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🔬 Total Science to Unlock

22 unlocks49 units

How much research it takes to field each unit. Each row is one unlock — a technology, or a law tier for the culture-gated unique units (Developing needs ~4 laws, Strong ~7; succession laws need no tech and don't count). Rows are sorted cheapest first, so reading top to bottom is the order units become available on a minimal research path. Companion to Unit Counters.

Read it Total science = research to get that unlock from a fresh start (no starting techs), its tech plus every prerequisite, each counted once. Beyond 4 / 7 laws = the extra science on top of the cheapest 4-law or 7-law path (spelled out at the bottom of the page) — 0 means that path already includes it. On the right: every unit that unlock lets you build; the gold number is the unit's strength (Warrior 4, Hoplite 6…), and each links to its entry on the Units page.
Nations vs Pick your nation and your opponent's to hide everyone else's unique units. Generic units always show.
Total science
beyond 4 laws
beyond 7 laws
Units unlocked (number = strength)
0 no tech required
0 0 none under current filters Militia 3 Steppe Rider 3
0 0 none under current filters Warrior 4
100 Trapping
100 100 none under current filters Slinger 4
510 Phalanx
250 0 none under current filters Spearman 5
410 410 none under current filters Chariot 5
610 Steel
510 510 none under current filters Axeman 5
660 660 none under current filters Archer 5
910 910 none under current filters Camel Archer 5 War Elephant 6
1,030 any 4 laws Developing-culture uniques — cheapest 4 law techs
0 0 none under current filters African Elephant 6 Akkadian Archer 6 Assault Elephant 6 Battering Ram 6 D'mt Warrior 6 Hastatus 6 Heavy Chariot 6 Hoplite 6 Javelin Elephant 6 Kushan Cavalry 6 Light Chariot 6 Medjay Archer 6 Palton Cavalry 6
1,170 Machinery
400 400 none under current filters Onager 6
1,610 Stirrups
1,510 1,510 none under current filters Horse Archer 6 Horseman 6
1,720 Battleline
1,460 1,210 none under current filters Maceman 6
1,870 Hydraulics
1,100 1,100 none under current filters Ballista 5
2,270 Manor
2,270 2,270 none under current filters Conscript 5
2,330 any 7 laws Strong-culture uniques — cheapest 7 law techs
1,300 0 none under current filters Armored Elephant 8 Beja Archer 8 Cataphract Archer 8 Cimmerian Archer 8 Elephant Archer 8 Kushan Warlord 8 Legionary 8 Mounted Lancer 8 Phalangite 8 Shotelai 8 Siege Tower 8 Three Man Chariot 8 Turreted Elephant 8
3,060 2,810 none under current filters Pikeman 8
3,370 Bodkin Arrow
3,370 3,370 none under current filters Longbowman 8
3,880 Windlass
2,850 2,600 none under current filters Crossbowman 6
4,930 Ballistics
3,900 3,650 none under current filters Mangonel 8
5,330 Cohorts
5,070 4,820 none under current filters Swordsman 8
5,480 Chain Drive
4,450 4,200 none under current filters Polybolos 8
6,330 Barding
6,070 5,420 none under current filters Cataphract 10

How the law tiers are priced

Cheapest research path to have that many law classes unlocked, brute-forced over every combination (shared prerequisites make the greedy pick wrong). Which laws you actually adopt within each class doesn't matter — one law per unlocked class.

Any 4 laws (Developing uniques) 1,030 science — Epics / Exploration, Slavery / Freedom, Centralization / Vassalage, Tyranny / Constitution · via Administration 100 + Divination 100 + Ironworking 100 + Aristocracy 160 + Labor Force 160 + Rhetoric 160 + Sovereignty 250
Any 7 laws (Strong uniques) 2,330 science — Epics / Exploration, Slavery / Freedom, Centralization / Vassalage, Tyranny / Constitution, Colonies / Serfdom, Monotheism / Polytheism, Divine Rule / Legal Code · via Administration 100 + Divination 100 + Ironworking 100 + Aristocracy 160 + Labor Force 160 + Rhetoric 160 + Navigation 250 + Phalanx 250 + Sovereignty 250 + Citizenship 400 + Monasticism 400