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.
| Total science | beyond 4 laws | beyond 7 laws | Units unlocked (number = strength) |
|---|---|---|---|
| 0 no tech required | 0 | 0 | none under current filters |
| 100 Ironworking | 0 | 0 | none under current filters |
| 100 Trapping | 100 | 100 | none under current filters |
| 510 Phalanx | 250 | 0 | none under current filters |
| 510 Spoked Wheel | 410 | 410 | none under current filters |
| 610 Steel | 510 | 510 | none under current filters |
| 660 Composite Bow | 660 | 660 | none under current filters |
| 910 | 910 | none under current filters | |
| 1,030 any 4 laws Developing-culture uniques — cheapest 4 law techs | 0 | 0 | none under current filters |
| 1,170 Machinery | 400 | 400 | none under current filters |
| 1,610 Stirrups | 1,510 | 1,510 | none under current filters |
| 1,720 Battleline | 1,460 | 1,210 | none under current filters |
| 1,870 Hydraulics | 1,100 | 1,100 | none under current filters |
| 2,270 Manor | 2,270 | 2,270 | none under current filters |
| 2,330 any 7 laws Strong-culture uniques — cheapest 7 law techs | 1,300 | 0 | none under current filters |
| 3,320 Infantry Square | 3,060 | 2,810 | none under current filters |
| 3,370 Bodkin Arrow | 3,370 | 3,370 | none under current filters |
| 3,880 Windlass | 2,850 | 2,600 | none under current filters |
| 4,930 Ballistics | 3,900 | 3,650 | none under current filters |
| 5,330 Cohorts | 5,070 | 4,820 | none under current filters |
| 5,480 Chain Drive | 4,450 | 4,200 | none under current filters |
| 6,330 Barding | 6,070 | 5,420 | none under current filters |
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