Ara: History Untold

Ara: History Untold

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Ara: History Untold - Technology and Build Guide
By GladiusArdens
This guide offers my analysis of each technology, along with suggestions for technology progression in each era. It takes you through the eras in a sample game, providing corresponding build orders for each city. The guide also includes general information to support your strategy. This is based on the current version, Update 1.2.
   
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General Information
  • City growth is crucial for numerous benefits, but it’s important to maintain Quality of Life (QoL) at 100 at some point for Happiness and Knowledge.
  • Only construct as many special resource buildings in regions as truly needed. Surplus resources can simply be built over. But later on, you gain access to Eyeglasses, which provide +1 Production for Industry Improvements. This can have a significant impact, especially if you have a large number of such improvements, even if they are not strictly necessary. Increased production offers numerous benefits, such as boosting the output of Food and Goods.
  • Religion provides significant advantages.
  • Housing is most effective in the city center, with the highest level providing +7. However, there are four military buildings and one palace that are more important for the city center. Military buildings make city sieges harder for enemies, especially if your own armies are defending. Housing should therefore mostly be built in other regions. Ultimately, it’s up to you to decide which approach you prefer. Personally, I enjoy the aspect of being encouraged to construct more Dwellings, as this effectively boosts Production through the added Supplies, Baskets, and Furniture in a meaningful way.
  • Focusing regions entirely on the same type of building isn’t always ideal. Some buildings boost Quality of Life (QoL), so it’s better to distribute them across cities. The capital is often the most efficient producer and should be prioritized for some goods production.
  • Wonders should only be constructed in 2- or 3-slot regions. Maybe you are lucky and get a 1-slot region.
  • Exceeding the city limit comes with penalties: +1 over reduces Happiness in all cities by 10, while +2 and +3 reduce it by 36. Expansion beyond the limit is only feasible through war or government changes, not via settling.
  • Unit strength is dependent on city security during drafting.
  • Always ensure at least one coastal region for docks.
  • Military strength can be viewed in the Prestige screen.
  • On the largest map with the maximum number of AI opponents, only one settler is worth producing. Focus on conquest instead. It’s just too crowded.
  • Carefully place granaries and wells. Avoid situating them in regions solely focused on food production, it’s less efficient but possible. Instead, prioritize regions with resources like dyes, tobacco, or horses. Only build as many granaries as necessary; not every city requires one. However, it might be more beneficial to place them in food regions if no other options are available, to put their effect to use.
  • Hunting animals early is beneficial to quickly gather enough food for settler production.
  • Economic strength for Prestige only accounts for profits.
  • In the early game, focusing on population growth works well, especially up to the Ancient Era on Marathon speed. However, by the Antiquities, maintaining Quality of Life (QoL) becomes easier. That’s why I focus on maintaining both Happiness and Knowledge at 100 from that point onward.
  • At Marathon Speed, it's often worth stopping your cities from growing if you want to maintain 100 Happiness and Knowledge. This speed option only affects your research speed, which results in fewer resources available in eras where your cities are larger than on Default Speed.
  • The most important QoL stats starting in the Antiquities Era are Knowledge and Happiness. You will grow too quickly anyway, but Health is still valuable if you have room to improve it. Health becomes more important in newly founded cities that need to grow to increase production.
  • Establishing a cultural region can be worthwhile, especially if you plan to build infrastructures like a monastery later on.
  • Establishing a science region to make use of their benefits.
  • It might be a good idea to plan ahead and leave one empty slot for a Coffee House in a region dedicated only to culture, industry and government buildings.
  • Be cautious, as the Weaver and Apothecary both transform into Industry Improvements when upgraded.
  • The +5 Research Paragon is massive in the early game! It accelerates your early game in Act 1 by around 6-8 turns, or possibly even more.
  • Plan the Mill in advance as it ensures strong production for the respective region.
  • Prosperity can generate a significant amount of wealth later on if you increase it from 90 to 100, which boosts tax income from 90% to 200%. But it’s still not that important compared to the other QoL options.
  • It’s better to keep your cities’ food supply positive before increasing the housing cap, as they will continue to grow with positive food. They will halt growth once they reach the population needed to grow to the next tier.
  • I recommend not assigning the goods Tractors, Air Conditioners, Refrigerator, Power, Computer, Indoor Stove, Book, Newspaper, Encyclopedia, Wine, Liquor, and Beer to your policy slots. Instead, handle these manually.
  • You’ll likely have around 10 economy buildings in your cities, which is why it’s a good idea to create two dedicated regions with only economy buildings. The reasoning is straightforward: your Pub generates Wealth based on the number of culture and commerce buildings in the same region. This means you can also include culture buildings to maximize its benefits. Additionally, in the Atomic Age, you’ll unlock another building that increases Wealth when placed in a region containing only commerce and culture buildings, making this strategy even more advantageous.
  • Focus on bringing your city tier cap precisely to 27. This can accelerate your city’s growth, as progressing beyond that point becomes significantly more challenging. You’ll also need to manually halt growth to avoid issues, as you may fall short on QoL to support higher tiers
Build Example
The following aspects apply solely to the specific build example outlined and there are some suggestions for improvement.
  • Whenever I mention a farm, I’m referring to building the highest available option.
  • It’s not necessary to build one Mill in every city; focus on your capital and the next two cities. It’s not essential, but it’s certainly an optimization.
  • You don’t really need to build security buildings. I only did it to reduce the number of available improvements. Currently, only one city requires security for its units.
  • Conquering other cities, especially capitals, will significantly increase your science rate since you don’t need to grow them yourself. This is especially true when you exceed seven cities.
  • Keep in mind that your cities can reach higher tiers depending on whether you build wonders, gain religious benefits, or choose a civilization that boosts QoL or Paragons.
  • I completely overlooked the value of the Stables Expert, which provides +10 City Build Production. Make sure to construct these in every city!
  • I intentionally chose not to use the Gather Knowledge option.
  • Unfortunately, my first paragon wasn't the +5 Research Paragon.
  • The following game is played on Grand Duke difficulty to start with a Quality of Life (QoL) value of 50.
  • This game is played at marathon pace as Wu Zetian (China).
  • Lastly, if you need more units, simply build more units.
Ancient History (Starting at Turn 1)
Overview
  • Complete Feast with Wealth Boost as fast as possible. You want to have 1 Feast for your second city immediately. Maybe you find some by hunting.
  • Start Build Options:
      Choose between:
    • Scout, Settler, Workshop or 3 Spearmen
    • Scout, Settler, and a Bowman Army.
  • Use the Scout for hunting to quickly gather food for your first settler.
  • Try to build your first workshop in a region with low food ressources.
  • Aim to get grain ressources early on.
  • Aim to settle your cities with 3-6 tiles between cities. The more, the better, but it ultimately depends on the number of players, the map size, and the risk of others settling between your cities, which can be quite frustrating.
  • Workshop focus: Produce baskets as many as necessary, maybe as a good early amenity; ropes and stone tools.
  • Specialists: Pick the +5 Research Paragon.
  • First New City: The Security Event is good to take or Happiness. Train your military units there. Prepare this city as a security hub by constructing a watchtower.
  • You might get significant population growth from tribes joining you. That’s why you want to establish good relations with barbarians.
  • Resource Priorities: Be on the lookout for ivory, precious stones or precious metals.
  • Prioritize securing access to Horses for both your Stable and your units. Consider settling near Horse resources to ensure availability

Technology
  • Grain Storage (Yes, essential, else it will be only useful later in the Antiquities Era. On one hand, it's too late, and on the other hand, it becomes irrelevant at that point.)
  • Ropemaking (Yes, provides Rope, which is needed for the Granary, Great Hearth, Workshop, as well as for constructing the Palace, The Great Pyramid of Giza, Nemrut Dag, and Stonehenge; also required for the Logging Camp)
  • Herbalism (Yes, a great building (+5 Health, +10 Knowledge) and a useful amenity (15 Health))
  • Fermenting (No/Maybe, you'll unlock it in the Iron Age. It may be useful if you have Grapes)
  • Pottery (Maybe, unlocked in the Bronze Age. Consider it if you want to be the first to build wonders like The Great Pyramid of Giza (for experts) or Nemrut Dag (though the technology is less exciting). Winning Prestige points by building first might not be crucial)
  • Animal Husbandry (Yes, unlocks various animal resources and the Plow)
  • Archery (Yes/Maybe, unlocks Unit and the Watchtower (15 Security))

Recommended Technology Order
  1. Archery
  2. Grain Storage
  3. Ropemaking
  4. Herbalism
  5. Animal Husbandry

Value of basic resources at the end of this era: +22 Wealth, +10 Wood, +7 Materials

Capital (Tier 5): Scout, Settler, Archers Army (depends), Workshop, Farm (Grain), Granary, 2x Dwelling, Farm (Food), Apothecary, Settler, 2x Workshop.

City 2 (Tier 4): Watchtower, Dwelling, Apothecary, Farm (Food).

Available Amenities
  • Perfume (15 Happiness, 5 Prosperity)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Baskets (1 Production, 10 Prosperity)
  • Herbal Medicine (15 Health) or Grain Store (30 Food, 50 Growth)
Bronze Age (Starting at Turn 60)
Overview
  • Build Altars for Religion and Research: Choose based on your needs. Sacred Temple or Gurdwara (depending on whether you plan to research candles). I advise you not to go for the candle building.
  • Produce Resources: Manufacture ropes (10 needed for the palace) and furniture as required. Continue producing baskets for amenities.
  • Optimize Resource Use: Always check if resources can be utilized to boost goods production instead of spending money, as preserving wealth increases prestige growth.
Technology
  • Trading (Yes, Trade Goods are incredibly valuable, providing +20 Prosperity, +10 Security, +5 Happiness, and +10 Knowledge. You won’t gain access to it again until much later. It also unlocks Roads, the Bakery, a good wealth building)
  • Code of Laws (Maybe, the wonder is powerful but likely to be highly contested. The government it provides is weaker than the religious government, although the Amenity is valuable. Overall, it’s only worth pursuing if you’re rushing the wonder)
  • Chariots (Yes/Maybe, it unlocks strong units, and War Chariots are essential for a wonder. Carriages will rarely be used, but Horses are necessary. I did not use Carriages at all. The Stable improvement is excellent, offering +10 City Build Production when paired with an expert. Be sure to construct one in every city)
  • Sails (No, Docks are the only interesting aspect, but you don’t need them early on)
  • Weaving (Yes, it provides an excellent supply of Furniture (+1 Production))
  • Masonry (Yes, the Place is great, and you can start producing Ceramic Pots. The wonder might be worth considering with Experts)
  • The Wheel (No, it mainly provides the Wheel, which you should already have in plenty)
  • Leatherworking (Maybe, it’s a cheap and useful Amenity (+10 Health, +10% Production), though I personally don’t use it much. However, it’s needed to produce Leather, which is useful for building books quickly. You won’t need to research this technology, as the building will be unlocked later on anyway. But it’s your only chance to get the Amenity)
  • Sacred Rites (Yes, it grants Religion + Government, +1 Research from Altars, and a +10 Knowledge Amenity)

Recommended Technology Order (1 more than needed, maybe skip Leatherworking)
  1. Sacred Rites
  2. Masonry
  3. Irrigation (Event)
  4. Trading
  5. Leatherworking
  6. Weaving
  7. Chariots

Value of basic resources at the end of this era: +70 Wealth, +26 Wood, +18 Materials

Capital (9): Settler, Workshop, Stone Pit (Gemstone), Altar, Watchtower, Workshop, Dwelling, Logging Camp, Ceramic Shop, Water Well, Trading Post, Logging Camp, Palace, Flower Field, Weaver, Settler (Earlier), Bakery, Unit.

City 2 (7): Stone Pit (Limestone), Altar, Water Well, Trading Post, Weaver, Dwelling.

City 3 (6): Watchtower, Dwelling, Altar, Water Well, Trading Post, Apothecary.

City 4 (4): Watchtower, Dwelling, Farm (Horses), Water Well.

Available Amenities
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Flowers (10 Happiness)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Baskets (1 Production, 10 Prosperity)
  • Herbal Medicine (15 Health) or Grain Store (30 Food, 50 Growth)
Iron Age (Starting at Turn 116)
Overview
  • Produce Resources: Manufacture metal tools and metal pots. Sooner or later your farms need plows.
  • Military Units: To produce these you need horses or metal or wheels, elephants with metal.
  • Inn Placement: Combine inns with other economic or cultural buildings in the same region.
  • Weavers Focus: Limit weavers to producing garments only.

Technology
  • Coinage (No, this is the only opportunity to construct a building that generates coins, but Prosperity has limited impact. It barely affects the Wealth you generate in your cities. If you choose it, you'll likely use it sparingly. Its only marginal benefit is speeding up Currency production later on, but even that isn’t particularly strong. Additionally, the building is restricted to one per nation. If it were available in every city, it could generate substantial Prosperity, making it a better option)
  • Cultural Heritage (Maybe, this choice unlocks a single building that increases Knowledge by 5 and provides a useful +15 Knowledge Amenity. Available once per city)
    Siege Warfare (Maybe, this includes a Second Tier Building that you’ll need for upgrades unless you demolish it and construct the Third Tier after researching its technology. City Walls are excellent but expensive and hurt your Prestige per turn. You’ll gain access to them again at the start of Act 2. Siege units are crucial for conquering. More effective ranged units. This may be the last good opportunity to take it early)
  • Navigation (No, provides +5 Knowledge, +5 Prosperity, and an additional Merchant (1 per nation). However, the wonder is boring, and fish are not a priority)
  • Irrigation (Yes, can be obtained cheaply via an event in the previous era. It improves farms significantly, provides a Water Well for every city (+15 Health), and introduces a Flower Amenity (+10 Happiness and +5 Happiness for your capital). The wonder is decent)
  • Monument Building (No, limited to one per nation, granting 10 Prosperity and +1 Prestige per turn)
  • Hospitality (Yes, unlocks Wine (+10 Happiness and +5 Prosperity) and better Gourmet Meals (+15 Happiness, +5 Health, +30 Growth, +15 Food). The Inn is an excellent building for increasing Wealth (+5 Prosperity). Other amenities are less useful, but Bread can be used to boost production speed of your Gourmet Meals)
  • Textiles (Yes, offers a fantastic Amenity (+10 Health, +15 Happiness, +15 Prosperity) and supplies to enhance its production)

Recommended Technology Order
  1. Irrigation (Event)
  2. Hospitality or Textiles
  3. Textiles or Hospitality
  4. Cultural Heritage or Siege Warfare
  5. Siege Warfare or Cultural Heritage

Value of basic resources at the end of this era: +197 Wealth, +44 Wood, +10 Materials

Capital (12): Blacksmith, 2x Bakery, Stone Pit (Gold), Unit, Inn, Blacksmith, Dwelling, Farm (Sugar), Farm (Food), 4x Unit, Farm (Food), City Temple, Workshop, City Walls.

City 2 (10): Barracks, Unit, Inn, Dwelling, Tannery, City Temple, 4x Tannery.

City 3 (9): Dwelling, Weaver, Inn, Farm (Food), 2x Farm (Sheep), City Temple, Barracks.

City 4 (7): Altar, Trading Post, Apothecary, Inn, Farm (Food), Dwelling, City Temple.

City 5 (4): Watchtower, Water Well, Farm (Corn), Farm (Food), Dwelling, Trading Post , Inn, Farm (Food).

New available Amenities
  • Garments (10 Health, 15 Happiness, 15 Prosperity)
  • Scroll (15 Knowledge)
  • Metal Pots (10 Prosperity, 15 Health)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)

Antiquities (Starting at Turn 161)
Wasted 1 turn because I didn’t have enough books yet for the overpowered wonder. It was achievable, just a slight misplay on my part.

Overview
  • Manufacture chariots along with gear, glass, concrete, hourglasses, paper, preserved food.
  • Military units require metal.
  • Note: As this era comes to a close, some improvements and units will become obsolete. Make sure to queue up your Fortresses, Units, and Wonders if they haven't been built yet

Technology
  • Philosophy (Maybe, Republic provides +2 City Cap, and its Knowledge and Happiness bonuses are better than Theocracy’s general +5 QoL policy. While the Republic sacrifices some Wealth (especially compared to Theocracy's +4 Wealth policy), the drawbacks are minor. There are three main reasons to skip this technology: Event Unlock: You may receive an event that unlocks this government. Superior Government Incoming: A far better government becomes available in the next era. High Research Cost: This technology has double the research cost of others in its era. It’s worth considering this as your first technology, especially if you're not ahead and the chances of securing the overpowered wonder are slim. With this approach, you’d have around 40 turns to grow your two additional cities and secure land. However, this could hinder the development of your larger cities, as it would limit your options for increasing their tiers due to the loss of 15–20 Knowledge. To offset this, you might need to research an additional technology in this era, which comes with its own consequences.Alternatively, you could choose this as your second technology. While this would leave you fewer turns to grow your additional cities, it would allow you to pursue the Engineering or Algebra wonders instead. Still, this would also likely require researching one extra technology in the era, as skipping Milling, Paper, or Scholarship simply isn’t a viable option)
  • Milling (Yes, this technology is essential for producing paper. While the associated amenity is useful, it’s not critical. Other mill bonuses are great)
  • Elite Training (No/Maybe, it’s not worth researching solely for one unit. However, it is effective against Cavalry, so if you lack options to field your own Cavalry, it could justify the investment. Otherwise, standard Swordsmen effectively counter anti-Cavalry units)
  • Scholarship (Yes, the associated wonder is extremely powerful, generating +30 Prestige per turn with three book masterpieces created. It also provides a strong research building and +20 Knowledge. While the research effect currently seems to be non-functional, it remains an excellent choice overall)
  • Engineering (Yes, This technology has a solid wonder, useful supplies, goods for production, and amenities. It offers +15 Knowledge and +5 Prosperity, making it a strong option overall. However, you only need four technologies to progress, and there are already three essential picks.Consider Engineering if you’re confident about securing the wonder, as it allows you to boost your tier levels by 2. Even without the wonder, the benefits, like gears and hourglasses, are appealing. Acquiring these later requires researching one or two suboptimal technologies. If you skip this now, these benefits will reappear in the era when they are more critical. Additionally, Amphitheaters are only relevant until the High Medieval Era, as by then, you’ll have better tools to balance Happiness and Knowledge. However this technology is essential right now, because it allows you to increase your material output after the current era or build Mines over ressources you need. Without it, you won’t be able to construct new Stone Pits anymore, and Engineering is the only technology that unlocks the next-tier Mine. Otherwise, you’d have to wait until the Atomic Age to build Industrial Mines, which would be devastating)
  • Arches (Maybe, this technology unlocks the final tier of City Siege Defense with +35 Security. The Arena is limited to one per nation, providing +10 Happiness and +5 Wealth. However, the building itself isn’t particularly necessary)
  • Algebra (Maybe/Yes, Academies, available once per city, are excellent buildings, and the associated wonder is beneficial. It provides +20 Knowledge)
  • Paper (Yes, this technology is essential for producing paper. Additionally, it provides a good science building (+25 Knowledge) and an improved sawmill)
  • Candles (Maybe, the Festival isn’t a game-changer, offering only slightly better attributes than the Feast. Candles are easy to produce, but their utility as an amenity is limited. Their main benefit lies in providing +2 Knowledge per Dwelling as a supply bonus)

Recommended Technology Order
  1. Engineering (wonder contest) or Algebra (wonder contest) or Milling or Philosophy
  2. Milling
  3. Paper
  4. Scholarship

Value of basic resources at the end of this era: +315 Wealth, +65 Wood, +10 Materials

Capital (15): Bakery, Farm (Frankincense), Barracks, Unit, Amphitheatre of El Jem, 2x Logging Camp, Farm (Food), Mill, Dwelling, upgrade Watchtower, Library, 2x Unit, 2x Settler, Unit.

City 2 (12): 2x Farm (Food), Mill, Docks, Library, Dwelling, Farm (Food), The Library of Celsus, upgrade Watchtower.

City 3 (12): Dwelling, Stone Pit (Gold), Ceramic Shop, 2x Farm (Food), Mill, Farm (Food), 2x Ceramic Shop, Library, Dwelling, Ceramic Shop, Mine (Iron), upgrade Watchtower.

City 4 (11): Farm (Sheep), Farm (Food), Mill, Dwelling, Unit, Farm (Food), Library, Barracks, upgrade Watchtower.

City 5 (9): Apothecary, Altar, City Temple, Dwelling, Mill, Docks, Library, Dwelling, Farm (Food), upgrade Watchtower.

Available Amenities
  • Garments (10 Health, 15 Happiness, 15 Prosperity)
  • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Hourglass (15 Knowledge, 5 Prosperity)
  • Scroll (15 Knowledge)
  • Metal Pots (10 Prosperity, 15 Health)
  • Herbal Medicine (15 Health)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Flowers (10 Happiness)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Baskets (1 Production, 10 Prosperity)
  • Grain Store (30 Food, 50 Growth)

The optimal layout for Tier 13-14 with an Amphitheatre is as follows: Garment, Gourmet Meals, Trade Goods, Jewelry, Scroll, Feast, and Flowers. For any empty slots, use Hourglass, Codex, or Sandals.
Early Middle Ages (Starting at Turn 203)
Overview
  • Wine: The best of the three supplies
  • Liquor: The best of the three amenities.
  • Syrup: The most practical option for acceleration.
  • Try to build Grocers in regions without breweries.
  • Military Units: Elephants with metal, horses with metal, Berserkers require only money and food, and metal for crossbows and melee units.

Technology
  • Alchemy (Yes, provides valuable supplies and amenities: Soap for dwellings (+3 Health), Medicine as an improved health amenity (+25 Health), Fertilizer for farms, and Perfume (+15 Happiness, +5 Prosperity) to boost city tiers)
  • Feudalism (Yes, unlocks units, an overpowered government that generates a massive amount of Wealth, and a defensive military building)
  • Stirrups (Maybe, offers a unit that counters Feudal units. Consider this option if you still lack horses)
  • Stained Glass (Maybe, Enables the production of Stained Glass goods, allowing the construction of three wonders and one building later. However, it has limited practical use. Of the wonders, only La Grande-Place is notable, offering +10 Research for Libraries (equating to +70 Research later). Unfortunately, this effect is currently bugged and non-functional. The building is also unremarkable. If the wonder worked as intended, this technology would be excellent. Only pursue this if you are confident you’ll be the first to construct the wonder)
  • Decorative Arts (Maybe, currently, more tools are needed to increase Happiness, allowing higher city tiers while maintaining 100 Happiness consistently. The building itself provides +5 Happiness, +5 Prosperity, +5 Security, and +2 Masterpiece Creation Speed. Amenities include two options for +15 Happiness and a supply option for +2 Happiness)
  • Illuminated Manuscripts (Yes, Provides a building that grants +10 Knowledge and +1 Masterpiece Creation Speed for each Culture Improvement in the region. While decent, the more valuable addition is the Cemetery, which offers +10 Happiness and +10 Health)
  • Crossbows (Maybe, a ranged unit that is +4 Force stronger than its predecessor)
  • Brewing (Yes, the Pub is a great improvement, tho converting +5 Prosperity into +5 Security, which slightly reduces Wealth but provides better supply options. Grocers are excellent for a small boost in Happiness and +10 Health. The Brewery is exceptional, providing +10 Happiness and unlocking Happiness amenities like:
    • +20 Happiness, -1 Knowledge
    • +10 Happiness, -1 Knowledge, +5 Prosperity
    Additionally, the unit unlocked is strong against Anti-Cavalry units, further reducing the importance of Stirrups)

Recommended Technology Order
  1. Feudalism
  2. Brewing
  3. Alchemy
  4. Illuminated Manuscripts (Knowledge is more important right now) or Decorative Arts

With the current tools available, combined with the Amphitheatre of El Jem, your cities can achieve the following tier levels:
  • Brewery Cities: Tier 19 with 101 (-1) Knowledge and 105 Happiness. Without a Brewery, they are limited to Tier 18 (-10 Happiness).
  • Capital: Tier 20 with 103 (-1) Knowledge and 115 Happiness.
Note: Upgrading the Apothecary reduces Knowledge by 5. Using Pub supplies results in an additional -1 Knowledge but increases Happiness.

Value of basic resources at the end of this era: +678 Wealth, +96 Wood, +147 Materials

Capital (18): Mine (Materials), School, 3x Mine (Materials), Castle, Brewery, Farm (Food), Mine, Farm (Food), Dwelling, upgrade Farm (Food), upgrade Apothecary, Grocer, Cemetery, Unit.

City 2 (17): School, Castle, Brewery, Grocer, Farm (Food), Dwelling, Cemetery, Monastery.

City 3 (16): School, Castle, Brewery, Mine (Obsidian), 2x upgrade Farm (Food), upgrade Inn, Cemetery, Unit.

City 4 (14): Farm (Food), Grocer, School, Dwelling, Cemetery, Monastery.

City 5 (11): School, Grocer, Cemetery, Monastery.

City 6 (3): Dwelling, Library, Altar, Water Well, Monastery.

City 7 (3): Dwelling, Library, Altar, Cemetery.

Available Amenities
  • Garments (10 Health, 15 Happiness, 15 Prosperity)
  • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Book (20 Knowledge)
  • Liquor (20 Happiness, -1 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Hourglass (15 Knowledge, 5 Prosperity)
  • Perfume (15 Happiness, 5 Prosperity)
  • Pastries (15 Happiness, -5 Health, 15 Food, 10 Prosperity)
  • Scroll (15 Knowledge)
  • Medicine (25 Health)
  • Metal Pots (10 Prosperity, 15 Health)
  • Herbal Medicine (15 Health)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Flowers (10 Happiness)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Baskets (1 Production, 10 Prosperity)
  • Grain Store (30 Food, 50 Growth)

The optimal layout for Tier 18 with an Amphitheatre is as follows: Codex, Garments, Feast, Jewelry, Trade Goods, Gourmet Meals, Scroll, Hourglass, Pastries, Metal Pots, and Book.
High Medieval Era (Starting at Turn 231)
I won’t build Oxford University in this game to better understand how fast progress can be achieved without it.

Overview
  • Military Units: Use Metal + Horses or Metal.

Technology
  • Heavy Plows (No, Heavy Plows now work, but the boost they provide is minimal. You can manage well without them. Upgrading the Brewery decreases Happiness by 5. The Topiary Park is limited to one per nation and requires temperate or tropical forests)
  • Baking (No, The building is one per nation and provides only minor Prosperity QoL along with an amenity that also boosts it)
  • Horseshoes (Maybe, The Race Track (20 Happiness, 10 Prosperity) is limited to one per nation. Barrels are useful but not essential early on, as they become available later. Boots (10 Health, 10 Happiness) are decent, and the new horse unit gets +6 Force)
  • Musical Theory (No, The Amphitheater (25 Happiness, 5 Prosperity) is one per nation, and the amenity placement feels inefficient. Either you can already produce it, or it becomes available later with other buildings. The wonder is not particularly appealing)
  • Architecture (Maybe, the next-tier Dwellings might be useful now, but you can access them later. The Crafting Guild and Mosaic Tiles are the same, nice but not urgent. Considerations:

    • The wonder's impact (+1 Masterpiece Creation Speed) is unclear.
    • Glass Windows (20 Health) are useful.
    • Mosaic Tiles are realistically limited to enabling 3-4 wonders, of which only one (Oxford University) is significant.
    • If Oxford University is unattainable, this technology may not be worthwhile.
    • The effect granting +1 Research for Universities seems currently bugged)
  • Pilgrimage (No, offers a building with 10 Prosperity, a weak food amenity, and an unimpressive wonder)
  • Haberdashery (Yes,
    • Fine Clothes: 25 Health, 15 Happiness, 10 Prosperity, 10 Security.
    • Shoes: 20 Health, 5 Happiness, 5 Prosperity.
    • Slippers: 10 Health, 15 Happiness, 15 Prosperity.
    Note: Fine Clothes may be available later, but now is the only chance to acquire Slippers and Shoes)
  • Optics (Maybe, the building is limited to one per nation, granting 15 Knowledge and 19 Research with proper supplies. The amenity is excellent, but finding a free slot may be difficult without sacrificing tier levels or Knowledge/Happiness balance. Flat +54 Research per turn (doubled to +108 overall) makes it better than Oxford University, which provides ~59 in Act 3)
  • Stronghold Engineering (No, the siege weapon isn't worth it, existing siege units are sufficient. The wonder is also unremarkable)
  • Mechanized Clocks (Maybe, the Crafting Guild was discussed above. The Clock amenity (+10 Knowledge) is decent but not vital.The supply option is useful but becomes obsolete as better options emerge)
  • Metallurgy (Maybe, the wonder isn’t essential. Bonuses from experts are unnecessary; one city with mines in a single region can supply materials for the entire game. Workshop bonuses are nice but not critical. If Engineering wasn’t chosen earlier, this could be an option for Concrete and Gear)
  • Longbows (No, An upgrade over current Bowmen, but not worth researching just for that unit. A superior ranged unit (28 Force) becomes available at the end of this era)
    Universities (Yes, Universities are highly beneficial, offering 35 Knowledge and increased Research. The wonder is valuable, but you’ll need the Architecture technology to build it)

Recommended Technology Order
  1. Architecture or Optics or Universities
  2. Universities
  3. Optics or Haberdashery
  4. Haberdashery or Optics

Value of basic resources at the end of this era: +750 Wealth, +183 Wood, +197 Materials

With the current tools available, combined with the Amphitheatre of El Jem, your cities can achieve the following tier levels:

  • Brewery Cities: Tier 23 with 104 (-1 to -5) Knowledge and 153 Happiness. Without a Brewery, they are limited to Tier 23 (-10 Happiness).
  • Capital: Tier 26 with 101 (-1 to -6) Knowledge and 143 Happiness.

Note: Upgrading the Apothecary reduces Knowledge by 5. Using Pub supplies results in an additional -1 Knowledge but increases Happiness.

Capital (22): Monastery, Apothecary, 2x upgrade Farm (Food), Docks, upgrade Dwelling & 3x Logging Camp, Observatory, Farm (Food), upgrade Dwelling, University, upgrade Weaver, upgrade Logging Camp, upgrade Dwelling.

City 2 (21): upgrade Farm (Food), upgrade Inn & Trading Post & Dwelling, 2x Farm (Food), upgrade Dwelling, University, Farm (Food), upgrade Dwelling, Tailor.

City 3 (19): Dwelling, Monastery, 2x Farm (Food), upgrade Trading Post, University, Grocer, Farm (Food), upgrade Dwelling, Tailor.

City 4 (18): upgrade Farm (Food), upgrade Inn & Dwelling, Docks, upgrade Dwelling, Farm (Food), upgrade Dwelling, University, Farm (Food).

City 5 (14): upgrade Farm (Food), upgrade Dwelling & Inn, Farm (Food), upgrade Farm, upgrade Dwelling.

  • City 6 (5): Farm (Food), Cemetery, City Temple, Farm (Food), Pub.

    City 7 (5): Water Well, City Temple.

    Available Amenities
    • Telescope (5 Research)
    • Law Books (30 Security, if you need to reach 100 but must first upgrade to a Town Center.)
    • Fine Clothes (25 Health, 15 Happiness, 10 Prosperity, 10 Security)
    • Garments & Slippers (10 Health, 15 Happiness, 15 Prosperity)
    • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
    • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
    • Book (20 Knowledge)
    • Liquor (20 Happiness, -1 Knowledge)
    • Jewelry (10 Prosperity, 15 Happiness)
    • Hourglass (15 Knowledge, 5 Prosperity)
    • Perfume (15 Happiness, 5 Prosperity)
    • Pastries (15 Happiness, -5 Health, 15 Food, 10 Prosperity)
    • Scroll (15 Knowledge)
    • Shoes (20 Health, 5 Happiness, 5 Prosperity)
    • Medicine (25 Health)
    • Glass Windows (20 Health)
    • Metal Pots (10 Prosperity, 15 Health)
    • Herbal Medicine (15 Health)
    • Feast (25 Growth, 5 Food, 10 Happiness)
    • Sandals (10 Health, 10% Production)
    • Codes (10 Knowledge)
    • Flowers (10 Happiness)
    • Bread (10 Health, 10 Food, used for Gourmet Meals)
    • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
    • Baskets (1 Production, 10 Prosperity)
    • Grain Store (30 Food, 50 Growth)

    Here is the optimal layout for Tier 22 capital with Amphitheatre: Sandals, Garments, Feast, Jewelry, Trade Goods, Gourmet Meals, Herbal Medicine, Hourglass, Flowers, Metal Pots, Books, Perfume, Bread, Glass Windows, Telescope, and Liquor.

    For Tier 19: Feast, Garments, Book, Jewelry, Gourmet Meals, Trade Goods, Hourglass, Glass Windows, Herbal Medicine, Perfume, Metal Pots, Liquor, and Telescope.
Renaissance (Starting at Turn 256)
Overview
  • Military units: Gunpowder, Horses + Gunpowder, Gunpowder + Metal
  • Craft Barrels and Eyeglasses.

Technology
  • Windmills (No, the ability to craft Dried Food with Windmills isn't really necessary. While it helps increase food production, it’s not essential. It offers an additional +4 craft production compared to the +10 craft production available only in the improvement region. It's not crucial)
  • Firearms (Maybe, as they provide very strong units, but the government force cap is not useful. The war type and policies are also not particularly interesting. Explosives aren't necessary at this stage since they aren’t needed for units in this or the next era)
  • Coffee Houses (Yes, Coffee Houses will provide around 12-15 Happiness, which is quite beneficial. While Brewed Coffee isn't a significant amenity, it’s a great supply. With 7 cities, you’ll gain a flat 45 Research. The wonder isn't functioning at the moment, but if it were, it would be too late to build it.)
    Shipbuilding (Maybe, as sea units aren't particularly useful, though the Drydock is excellent, increasing your production by 25% over the prior version. However, this can also be unlocked in the next era. The decision comes down to whether the production boost now is more valuable, especially in addressing food production issues, or if waiting for the next era, where more irrelevant technologies are available, might be better)
  • Steel (Maybe, at this point, you may notice that food production is becoming challenging. You grow so quickly that you need to build a ton of farms and the Indoor Stove could be helpful. But Steel can also be obtained in the next era, and it comes with a 100% technology take, making it an option to consider later. There’s also a chance to unlock a wonder here, though others may have already built it)
  • Printing Press (Yes, this is your only opportunity to get the Print Shop, which allows you to produce Newspapers (+1 Research for Science Improvements, 10 Security, 10 Prosperity, and 20 Knowledge). The Knowledge and Research boosts are valuable, with each city producing 2 to 3 research, totaling 14 to 17 research. The wonder itself is boring)
  • Perspective Art (Maybe, the building provides +15 production and 10 Happiness, but it’s only available once per nation)
  • Hospitals (Maybe, General Hospitals provide 25 Health per city and +2 Research. With other science buildings, this boosts Research by an additional +3, totaling +5 Research per city. With 7 cities, this gives a flat 35 Research. Additionally, you can use it as a supply for an extra 3 Knowledge per Library. The +2 Research effect is currently not working)
  • Cannons (No, siege units still aren't worth it, and this single unit won't be enough)

Recommended Technology Order
  1. Coffee Houses
  2. Hospitals
  3. Perspective Art or Firearms
  4. Printing Press

Value of basic resources at the end of this era: +981 Wealth, +264 Wood, +227 Materials

With the current tools available, combined with the Amphitheatre of El Jem, your cities can achieve the following tier levels:
  • Brewery Cities: Tier 23 with 104 (-1 to -5) Knowledge and 153 Happiness. Without a Brewery, they are limited to Tier 23 (-10 Happiness).
  • Capital: Tier 26 with 101 (-1 to -6) Knowledge and 143 Happiness.

Note: Upgrading the Apothecary reduces Knowledge by 5. Using Pub supplies results in an additional -1 Knowledge but increases Happiness.

Capital (26): upgrade Dwelling, upgrade Farm (Food), Farm (Food), upgrade (Dwelling), General Hospital, Armory, Farm (Food), Coffee House, Farm (Food), Residence, upgrade Inn, Plaza, upgrade Trading Post & Weaver & Workshop, Crafting Guild.

City 2 (25): upgrade Dwelling & Weaver, upgrade Dwelling, Farm (Food), upgrade Gathering Hall, 2x Farm (Food), Residence, General Hospital, Coffee House.

City 3 (24): upgrade Dwelling, Farm (Food), 2x upgrade Dwelling, Farm (Food), General Hospital, Farm (Food), upgrade Dwelling, Farm (Food), Docks, Coffee House.

City 4 (24): upgrade Dwelling, Farm (Food), upgrade Dwelling, Farm (Food), upgrade Gathering Hall, Residence, General Hospital, 2x Farm (Food), Tailor, upgrade Trading Post.

City 5 (19): upgrade Dwelling & Trading Post, upgrade Gathering Hall, Farm (Food), Residence, University, Farm (Cotton Field), 2x Fishing Net (Fish), 2x Fishing Net (Shellfish).

City 6 (8): Bazaar, School.

City 7 (8): Bazaar, School, Monastery.

Available Amenities
  • Telescope (5 Research)
  • Eye Glasses (+1 Research for Science Improvements, 1 Production for Industry Improvements)
  • Law Books (30 Security, if you need to go to 100, but you need to upgrade to Town Center)
  • Fine Clothes (25 Health, 15 Happiness, 10 Prosperity, 10 Security)
  • Garments & Slippers (10 Health, 15 Happiness, 15 Prosperity)
  • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Book (20 Knowledge)
  • Liquor (20 Happiness, -1 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Hourglass (15 Knowledge, 5 Prosperity)
  • Perfume (15 Happiness, 5 Prosperity)
  • Pastries (15 Happiness, -5 Health, 15 Food, 10 Prosperity)
  • Scroll (15 Knowledge)
  • Shoes (20 Health, 5 Happiness, 5 Prosperity)
  • Medicine (25 Health)
  • Glass Windows (20 Health)
  • Metal Pots (10 Prosperity, 15 Health)
  • Herbal Medicine (15 Health)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Flowers (10 Happiness)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Brewed Coffee (10% Production)
  • Baskets (1 Production, 10 Prosperity)
  • Grain Store (30 Food, 50 Growth)
Enlightenment (Starting at Turn 280)
Overview
  • Military Units: Elephants, Camels, and Horses with Gunpowder, Gunpowder.
  • Produce Industrial Tools, Indoor Stove, and Steel.
  • Build Museum & Exhibition Hall.
Technology
  • Symphonies (No/Maybe, this building is available only once per nation and provides 5 + X Happiness, which isn’t particularly significant. The Good is decent, but requires you to have researched Decorative Arts, which is a less favorable option compared to alternatives)
  • Mercantilism (Maybe, this depends on whether you researched Shipbuilding. If you did, this technology isn’t worth pursuing. The Currency amenity isn’t particularly strong, and producing enough for multiple cities will be a challenge. Lamp Post likely won’t be used. The Wonder is underwhelming)
  • Cartridges (No, this unit doesn’t provide much improvement. If you’ve already researched Firearms, it seems redundant. Rifling would be a better option)
  • Steam Engines (No, although the food amenity is useful, it’s not worth pursuing. In the next era, you'll gain access to a better food Good, the Refrigerator, which offers 4 Health and 50 Food as a supply, and 25 Health and 100 Food as an amenity)
  • Rifling (Maybe, good units, but the Wonder is lackluster)
  • Precision Engineering (Yes, this technology is essential for the Museum and Exhibition Hall, which boosts your prestige per turn by 50. Prioritize this research. Industrial Tools will be available sooner, and the other benefits are also valuable, especially if you skipped Steel technology)
  • Democracy (Maybe, this is your only opportunity to acquire City Hall, which increases city build production by 10% and security by 10. While not spectacular, it’s still decent. The government also increases your city cap by 1, which is not so useful compared to the current government. When you want to expand then just conquer new cities. Overall, Prosperity and policies are unremarkable)

Recommended Technology Order
  1. Precision Engineering
  2. Rifling
  3. Mercantilism
  4. Democracy

Value of basic resources at the end of this era: +1,4k Wealth, +426 Wood, +253 Materials

With the current tools available, combined with the Amphitheatre of El Jem, your cities can achieve the following tier levels:
  • Brewery Cities: Tier 25 with 104 (-1 to -5) Knowledge and 170 Happiness. Without a Brewery, they are limited to Tier 25 (-10 Happiness).
  • Capital: Tier 27 with 101 (-1 to -6) Knowledge and 165 (-30) Happiness.

Note: Upgrading the Apothecary reduces Knowledge by 5. Using Pub supplies results in an additional -1 Knowledge but increases Happiness. Dock cities have (+10 Knowledge).

Capital (27): Crafting Guild, upgrade Stone Pit, 2x upgrade Blacksmith, Print Shop, 2x Armory, 2x Print Shop, 3x Armory, 2x Tailor, 6x Unit.

City 2 (27): 7x Units, Tailor, 3x Cobbler, 2x Forge, Mill, 2x Crafting Guild, upgrade Docks, 2x Unit.

City 3 (26): City Walls, upgrade Weaver, 4x Unit, Tailor, 2x Forge, 3x Ceramic Shop, upgrade Gathering Hall, upgrade Blacksmith, Residence, upgrade Docks, 3x Unit.

City 4 (26): City Walls, 6x Unit, Museum, 2x Tailor, Coffee House, Forge, Residence, Forge, Castle, upgrade Docks, 2x Unit.

City 5 (22): Residence, 6x Unit, General Hospital, Castle, 2x Fishing Net.

City 6 (10): General Hospital, Residence, City Walls, University, Settler, Drydock, Coffee House.

City 7 (10): General Hospital, Residence, Pub, University, Castle.

Available Amenities
  • Telescope (5 Research)
  • Eye Glasses (+1 Research for Science Improvements, 1 Production for Industry Improvements)
  • Law Books (30 Security, if you need to go to 100, but you need to upgrade to Town Center)
  • Fine Clothes (25 Health, 15 Happiness, 10 Prosperity, 10 Security)
  • Garments & Slippers (10 Health, 15 Happiness, 15 Prosperity)
  • Newspaper (10 Security, 10 Prosperity, 20 Knowledge)
  • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Book (20 Knowledge)
  • Liquor (20 Happiness, -1 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Hourglass (15 Knowledge, 5 Prosperity)
  • Perfume (15 Happiness, 5 Prosperity)
  • Pastries (15 Happiness, -5 Health, 15 Food, 10 Prosperity)
  • Scroll (15 Knowledge)
  • Shoes (20 Health, 5 Happiness, 5 Prosperity)
  • Medicine (25 Health)
  • Glass Windows (20 Health)
  • Metal Pots (10 Prosperity, 15 Health)
  • Herbal Medicine (15 Health)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Flowers (10 Happiness)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Brewed Coffee (10% Production)
  • Lamp Post (10% Build Production, 25 Security)
  • Baskets (1 Production, 10 Prosperity)
  • Grain Store (30 Food, 50 Growth)
Machine Age (Starting at Turn 303) Part 1
Overview
  • This era makes choosing the right option truly challenging.
  • You need to have enough glass.
  • Begin producing Fuel, Machine Parts, and Internal Combustion Engines. Sewing Machines are not particularly necessary.
  • Military Units Production Requirements:
    • Ships: Explosives + Steel + Internal Combustion Engine
    • Anti-Aircraft and Mortars: Gunpowder + Explosives
    • Tanks: Steel + Explosives + Cars
    • Aircraft: Internal Combustion Engine + Hull
    • Zeppelins: Gunpowder + Fabric + Hull
  • Photography or Germ Theory could be the right choice to increase Happiness, as buildings like the Refinery, Vehicle Factory, and Aircraft Factory each reduce Happiness by 5. At the end of the era you will get a building which gives 25 Knowledge anyways.

Technology
  • Sonar (No, I’m not a fan of the Naval Base compared to the Drydock. The Drydock provides +50% Production, +25 Security, 10 Knowledge, and -5 Health. In contrast, the Naval Base offers +30% Production, +60 Security, +25 Prosperity, -5 Health, and starting experience. While the bonuses differ, I find the Drydock’s benefits more useful. Having more Production and Knowledge seems better than Prosperity and Security. Even if your capital were at tier 30, you could achieve 110 Security by utilizing all available amenities that boost security)
  • Internal Combustion (Yes, the Police Station provides a substantial 110 Security. However, it’s not urgently needed at the moment, as you can temporarily use amenities to deploy your units. That said, if Security gains greater importance or a different role in the future, it might be a worthwhile investment. If you’re planning to use tanks now or upgraded tanks later, researching this technology is essential. It’s the only way to unlock the Vehicle Factory, which produces the cars needed to train tanks. Additionally, it grants access to the Tractory, which boosts food output. While the Oil Well becomes available earlier, you’ll gain access to it by the end of the era regardless. Furthermore, this technology is your sole path to unlocking the Internal Combustion Engine, a critical component for crafting various military units. Most importantly, it introduces your first tanks!)
  • Synthetic Fertilizers (Maybe/No, this technology increases your city cap by 1, which is particularly helpful if you’ve exceeded your cap due to conquering other cities. Otherwise, it may not be as useful, especially if you’re not planning to conquer a city and would need to build one from scratch. Currently, it takes a significant amount of time to make new cities productive. That said, an additional city will still boost your research output per turn. As for the food amenity (+200 Food and +5 Health), it’s generally unnecessary. Industrial Farms aren’t particularly critical either and increase your Health by 15, and fishing is largely irrelevant. The Incinerator is once per nation and only generates 1 Power, which is insufficient. If you need power, you’re better off building Power Plants)
  • Aviation (Yes/Maybe, your only chance to harvest Aluminum to increase your crafting time for some Goods. Your only chance to craft Fuselage to train air units in this and the next era. A military building which increases your Force strength further within its region and +15 Security and your first and only air units in this era)
  • Photography (Maybe, unlocks the Theater, which provides only +5 Prosperity and increases Masterpiece Creation Speed. In comparison, the Movie Studio is much better, offering +15 Happiness, +20 Prosperity, +3 Masterpiece Creation Speed, +5 Security, and +5 Knowledge. However, both buildings are limited to one per nation. The Movie Studio has an additional advantage. It allows you to produce the Movie amenity, which grants +30 Happiness and +10 Knowledge.
  • Assembly Lines (Yes/Maybe, You’ll likely unlock the Police Station through another technology anyway. The Communist State is excellent for military objectives but somewhat costly for Knowledge, as you lose 2 Knowledge for every Government Improvement you construct. The production bonus can be helpful, but the real strength lies in the -100% Force Maintenance Cost. Otherwise, you may only be able to sustain around 65 tanks right now if you have 8 Natural Gas per turn and Coal. Without these resources, it would further harm your Wealth per turn. This allows you to field significantly more tanks and air units, as Fuel is no longer required. Additionally, it can bolster your economy if you plan to deploy all your units. The wonder is okay and provides City Growth and 30% Happiness)
  • Interchangeable Parts (Yes/Maybe, you’ll likely want to choose either Interchangeable Parts or Electricity, as they are quite similar. Do you have a stockpile of at least 500 iron? If so, this is your chance to unlock a powerful wonder that increases the production of all cities by 5% and provides +12 Production in the city where it’s built. Both technologies also allow you to construct Power Plants. However, a key difference lies in the goods they unlock. With Interchangeable Parts, you can produce the Refrigerator, which resolves food shortages and accelerates city growth. But you would only gain 6 Health, because you already use Soap. Alternatively, Electricity grants access to the Lightbulb, which boosts city Knowledge by +18 per city as a supply option. This helps to increase your cities to 26, but it takes some time, so not really worth it. Power is essential for maintaining the Shopping Mall, which allows you to produce the coveted Mobile Phone. The Mobile Phone provides +20 Happiness, +20 Knowledge, +15 Prosperity, +10 Security, +30 Wealth, and an additional +15 Prosperity. Power can also be used in many supply slots to enhance Craft and Harvest Production, although fuels can handle these tasks as well. You may even consider using power to produce an amenity that grants +25% extra production. Finally, Power enables you to build the London Eye, which is slightly better than the Shopping Mall. In the city housing the London Eye, you’ll no longer need to worry about Happiness or Prosperity, and you’ll generate +60 Wealth)
  • Electricity (Yes/Maybe, simply take a look at the Interchangeable Parts technology)
  • Radio (NMaybe, the Radio Tower provides +15 Knowledge and +15 Prosperity. Honestly, if you’re focusing on Knowledge, it’s better to skip this and move on to the next era's technology, which addresses most Knowledge issues and also increases research per turn. This new technology comes with an upgraded version of the Radio Tower, which boosts research by an impressive +20% per turn, while still providing +15 Knowledge and +15 Prosperity. The Eiffel Tower, on the other hand, only generates +4 Prestige per turn, which isn’t particularly valuable. Record Albums offer +20 Prosperity and likely +20 Happiness, but you’ll need to research Photography or a much later technology to use them. The Radio, in contrast, can provide +15 Happiness. Radio is essential for training Mobile SAMs in the Information Age)
  • Natural Selection (Maybe, the Encyclopedia will provide +6 Knowledge per city as a supply, and when used as an amenity, it grants +25 Knowledge and +3 Research per turn for your cities. Enough to quickly raise your city levels to 26 and 28. The wonder seems appealing, but either I’m not understanding how to make it work or it’s bugged. I didn’t notice any increase in production from it. The production boost would have been substantial. 19 flat production in my second city and 29 in my capital. That said, you already achieve strong production with Eyeglasses, and you can further increase it by building more industrial improvements. The other bonuses are not as compelling)
Machine Age (Starting at Turn 303) Part 2
  • Germ Theory (Maybe, the wonder isn't that useful, as +10 Happiness and +1 Research per city are relatively minor or no benefits. Both buildings are unique per city. The Clinic provides +20 Health and +1 Research per turn. Since it's a science building, it actually generates a flat +3 Research per turn, resulting in a total of +4 Research per city. The Water Treatment Plant offers +35 Health. Germ Theory unlocks the Antibiotic amenity, which provides an additional +35 Health. On the other hand, the Indoor Toilets are less effective, offering only +10 Health and +3 Happiness. The issue is that your cities have already reached their maximum level and now require more Knowledge to continue growing. Therefore, Health isn't a priority at this moment. That said, the final tiers take a considerable amount of time to complete, so increasing your Health isn’t a bad strategy. Maintaining 100 Health at Tier 28 can be challenging without this technology. Health becomes especially valuable at this stage, as progressing through the final city tiers takes significantly longer without it)

Recommended Technology Order
  1. Internal Combustion Engine
  2. Interchangeable Parts
  3. Aviation
  4. Natural Selection (Take is second) or Photography or Germ Theory or Assembly Lines (Take it last)

With the current tools available, combined with the Amphitheatre of El Jem, your cities can achieve the following tier levels:

  • Brewery Cities: Tier 26 with 109 (-1 to -5) Knowledge and 135 Happiness. Without a Brewery, they are limited to Tier 25 (-10 Happiness).
  • Capital: Tier 28 with 106 (-1 to -6) Knowledge and 145 (-40) Happiness.

Note: Upgrading the Apothecary reduces Knowledge by 5. Using Pub supplies results in an additional -1 Knowledge but increases Happiness. Dock cities have (+10 Knowledge).

Value of basic resources at the end of this era: +1,7k Wealth, +533 Wood, +318 Materials

Capital (27): 6x Refinery, Vehicle Factory, Refinery, Vehicle Factory, Refinery, Mine (Coal), upgrade Docks, Police Station, 4x Unit.

City 2 (27): upgrade Town Center & Crafting Guild, 2x Unit, Police Station, 2x Vehicle Factory, City Walls, 2x Unit, Power Plant, Air Force Base.

City 3 (27): upgrade Town Center, 3x Unit, Oil Well, Vehicle Factory, Power Plant, Air Force Base.

City 4 (27): upgrade Town Center, 2x Unit, Police Station, Vehicle Factory, Power Plant.

City 5 (26): 8x Fishing Net, upgrade Docks & Town Center, Residence, 8x Fishing Net.

City 6 (13): Farm (Food), Grocer, Castle, Farm (Tobacco), Farm (Food), Barracks, Police Station.

City 7 (12): Mine (Coal), Coffee House, Police Station.

City 8 (4): Scout, Residence, Water Well.

Available Amenities
  • Telescope (5 Research)
  • Eye Glasses (+1 Research for Science Improvements, 1 Production for Industry Improvements)
  • Law Books (30 Security, if you need to go to 100, but you need to upgrade to Town Center)
  • Fine Clothes (25 Health, 15 Happiness, 10 Prosperity, 10 Security)
  • Garments & Slippers (10 Health, 15 Happiness, 15 Prosperity)
  • Encyclopedia (25 Knowledge, 1 Research per Science Improvement)
  • Newspaper (10 Security, 10 Prosperity, 20 Knowledge)
  • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Book (20 Knowledge)
  • Liquor (20 Happiness, -1 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Hourglass (15 Knowledge, 5 Prosperity)
  • Perfume (15 Happiness, 5 Prosperity)
  • Pastries (15 Happiness, -5 Health, 15 Food, 10 Prosperity)
  • Scroll (15 Knowledge)
  • Shoes (20 Health, 5 Happiness, 5 Prosperity)
  • Refrigerator (25 Health, 100 Food)
  • Medicine (25 Health)
  • Glass Windows (20 Health)
  • Metal Pots (10 Prosperity, 15 Health)
  • Herbal Medicine (15 Health)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Flowers (10 Happiness)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Car (-12 Health, 15% Production, 5% Growth, 10 Prosperity)
  • Brewed Coffee (10% Production)
  • Lamp Post (10% Build Production, 25 Security)
  • Baskets (1 Production, 10 Prosperity)
  • Grain Store (30 Food, 50 Growth)
Atomic Age (Starting at Turn 323) Part 1
Overview
  • Production: Vaccine
  • Military Units and Required Resources:
    • Bomber: Explosives + Hull
    • Aircraft Carrier: Steel + Internal Combustion Engine + Hull
    • Jet Fighter: Internal Combustion Engine + Hull + Fuel
    • Assault Infantry: Gunpowder + Steel
    • Helicopter: Internal Combustion Engine + Hull
    • Modern Armor: Steel + Explosives + Automobile
    • Rocket Artillery: Explosives + Automobile + Fuel
    • Anti-Armor Team: Explosives
    • Nuclear Submarine: Electronics + Steel + Internal Combustion Engine
    • Gatling Gunners: Gunpowder + Steel
    • Destroyer: Explosives + Steel + Internal Combustion Engine
    • Flamethrower: Fuel
  • Focus on building as many factories as possible, as this will boost your electronics production in the next era, allowing you to construct the powerful Data Center, which provides a +20% research boost.

Technology
  • Jet Engines (Maybe/Yes, stronger air units are good, but the wonder itself is rather unremarkable, though it might generate significant Prestige. The Airport provides +40 Prosperity and +5 City Growth. However, since Prosperity currently lacks meaningful impact, it doesn’t significantly contribute to Wealth. However, there won’t be any significant upgrades to Air Units in the near future. The opportunity to build improved Air Units will only come at the beginning of the final era)
  • Radar (Maybe/No, just two units, that’s all. One of them is also available through the Mass Production technology, along with many other benefits. The Helicopter serves as a counter to Modern Armor)
  • Pharmacology (No, you don’t really need the next tier of Chemist. It provides +20 Health, just 10 more than before. You likely already have the other two benefits it offers. But how valuable is a building with +35 Health and an amenity with another +35 Health when your cities are already near their maximum level? And the only things holding you back from growing are more Happiness and Knowledge)
  • Plastics (Yes, plastic Containers aren’t really necessary as a supply. You’re already producing enough of everything. However, if you unlock them, you can craft them to further boost your production. The wonder is underwhelming, and the Microwave Oven isn’t particularly exciting since you’ve likely already built all your food improvements. Plastics, on the other hand, are essential for some extremely powerful late-game units and can only be obtained now. Air Conditioners are excellent, providing +20 Happiness and +10 Health. They can also be used as a supply, granting +5 Health and +5 Happiness. These will solve any lingering Happiness issues while also supporting city growth)
  • Mass Production (Yes, you gain access to two new, stronger units, which is fantastic. The real question is whether to choose this technology, Rocketry, or Radar. The London Eye completely resolves all Prosperity and Happiness issues in the city where it’s built. However, Happiness will no longer be a concern with another technology, making it primarily about the Prosperity boost. Additionally, it generates +60 Wealth. Better Logging is useless, you already produce plenty of resources per turn and won’t need more after establishing Logging in one region. The Shopping Mall, on the other hand, is excellent. It provides +15 Prosperity and 65 Wealth. It also allows you to produce two amenities later: Game Consoles and Mobile Phones. Game Consoles are largely useless, offering +20 Happiness but reducing production by -10%. Losing production isn’t ideal, and Happiness will no longer be necessary. You might use them briefly as a supply for +5 Happiness, but even that’s hardly worth it. The real advantage comes from Mobile Phones, which are far superior. They grant +20 Happiness, +20 Knowledge, +15 Prosperity, and +10 Security, truly outstanding. This can also free up other amenities for alternative uses. Skyscrapers are a valuable addition as well. With cities currently reaching tier 29, they help avoid wasting additional slots on Residences, making them a smart investment now. So not really worth to go Radar or Rocketry)
  • Rocketry (Maybe/No, once again, only two new units are introduced, similar to the Radar technology. One is a siege unit designed to destroy walls, and the other serves as a counter to Modern Armor)
  • Leisure (Maybe/Yes, if you choose the better alternative for Happiness, you won’t need Toys, and you’ll likely replace them as a supply anyway. While they can provide around +22 Happiness per city, they aren’t essential. Sneakers are useful, offering +5 Health and +15 Happiness, but they’re probably not necessary either. The Opera House, which is limited to one per nation, only provides +10 Happiness, making it a minor benefit. Public Playgrounds, on the other hand, are excellent. They can be placed in every city and grant +15 Happiness and +15 Health. The Reflection Pool is underwhelming, as it’s limited to one per nation and only offers +15 Security and a boost to Masterpiece Creation Speed. Hotels are a great option, generating significant Wealth while also providing +15 Prosperity, +5% Growth, and +10 Happiness, making them a strong choice overall)
  • Nuclear Power (Maybe, Industrial Mines aren’t particularly necessary. With just one Materials region, you already have enough resources to last the rest of the game. They might provide a slight boost for specific Harvests, but it’s rarely essential. As mentioned earlier, the Naval Base isn’t my favorite option. On the other hand, Nuclear Power Plants are great if you can build them, offering +25 Prosperity, +15 Health, and +3 Power. But they are ten times more costly than Power Plants. Water Treatment Plants provide +35 Health. Ultimately, the decision depends on whether you have access to Uranium, which you should already be able to identify. But there are so many other good technologies and it’s just about power generation, which you can already produce)
  • Mechanized Firepower (Maybe, this technology offers a ranged unit and an exceptionally strong defensive military building for your cities. The tooltip is a bit unclear, but it seems to provide somewhere between +10% and +60% additional force strength, along with +25 Security. Additionally, the Fascist State further enhances your forces within your territory, solidifying your defenses. The only useful policy is granting +15% Production in all cities. So this technology makes it a highly effective choice for protecting your lands. Also it increases your city cap of your current government Feudalist by 4)

Recommended Technology Order
  1. Plastics
  2. Mass Production
  3. Leisure, Mechanized Fire Power or Jet Engines
  4. Mechanized Fire Power, Leisure or Jet Engines

With the current tools available, combined with the Amphitheatre of El Jem, your cities can achieve the following tier levels:
  • Brewery Cities: Tier 27 with 123 (-1 to -5) Knowledge and 227 Happiness. Without a Brewery, they are limited to Tier 27 (-10 Happiness).
  • Capital: Tier 30 with 106 (-1 to -6) Knowledge and 232 (-40) Happiness.

Note: Upgrading the Apothecary reduces Knowledge by 5. Using Pub supplies results in an additional -1 Knowledge but increases Happiness. Dock cities have (+10 Knowledge).
Atomic Age (Starting at Turn 323) Part 2
Value of basic resources at the end of this era: +2,4k Wealth, +526 Wood, +334 Materials

Capital (28): Research Lab, upgrade Crafting Guild, Aircraft Factory, 4x Unit, 2x Aircraft Factory, Public Playground, Hotel, 2x upgrade Crafting Guild, upgrade Residence, 3x upgrade Workshop.

City 2 (28): Research Lab, 2x Unit, Shopping Mall, upgrade Residence, Unit, Public Playground, Hotel, upgrade Crafting Guild, SAM Battery Defense, Unit.

City 3 (28): Research Lab, Mine (Uranium), Police Station, Unit, Shopping Mall, Unit, Public Playground, Hotel, upgrade Residence, SAM Battery Defense, Unit.

City 4 (28): Research Lab, 2x Unit, Shopping Mall, 2x Farm (Food), Farm (Tea Grove), Public Playground, Hotel, upgrade Residence, 2x Farm (Food).

City 5 (27): Research Lab, Air Force Base, 8x Fishing Net, SAM Battery Defense, Public Playground.

City 6 (19): upgrade Dwelling, Research Lab, Air Force Base, upgrade Gathering Hall & Town Center, Skyscraper, 2x upgrade Residence, Hotel, Public Playground, Farm (Food).

City 7 (17): Research Lab, Drydocks, upgrade Gathering Hall & Dwelling & Residence, Hotel, Mine (Gold), upgrade Residence, Public Playground, upgrade Town Center, Skyscraper.

City 8 (6): Cemetery, Mine (Manganese), Drydock.

Available Amenities
  • Telescope (5 Research)
  • Eye Glasses (+1 Research for Science Improvements, 1 Production for Industry Improvements)
  • Law Books (30 Security, if you need to go to 100, but you need to upgrade to Town Center)
  • Fine Clothes (25 Health, 15 Happiness, 10 Prosperity, 10 Security)
  • Air Conditioners (20 Happiness, 10 Health)
  • Garments & Slippers (10 Health, 15 Happiness, 15 Prosperity)
  • Encyclopedia (25 Knowledge, 1 Research per Science Improvement)
  • Newspaper (10 Security, 10 Prosperity, 20 Knowledge)
  • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Book (20 Knowledge)
  • Liquor (20 Happiness, -1 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Hourglass (15 Knowledge, 5 Prosperity)
  • Perfume (15 Happiness, 5 Prosperity)
  • Pastries (15 Happiness, -5 Health, 15 Food, 10 Prosperity)
  • Scroll (15 Knowledge)
  • Shoes (20 Health, 5 Happiness, 5 Prosperity)
  • Refrigerator (25 Health, 100 Food)
  • Vaccine (30 Health)
  • Medicine (25 Health)
  • Glass Windows (20 Health)
  • Metal Pots (10 Prosperity, 15 Health)
  • Herbal Medicine (15 Health)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Flowers (10 Happiness)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Car (-12 Health, 15% Production, 5% Growth, 10 Prosperity)
  • Brewed Coffee (10% Production)
  • Lamp Post (10% Build Production, 25 Security)
  • Baskets (1 Production, 10 Prosperity)
  • Grain Store (30 Food, 50 Growth)
Information Age (Starting at Turn 344) Part 1
Overview
  • Production: Computers and Electronics.
  • Military Units:
    • Synthetic Soldiers: Computer, Heavy Metal
    • Mobile SAM Systems: Electronics, Explosive, Car, Radio
    • Mechanized Infantry: Gunpowder, Steel, Car
    • UAVs: Computer, Internal Combustion Engine, Plastic
    • Special Operatives: Gunpowder, Electronics, Steel
    • Guided Missile Cruisers: Electronics, Explosive, Internal Combustion Engine
  • Unfortunately, Electronics is currently bugged and cannot be used as an amenity

Technology
  • Robotics (Yes, this technology offers a significant boost to Knowledge. However, you can already maintain 100 Knowledge cities at Tier 30 Nevertheless, it could still be worth considering for the new Science Building, which becomes particularly valuable if you have a region secured for five science buildings. This setup could provide a flat increase of 18 Research per city. Fuel Cells are likely unnecessary, as you probably produce enough Steel or Metal Ingots already. But you gain +3 Health for them. Commercial Drones, on the other hand, could provide a substantial City Production bonus, I had 34 industrial Improvements in my capital. The units unlocked here are significantly stronger than their predecessors, offering a noticeable power upgrade. The Cybernetics amenity is also intriguing due to its +10 Research per turn for cities and its potential to free up space for other amenities. However, keep in mind that you'll also need to research Drones to produce these resources)
  • Sustainable Engineering (Maybe, the Water Treatment Plant is a valuable addition if you don’t already have one, providing a solid 35 Health boost. The Recycling Center might be worth considering if you lack Aluminum, as it can speed up the production of Fuselage. However, this benefit is primarily relevant for outdated air units, making it less impactful and somewhat late to be truly necessary. Beyond that, it offers little utility, as the +15 Happiness is also redundant at this stage. Wind Turbines and Solar Power Plants can be helpful for generating cheap Power without any downsides. However, their placement is restricted: you can build up to 8 Wind Turbines in specific regions such as Polar/Cold/Arid Desert, Temperate Grassland, Xeric Shrubland, Tundra, Taiga, Savanna, and Mediterranean zones. Solar Power Plants are even more limited, as they can only be constructed in Xeric Shrubland and Arid Desert regions. Only Shopping Malls need Power. But also your Synth Soldiers and UAVs)
  • Mass Media (Maybe, now is your opportunity to use Mobile Phones as an amenity for your Shopping Mall. However, they’re not really necessary. They provide 20 Happiness, 20 Knowledge, 15 Prosperity, and 10 Security. At this stage, Happiness and Knowledge are no longer relevant, because you can have 100 without problems. The real benefit lies in freeing up space for other amenities focused on Health or Prosperity. Television, on the other hand, is entirely redundant. The associated Wonder primarily generates Prestige, but it's true value is hard to quantify. The +5 Masterpiece Creation Speed might seem appealing. Remember that each Masterpiece earns you 50 Prestige. With around 16 Culture Improvements or more, if you pursued a culture-heavy strategy, that would equate to approximately 80 Prestige per turn, which is not bad. Zoos, limited to once per nation, are not worth prioritizing. You don’t need the 15 Happiness, and the 10 Prosperity. It isn’t impactful enough. While this technology unlocks Movie Studios, if you’ve followed my technology path, there’s currently nothing to craft with this building. At best, Movie Studios provide 20 Prosperity, 5 Security, and increased Masterpiece Creation Speed, but they are also restricted to one per nation. The Wonder in this tier could be an interesting option. If you have a suitable city, placing it could generate 200 Wealth per turn. I suppose it depends on whether the additional prestige per turn makes a significant impact and whether the extra 200 Wealth is necessary to sustain your economy)
  • Mechanization (Maybe, you currently have around 87 industrial improvements, with most concentrated in your first two cities, resulting in a modest 8.7 Prestige per turn from this Wonder. Additionally, this technology grants only one new unit)
  • Drones (Maybe, this technology grants access to the Top Secret Military Base, which becomes useful for producing the Cybernetics amenity if you also research Post-Humanism or Robotics. Otherwise, the building offers no additional benefits. But it takes time to produce Cybernetics, so you do not really have much of it. Commercial Drones could significantly boost City Production. My capital, for instance, had 34 industrial improvements. As for military units, this technology provides only a marginally stronger unit compared to its predecessor)
  • Subatomic Research (Maybe, this wonder provides a 25% reduction in the research cost of Science technologies. It's only worthwhile if you're aiming to rush toward the endgame by focusing solely on the four necessary technologies. In this case, you would prioritize researching this technology first, along with the relatively less impactful Satellites and Sustainable Engineering technologies. Afterward or possibly even before, you could consider Robotics or other technologies to save approximately 1,000 Research. With this approach, you could save a total of 5,500–6,500 Research points, including the next era)
  • Artificial Intelligence (Yes/Maybe, Game Consoles are unnecessary. Happiness isn't required at this stage, and a 10% reduction in city production makes them an unfavorable choice. They might be viable in a supply slot, but since Happiness is no longer a priority, their utility is limited. Moreover, this is the same supply slot where you could place the AI Assistant, which is far more beneficial. The AI Assistant provides 5 City Production and serves as an excellent amenity, offering approximately 20-25 Knowledge, 5 Production, and 10 Prosperity. Also you gain 2 Units)
  • Satellites (No/Maybe, Television is ineffective and serves no practical purpose. Stadiums, being limited to one per nation, provide only 15 Happiness, which is unnecessary and a modest 15 Wealth, making them of little value. Maybe a cheap option to go to the next era)
  • Internet (Maybe, you gain an additional city cap quite late in the game, which may not be highly impactful but is still a nice benefit. The PDA offers 40 Knowledge as an amenity, which might not be necessary but helps free up space for other amenities and adds +8 Research. The Wonder is decent, though you likely won’t face significant QoL issues at this stage, making its utility limited. The +3 Prestige per turn is also minimal. Interestingly, Art Galleries are available once per city; however, they provide only 10 Happiness and +1 Golden Age Point per turn, which are generally unnecessary. That said, they can help increase Prestige per turn when combined with the Wonder from the Mass Media technology. But you will not be able to build these if you have no Decorative Paintings)

Recommended Technology Order
  1. Robotics or Mass Media or Subatomic Research
  2. Internet
  3. Sustainable Engineering
  4. Artificial Intelligence

Value of basic resources at the end of this era: +3,9k Wealth, +1,2k Wood, +1k Materials
Information Age (Starting at Turn 344) Part 2
Capital (30): 3x Unit, Data Center, Fusion Research Center, Air Force Base, SAM Battery Defense, Unit, Top Secret Military Base, 7x Unit.

City 2 (30): Factory, 2x Unit, Data Center, Fusion Research Center, 3x Unit, Top Secret Military Base, 3x Unit.

City 3 (30): 4x Factory, 2x Farm (Food), Data Center, Fusion Research Center, 3x Unit, Top Secret Military Base, 3x Unit.

City 4 (30): 6x Farm (Food), Fusion Research Center, 2x Unit, Data Center, Top Secret Military Base, 2x Unit.

City 5 (28): 6x Unit.

City 6 (25): Shopping Mall, Farms (Food), Skyscraper, Farm (Food), Fusion Research Center, Farm (Food), Data Center, Top Secret Military Base, 2x Unit.

City 7 (22): Barracks, 3x Farm (Food), Fusion Research Center, 4x Farm (Food), Skyscraper, Farm (Food).

City 8 (8): Library, University, School, General Hospital, Research Lab, Bazar, Fusion Research Center, Hotel, Pub, Skyscraper, Public Playground.

Available Amenities
  • Cybernetics (45 Knowledge, +10 Research)
  • PDA (40 Knowledge, +8 Research)
  • Electronics (30 Knowledge, +6 Research) (doesn’t work)
  • Telescope (5 Research)
  • Commercial Drone (5% Production per Industry Improvement)
  • Computer (30 Knowledge, 5% Production per Science Improvement)
  • Eye Glasses (+1 Research for Science Improvements, 1 Production for Industry Improvements)
  • AI Assistant (+5 Production, 5 Knowledge per Science Improvement, 10 Prosperity)
  • Law Books (30 Security, if you need to go to 100, but you need to upgrade to Town Center)
  • Fine Clothes (25 Health, 15 Happiness, 10 Prosperity, 10 Security)
  • Air Conditioners (20 Happiness, 10 Health)
  • Garments & Slippers (10 Health, 15 Happiness, 15 Prosperity)
  • Encyclopedia (25 Knowledge, 1 Research per Science Improvement)
  • Newspaper (10 Security, 10 Prosperity, 20 Knowledge)
  • Gourmet Meals (15 Happiness, 5 Health, 30 Growth, 15 Food)
  • Trade Goods (20 Prosperity, 10 Security, 5 Happiness, 10 Knowledge)
  • Book (20 Knowledge)
  • Liquor (20 Happiness, -1 Knowledge)
  • Jewelry (10 Prosperity, 15 Happiness)
  • Hourglass (15 Knowledge, 5 Prosperity)
  • Perfume (15 Happiness, 5 Prosperity)
  • Pastries (15 Happiness, -5 Health, 15 Food, 10 Prosperity)
  • Scroll (15 Knowledge)
  • Shoes (20 Health, 5 Happiness, 5 Prosperity)
  • Refrigerator (25 Health, 100 Food)
  • Vaccine (30 Health)
  • Medicine (25 Health)
  • Glass Windows (20 Health)
  • Metal Pots (10 Prosperity, 15 Health)
  • Herbal Medicine (15 Health)
  • Feast (25 Growth, 5 Food, 10 Happiness)
  • Sandals (10 Health, 10% Production)
  • Codes (10 Knowledge)
  • Flowers (10 Happiness)
  • Bread (10 Health, 10 Food, used for Gourmet Meals)
  • Wine (10 Happiness, -1 Knowledge, 5 Prosperity)
  • Car (-12 Health, 15% Production, 5% Growth, 10 Prosperity)
  • Brewed Coffee (10% Production)
  • Lamp Post (10% Build Production, 25 Security)
  • Baskets (1 Production, 10 Prosperity)
  • Grain Store (30 Food, 50 Growth)
Singularity Age (Starting at Turn 364)
Overview
  • Military Units:
    • Stealth Bombers: Computer, Internal Combustion Engine, Plastic
    • Combat Mecha: Computer, Heavy Metal, Plastic
    • Dread Lancers: Computer, Heavy Metal
    • Maglev Strikers: Computer, Heavy Metal
    • Cyber Soldiers: Computer, Heavy Metal, Plastic
  • This is the final era, and you'll need to research every technology. Prioritize unlocking Units first, as they are the key assets in this era. If you haven't built enough Power Improvements yet, start with those, as these Units are quite power-hungry
  • Game ends in 25 Turns started at turn 373
  • Everything researched at Turn 395

Technology
  • Food Replication (This technology essentially provides only a modest boost of +5 Production to a single city, as it is limited to once per nation, if you’ve already constructed the Plaza. If the Plaza has not yet been built, this improvement would instead grant +15 Production to one of your cities)
  • Armored Colossus (Exceptionally powerful unit)
  • Core Tap (You gain access to a new air unit, which offers a modest +17 increase in force compared to your current best air unit. The associated building is limited to one per nation but provides 1 Power. At this stage, additional power is essential to support your strongest units. Fortunately, with your cities already at Tier 30, you can place power plants wherever needed without restrictions)
  • Rail Guns (An excellent unit for taking down Combat Mecha)
  • Crispr (This amenity isn't particularly impactful at this stage of the game. With the game nearly over, Health is not a pressing concern. It might be somewhat helpful for smaller cities to free up room for other amenities, but it’s not worth prioritizing. At this point, the focus should be on securing those powerful units instead. You unlock an upgraded version of the Clinics, the Medical Lab. Its benefits are limited to providing 30 Health and +3 Research per turn, which isn't particularly useful)
  • Post-Humanism (The building is limited to one per city, and its effect is impressive. However, it’s not essential since your Happiness and Knowledge should already be maxed at 100. That said, it’s still a valuable addition, as it provides a general +15 QoL boost to all aspects, along with an extra +15 Health, Prosperity, and Knowledge. Additionally, this technology unlocks a new unit designed to counter Maglev Strikers)

Recommended Technology Order
  1. Armored Colossus, Rail Guns, Post-Humanism and Core Tap
  2. Food Replication
  3. Crispr

Capital (30): 2x Power Plant, 34x Unit.

City 2 (30): 2x Power Plant, Unit, 2x Power Plant, 30x Unit.

City 3 (30): 5x Power Plant, 30x Unit.

City 4 (30): 5x Power Plant, 15x Unit.

City 5 (30): 2x Unit, upgrade Residence, 12x Unit.

City 6 (28): 3x Power Plant, Unit, Arcology, Mine (Lead), 2x Unit, Residence, 8x Unit.

City 7 (28): Farm, Data Center, Air Force Base, Power Plant, Arcology, Mine (Lead), Mine (Titanium), 3x Unit, Residence, 6x Unit.

City 8 (12): Air Force Base, Police Station, Barracks, SAM Battery Defense, Arcology, 4x Unit.
2 Comments
Skulbow 6 Jul @ 10:34pm 
A lot of work..thanks.
Cabron James 14 May @ 3:06am 
super helpful!