Update:
Tech Tree organizaton has been figured out... flavors will be heavily used.
The tech tree will be very dynamic, and will leave many options for players (and the AI). All flavors will be used, and will guide civ's into their most likely paths (such as Might, Earth Magic, etc).
1.) The Main Tech Line will be the
Creature/Structure Tech Line. These will include about 8 tech's (possibly 10). For the first 7 techs, each one will include 2 creatures for each town (1 being the base creature, 1 being it's upgrade), and structures that can be built in town to produce these creatures. The final tech on this line will be the Grail Tech. The Grail tech will uncover a new resource (the Grail), which will be required to build your Grail Wonder. The Grail Wonder allows very powerful benefits.
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2.) The
Might Tech Line provides Might oriented tech's and includes approx. 10 techs. Some of these include Artillery, Armorer, Resistance, Luck, and Tactics. Each provides skills that a Hero can use if going for a Might oriented path. These tech's allow for powerful abilities that are not available in the Magic tech line (and vice-versa).
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3.) The
Magic Tech Line provides powerful Magic abilities to those whom choose to go down this path. This includes 10 techs also (although each specific Magic tech includes 4 tech's of it's own). Although Magic user's will miss out of many of the Might abilities, they will make do with being able to research powerful spells which will more than make up for this. Some of these are Earth Magic line, Fire Magic line, Mysticism, Wisdom, and Sorcery.
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4.) Tech's which do not fall into Might or Magic, are in the
Other Tech Line. These are also very useful all-around, and include Navigation, Diplomacy, Estates, Logistics, as well as 3 others.
Additional Tech Tree Info:
With 4 different tech lines to research down (Creatures/Might/Magic/Other), the player will have to find the best balance depending on the given situation, what potential enemies are nearby, what the AI is researching, and what best suits the types of creatures available to your town type, to determine what tech's will best suit him/her. Sometimes, researching down Might and Magic to go for a balanced approach may be best, although doing this may never reach the most powerful of a pure-might or pure-magic approach.
The possibilities are endless, and with 8 different civ's, the re-playability factor should be quite large.
Town Structures and Buildings
Each Civ will have 3 unique town structures to build that gives benefits unique to it.
The Castle town (Erathia) will have the Brotherhood of the Sword, the Lighthouse, and the Stables... whereas the
Inferno town (Eofol) will have the Brimstone Clouds, Castle Gate, and the Order of Fire.
The buildings will complement certain creatures and certain tech lines.. so make sure to pay attention to what fits what the best, to make the most of your advantages!
Although in essence most all creature structures are unique as well (which build your town units), all towns have the same type of buildings, so they won't all be listed here.
Buildings which are similar to all towns are:
>The Villiage, Town, City Hall and Capitol... provide Civ Income.
>Fort, Citadel, and Castle... provide Basic Defense and Production.
>5 Mage Guilds... provide Civ Research.
>Marketplace, Tavern, and the Thieves' Guild... provide other benefits (Hmmm

)
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These are all avaialable from the start of a game, but with their prerequisites and resource requirements, will need some time until they can all be built. Some are absolutely vital, such as the Fort, which requires Wood and Ore, so the initial land grab stage is vital to grab resources.
Resources
There will be a large amount of bonus resources in the game, some which provide hardly any benefits, and some which are quite powerful. Most will be bonus resources, and there will be about 10-15 strategic and luxury. Strategic resources such as Wood and Ore are absolutely vital to all Civ's success, whereas Sulfur are vital to only certain civ's such as the Inferno Town (Eofol).
Sample of what some Tech's Benefits will be: (not set in stone yet)
Archery - Improves Town defense with additional Arrow Towers.
Artillery - Allows building of Ballistas.
Luck - better chance of producing Heroes/Leaders.
Resistance - Allows building Anti-Magic units.
Necromancy - Applies to Necropolis town only, and allows building of Special Skeletons which can in turn enslave more Skeletons. (Necropolis town will be able to horde Skeleton creatures, in many ways, making them effective due to their eventual sheer numbers even though they are an average Level 1 unit).
Navigation - Build better, faster ships.
Earth Magic - 5 tech's which include spells such as Magic Arrow, View Earth, and Earthquake.
Air Magic - 5 tech's which include spells such as View Air, Lightning Bolt, and Summon Air Elemental.
Intelligence - Provides additional research abilities.
Eagle Eye - Allows the ability to Spy and gain Information otherwise unavailable to pure-Might Heroes.
And that's about it for now
Tom