Technology development | Nation management Total War: Attila Guide
Last update: 11 May 2016
There are two technology types - military and civic, focusing on the very aspects that their name suggests. Developing them require time and access to previous technology. Some require additional fee for developing them, worth from few to more than dozen thousands coins. All technologies that require fee can be found in the central part of every tree.
In case of some factions there are technologies that cancels the effects of ones previously developed. It works like a trade - you lose access to some buildings or bonuses, but gain other ones. Canceled technologies are available from the beginning of game, so you don't lose time and money needed for developing them.
After developing all technologies from a group you get additional bonus. To find out more, move the cursor on the icon in the right lower corner of a group.
Military
In addition to access to new buildings and military units, this technology increase ammunition amount at the shooting units and allow armies to march even further. Bonuses are small, usually few percents, but high enough to feel the difference. For example, +5% to the amount of bullets of shooting units means at least one additional shot of archers. In case of six formations it gives you a chance to destroy enemy formation, break its morale or put a building on fire. Similarly, possibility to recruit one more unit per turn greatly reduce time needed for your country to prepare to war.
Military technologies have an economical aspect as well. In addition to unlocking new buildings, they reduce the recruitment and maintaining cost of units. The second is especially valuable, as it affects all units, which in case of large empires means great savings.
Civic
Civic technologies unlock access to buildings not related to army - temples, trading ports, farms etc - and offer trading-social bonuses. Developing further technologies increase profits from a specific building category or lower the cost of building them. The ones from higher levels increase growth, tax income or lower the corruption as well. Unlocking a whole set will increase public order, sanitation or food production.
When choosing from those technologies, you must ask yourself two questions - what is the main source of your income and what do you need most. Some technologies offer even six new buildings, so they are a priority when you have lots of money but don't have what to build. Other will be more important for countries that need money. +5% profits from trading buildings isn't much, but when combined with other bonuses can greatly improve country situation.
In case of public order and sanitation bonuses you must think few steps ahead. Just as in case of military research. You won't get quickly to technologies of level III and higher. Especially if you want to develop military technologies simultaneously. In that case, it is better to focus on developing technology sets. +1 to public order isn't much, but before you get to technologies that give +5 so much time will pass that +1 gained each turn will in total give a great bonus. With 100% speed of researching technologies the last position from the tree will require 150 turns. Combined with others required for developing it, it is almost 400. In the meantime, all technologies of first level require in total 20 turns and will work till the end of the game. In long term, cheap technologies and set will give you more profits than the better ones.