Trade)
Priesthood (Allows Priests, Allows Temples) (Req. Mysticism)
Code of Laws (Allows Courthouse, Allows Caste System labor) (Req. Writing)
Sailing (Allows Transport, Galleon, Allows Port) (Req. Fishing)
Herbalism (Allows Herbalist, makes assassination attempts more likely to succeed) (Req. Hunting or Agriculture)
Drama (Allows Teathers, +5 stability when researched) (Req. Arts)
Mathematics (Allows Forts, Allows Catapults, Allows Mercantilism economy) (Req. Writing)
Knowledge of Ether (Allows Adepts) (Req. Mysticism or Writing)
Tracking (Boosts Hunters) (Req. Hunting)
Caravans (Allows Inn, Allows Tavern, Allows Foreign Trade economy) (Req. Trade)
Archery (Allows Archer) (Req. Hunting or Warfare)
Tier 3
Feudalism (Allows Serfdom labor) (Req. Code of Laws)
Iron Working (Allows Iron resource, Allows Macemen, Allows Longswordmen) (Req. Bronze Working)
Light Cavalry (Allows Light Cavalry) (Req. Horseback Riding)
Heavy Cavalry (Allows Heavy Cavalry) (Req. Horseback Riding)
Machinery (Allows Windmills, Allows Trebuchets, Allows Crossbow) (Req. Mathematics)
Compass (Allows ships to travel to seas adjacent to your provinces, allows Ship of the Line, Frigate) (Req. Sailing)
Alchemy (Allows Alchemy Lab, Mages more potent) (Req. Knowledge of Ether or Herbalism)
Currency (Allows Money Changer, Allows Gambling House, Allows Tax Office) (Req. Mathematics)
Sorcery (Allows Mages) (Req. Knowledge of Ether)
Feral Bond (Allows Rangers) (Req. Tracking)
Religious Law (Religion and priests more potent) (Req. Priesthood)
Tier 4
Armored Cavalry (Allows Knights) (Req. Heavy Cavalry)
Stirrups (Allows Horse Archers) (Req. Light Cavalry)
Commune with Nature (Allows Beastmaster) (Req. Feral Bond)
Strength of Will (Allows Archmages) (Req. Sorcery)
Divine Contact (Allows High Priests) (Req. Religious Law)
Rage (Allows Berserkers) (Req. Iron Working)
Mithril Weapons (Allows Phalanx, Allows Mithril resource) (Req. Iron Working)
Blasting Powder (Allows Cannons, Allows Arquebus) (Req. Machinery)
My idea is that to research next tier you need to research at least half of current tier techs. Also, Tier 1 techs take 1 turn to research, Tier 2 take 3 turns, Tier 3 take 5 turns and Tier 4 take 8 turns. I might review that later. Also, Tier 1 techs cost 100 gold, Tier 2 300, Tier 3 500 and Tier 4 800.
Troops
Light Infantry (Cheap early on, later on quick and mobile, good at attacking cities)
Militia/Peasants->Swordsmen->Longswordmen->Berserker
Heavy Infantry (Good against Light Infantry, Light Cavalry)
/->Axemen->Macemen->Phalanx
Light Cavalry (Good against Archers, small unprotected units like priests, routing units)
Horsemen->Light Cavalry->Horse Archer
Heavy Cavalry (Good against almost everything, especially on offensive, slightly vulnerable to Heavy Infantry of Horse Archers )
Horsemen->Heavy Cavalry->Knights
Archers (Good against Heavy Infantry)
Archer->Crossbowmen->Arquebus
Siege (Against fortified targets and massive stacks)
Catapult->Trebuchet->Cannon
Mages (Cast Spells, spheres can be learnt at cost)
Adept->Mage->Archmage
Priests (Cast Spells)
Priests->High Priests
Recon (Good against heavy troops, mages, priests, good in forests, improve efficiency of all other troops. Note that there is a gap between Hunters and Rangers- That is because Hunters get improved by Tracking at no cost)
Hunters->Rangers->Beastmasters