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Building Overview Technologies Game Strategies CBP Version History

Fortification[]

Technology Cost Requires Effects

Fortification
120
120
Military 3 (Standing Army) Increases effect of Forts on national borders to +4
+1 range for Forts
+5 garrison capacity for Forts and +2 for Towers
+2 line of sight for Forts

Bombardment
240
240
Gunpowder Age
Military 4 (Conscription)
Fortification
Increases effect of Forts on national borders to +6
+2 range for Forts
+5 garrison capacity for Forts and +2 for Towers
+4 line of sight for Forts

Strategic Reserves
360
360
Industrial Age
Military 6 (Nation-in-Arms)
Bombardment
Increases effect of Forts on national borders to +9
+3 range for Forts
+5 garrison capacity for Forts and +2 for Towers
+6 line of sight for Forts

Strategy[]

Technology Cost Requires Effects

Tactics
50
50
Military 3 (Standing Army) -50% production time for Generals and Spies
General and Spy line of sight, range, speed and hit points increased to level 1
General armor bonus increased to level 1

Operations
150
150
Gunpowder Age
Military 4 (Conscription)
Tactics
+100% Craft recovery rate for Generals and Spies
General and Spy line of sight, range, speed and hit points increased to level 2
General armor bonus increased to level 2

Strategy
300
300
Industrial Age
Military 6 (Nation-in-Arms)
Operations
-50% cost for Generals and Spies
Spies can bribe enemy units and plant informers twice as quickly
General and Spy line of sight, range, speed and hit points increased to level 3
General armor bonus increased to level 3

The Strategy technologies actually upgrade the range of the Bribe, Counterintelligence, and Informer rather than the range of the Spy itself. This means that ALL units using these abilities benefit from these upgrades:

Each research level grants:

  • +2 range to Bribe and Counterintelligence.
  • +3 range to Informer.