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Technologies unlock the many features and mechanics of Civilization VII (Civ 7) throughout a game. Explore the Antiquity Age Tech Tree, Exploration Age Tech Tree, and Modern Age Tech Tree, along with their buildings, units, wonders, and abilities they unlock, plus how the Masteries, and Future Techs function.
List of Contents
| All Technologies |
|---|
|
|

| Technology | Unlocks | Mastery |
|---|---|---|
Agriculture
|
Granary
Granary Base Yield: +1 Food. +1 Food on Farms, Pastures, and Plantations. Warehouse Food Building. Ageless. Buildable in all Ages. Can be purchased in Towns. (Building)+1 Food on Farms
|
None |
Sailing
|
Fishing Quay
Fishing Quay Base Yield: + 1 Food. +1 Food on Fishing Boats. Warehouse Food Building. Ageless. Buildable in all Ages. Can be purchased in Towns. Must be placed on Coast, a Lake tile, or a Navigable River. (Building) Galley
Galley Tier 2 Antiquity Naval Unit. (Unit) Embarkation
Embarkation Allows all standard Land Units to travers Coast Terrain. +1 Food on Fishing Boats
|
None |
Pottery
|
Brickyard
Brickyard Base Yield: +1 Production. +1 Production on Clay Pits, Mines, and Quarries. Warehouse Production Building. Ageless. Buildable in all Ages. Can be purchased in towns. (Building)+1 Food on Plantations
+1 Production on Clay Pits
|
None |
Animal Husbandry
|
Saw Pit
Saw Pit Base Yield: +1 Production. +1 Production on Camps and Woodcutters. Warehouse Production Building. Ageless. Buildable in all Ages. Can be purchased in towns. (Building) Slinger
Slinger Tier 1 Antiquity Ranged Unit. Stronger on attack than defense. (Unit)+1 Production on Camps and Woodcutters
+1 Food on Pastures
|
None |
Writing
|
Library
Library Base Yield: +2 Science. +1 Science for each adjacent Resource. +1 Science for each adjacent Wonder. Has 2 Codex slots. Antiquity Science Building. (Building) Great Stele
Great Stele Gain 200 Gold when you construct a Wonder in this Settlement, including this one. Ageless. Must be placed on Flat Terrain. (Wonder) Research Initiative
Research Initiative Continuously generate Science equal to 25% of this City's Production. You can cancel this at any time. |
+ 1 Science on Science Buildings
Gain 1 Codex
Steal Technological Advancement
Steal Technological Advancement Gain a Technology from the target that you have not researched. If the Civilization has no eligible Technologies, gain Science instead. |
Irrigation
|
Garden
Garden Base Yield: +3 Food. +1 Food for each adjacent Coastal Terrain. +1 Food for each adjacent Navigable River Terrain. +1 Food for each adjacent Wonder. Antiquity Food Building. (Building)+1 Settlement Limit
Hanging Gardens
Hanging Gardens +1 Food on Farms in this Settlement. +10% Growth Rate in all Cities. +1 Expansionist Attribute Point. Ageless. Must be placed adjacent to a River. (Wonder) |
None |
Masonry
|
Ancient Walls
Ancient Walls Adds 100 HP to the District and +15 Combat Strength to Units defending in this tile. All Fortified Districts must be conquered to capture a Settlement. Antiquity Fortification. Must be built adjacent to another Fortified District. Monument
Monument Base Yield: +2 Culture +1 Influence. +1 Culture for each adjacent Mountainous Terrain. +1 Culture for each adjacent Natural Wonder. +1 Culture for each adjacent Wonder. Antiquity Culture and Diplomacy Building. (Building) Pyramids
Pyramids +1 Gold and Productionon Minor and Navigable River tiles in this Settlement. Ageless. Must be placed on Desert and adjacent to a Navigable River. (Wonder)+1 Production on Mines and Quarries
|
+3 Combat Strength for Fortified Districts
+1 Production on Production Buildings
|
Currency
|
Bath
Bath Base Yield: +4 Food. +1 Food for each adjacent Navigable River Terrain. +1 Food for each adjacent Wonder. Antiquity Food Building. +10% Growth Rate. Must be placed on a River. (Building) Market
Market Base Yield: +2 Gold. +1 Gold for each adjacent Coastal Terrain. +1 Gold for each adjacent Navigable River Terrain. +1 Gold for each adjacent Wonder. Increases number of Resources that may be assigned to this Settlement by 1. Antiquity Gold Building. (Building)+1 Specialist Limit in all Cities
|
+1 Gold on Gold Buildings
Gain 1 Codex
|
Bronze Working
|
Barracks
Barracks Base Yield: +2 Production. +1 Production for each adjacent Resource. +1 Production for each adjacent Wonder. Antiquity Military Building. Land Units trained in this settlement will spawn at this Building's location. +10% Production towards Land Units. (Building) Spearman
Spearman Tier 2 Antiquity Infantry Unit. (Unit) Archer
Archer Tier 2 Antiquity Ranged Unit. Stronger on attack than defense. (Unit) |
+3 Combat Strength for Infantry Units
+2 Production on Military Buildings
|
The Wheel
|
Villa
Villa Base Yield: +3 Happiness +2 Influence. +1 Happiness for each adjacent Mountainous Terrain. +1 Happiness for each adjacent Natural Wonder. +1 Happiness for each adjacent Wonder. Antiquity Happiness Building (Building) Ballista
Ballista Tier 2 Antiquity Siege Unit. High Bombard strength for attacking Fortified Districts. (Unit) Chariot
Chariot Tier 2 Antiquity Cavalry Unit. Ignores Zone of Control. (Unit) Military Infiltration
Military Infiltration Gain vision of all the target's Commanders |
Gain 1 Codex
+1 Movement for Siege Units
|
Navigation
|
Lighthouse
Lighthouse Base Yield: +3 Gold. +1 Gold for each adjacent Coastal Terrain. +1 Gold for each adjacent Navigable River Terrain. +1 Gold for each adjacent Wonder. Increases the number of Resources that may be assigned to this Settlement by 2. Antiquity Gold Building. Must be placed on a Coast tile. (Building) Ha'amonga 'a Maui
Ha'amonga 'a Maui Base Yield: +2 Culture. +1 Culture and Food on Fishing Boats in this Settlement. +1 Cultural Attribute Point. Ageless. Must be placed on Grassland or Tropical and adjacent to Coast. (Wonder) Quadrireme
Quadrireme Tier 3 Antiquity Naval Unit. (Unit) |
Gain 1 Codex
+3 Combat Strength for Naval Units
+1 Food on Food Buildings
|
Engineering
|
Amphitheater
Amphitheater Base Yield: +4 Culture. +1 Culture for each adjacent Mountainous Terrain. +1 CUlture for each adjacent Natural Wonder. +1 Culture for each adjacent Wonder. Antiquity Culture Building. +10% Production towards Wonders. (Building) Blacksmith
Blacksmith Base Yield: +3 Production. +1 Production for each adjacent Resource. +1 Production for each adjacent Wonder. Antiquity Production Building. +1 Production on Quarters. (Building) |
Ancient Bridge
Ancient Bridge Base Yield: +4 Gold. Allows Land Units to move over a Navigable River without having to Embark. Cheaper to build where a Road has already formed a Ferry across the River. Antiquity Gold Building. Must be placed on a Navigable River. Pillaged by any Flood. (Building)+1 Culture on Culture Buildings
Gain 1 Codex
|
Military Training
|
Arena
Arena Base Yield: +4 Happiness. +1 Happiness for each adjacent Mountainous Terrain. +1 Happiness for each adjacent Natural Wonder. +1 Happiness for each adjacent Wonder. Antiquity Happiness Building. +1 Happiness on Quarters. (Building)Unlocks Unit Flanking
|
None |
Mathematics
|
Academy
Academy Base Yield: +4 Science. +1 Science for each adjacent Resource. +1 Science for each adjacent Wonder. Has 3 Codex slots. Antiquity Science Building. (Building) Pyramid of the Sun
Pyramid of the Sun Base Yield: +3 Culture. +2 Culture on Quarters in this Settlement. Ageless. Must be placed on Flat Terrain adjacent to a District. (Wonder) |
Gain 2 Codices
|
Iron Working
|
Horseman
Horseman Tier 3 Antiquity Cavalry Unit. Ignores Zone of Control. (Unit) Phalanx
Phalanx Tier 3 Antiquity Infantry Unit. (Unit) |
None |
Future Tech (Antiquity)
|
+1 Wildcard Attribute Point
A boost for starting tech in the next age
+10 Age Progress
|
None |

| Technology | Unlocks | Mastery |
|---|---|---|
Machinery
|
Gristmill
Gristmill Base Yield: +4 Food. +1 Food on Farms, Pastures, and Plantations. Warehouse Food Building. Persistent. Can be purchased in Towns. Must be placed on a River. (Building) Sawmill
Sawmill Base Yield: +3 Production. +1 Production on Camps and Woodcutters. Warehouse Production Building. Persistent. Can be purchased in Towns. Must be placed on a River. (Building) Catapult
Catapult Tier 1 Exploration Siege Unit. High Bombard strength for attacking Fortified Districts. (Unit) |
+1 Production on Camps and Woodcutters
|
Astronomy
|
Serpent Mound
Serpent Mound Base Yield: +4 Influence. +3 Science and +2 Production to all Unique Improvements in this Settlement. Must be placed in Grassland. (Wonder) Observatory
Observatory Base Yield: +4 Science. +1 Science for each adjacent Resource. +1 Science for each adjacent Wonder. Exploration Science Building. (Building) Fleet Commander
Fleet Commander Naval Support unit capable of assembling and commanding a collection of Naval Military units in a single fleet. (Unit) |
None |
Cartography
|
Wharf
Wharf Base Yield: +4 Food. +1 Food for each adjacent Coastal Terrain. +1 for each adjacent Navigable River Terrain. +1 Food for each adjacent Wonder. Increases the number of Resources that may be assigned to this settlement by 2. Exploration Food Building. Must be placed on Coast or a Navigable River. (Building)All Civilian and Support Units may enter deep Ocean Terrain.
|
+1 Food on Food Buildings
+1 Food on Fishing Boats
|
Castles
|
Dungeon
Dungeon Base Yield: +2 Influence. +3 Production. +1 Production for each adjacent Resource. +1 Production for each adjacent Wonder. Exploration Diplomacy and Production Building. (Building) Medieval Walls
Medieval Walls Adds 100 HP to the District and +15 Combat Strength to Units defending in the tile. All Fortified Districts must be conquered to capture a Settlement. Exploration Fortification. Must be built adjacent to another Fortified District. (Building) Crossbowman
Crossbowman Tier 2 Exploration Ranged Unit. Stronger on attack than defense. (Unit) |
+3 Combat Strength for Fortified Districts
Open the Gates
Open the Gates Destroy the defenses of a District in a Target Settlement. +1 Production on Quarries
|
Heraldry
|
Knight
Knight Tier 2 Exploration Cavalry Unit. Ignores Zone of Control. (Unit) Man-At-Arms
Man-At-Arms Tier 2 Exploration Infantry Unit. (Unit) Mamluk
Mamluk Tier 2 Abbasid Unique Cavalry Unit. When stationed in or occupying a Settlement, receive a +1 Combat Strength for every Urban Population in that Settlement. Ignores Zone of Control. Has lower combat strength than other Tier 2 Cavalry units. (Unit) |
+3 Combat Strength for Infantry Units
+1 Happiness on Happiness Buildings
|
Feudalism
|
Inn
Inn Base Yield: +3 Food. +1 Happiness. +1 Food for each adjacent Coastal Terrain. +1 for each adjacent Navigable River Terrain. +1 Food for each adjacent Wonder. Exploration and Food Happiness Building. (Building)+1 Settlement Limit
|
Medieval Bridge
Medieval Bridge Base Yield: +4 Gold. Allows Land Units to move over a Navigable River without having to Embark. Cheaper to build where a Road has already formed a Ferry across the River. Exploration Gold Building. Must be placed on a Navigable River. (Building)+1 Food on Farms, Pastures, and Plantations
|
Guilds
|
Guildhall
Guildhall Base Yield: +2 Influence. +4 Gold. +1 Gold for each Navigable River Terrain. +1 Gold for each Coastal Terrain. +1 Gold for each adjacent Wonder. Exploration Gold and Diplomacy Building. (Building) Kiln
Kiln Base Yield: +4 Culture. +1 Culture for each adjacent Mountainous Terrain. +1 Culture for each adjacent Natural Wonder. +1 Culture for each adjacent Wonder. Exploration Culture Building. +10% Production towards Wonders. (Building) |
+1 Gold on Gold Buildings
+1 Production on Clay Pits and Mines
|
Metallurgy
|
Armorer
Armorer Base Yield: +4 Production. +1 Production for each adjacent Resource. +1 Production for each adjacent Wonder. Exploration Military Building. Military units trained in this Settlement will spawn at this building's location. +10% Production towards land units. (Building) Trebuchet
Trebuchet Tier 2 Exploration Siege Unit. High Bombard strength for attacking Fortified Districts. (Unit) |
+3 Combat Strength for Range and Siege Units
+2 Production on Military Buildings
|
Shipbuilding
|
Shipyard
Shipyard Base Yield: +5 Production. +1 Production for each adjacent Resource. +1 Production for each adjacent Wonder. Exploration Military Building. Naval units trained in this Settlement will spawn at this building's location. Must be placed on Coast Adjacent to land. +10% Production towards land units. (Building) Carrack
Carrack Tier 2 Exploration Naval Unit. (Unit)All Naval Units can safely travel across deep Ocean Terrain without taking damage
All units ignore movement penalties from deep Ocean Terrain
|
+3 Combat Strength for Naval Units
All enhanced Land Units may enter deep Ocean Terrain
|
Education
|
University
University Base Yield: +5 Science. +1 Science for each adjacent Resource. +1 Science for each adjacent Wonder. +1 Science on Quarters. Exploration Science Building. (Building) Shwedagon Zedi Daw
Shwedagon Zedi Daw Base Yield: +2 Science. Science on Rural tiles in this Settlement that have at least 1 Happiness. +1 Wildcard Attribute Point. Ageless. Must be placed adjacent to a lake. (Building)+1 Specialist Limit in all Cities
|
+1 Science on Science Buildings
Receive 1 Relic
|
Metal Casting
|
Lancer
Lancer Tier 3 Exploration Cavalry Unit. Ignores Zone of Control. (Unit) Pikeman
Pikeman Tier 3 Exploration Infantry Unit. (Unit) Mamluk
Mamluk Tier 2 Abbasid Unique Cavalry Unit. When stationed in or occupying a Settlement, receive a +1 Combat Strength for every Urban Population in that Settlement. Ignores Zone of Control. Has lower combat strength than other Tier 2 Cavalry units. (Unit) |
+3 Combat Strength for Cavalry Units
+1 Production on Production Buildings
|
Architecture
|
Menagerie
Menagerie Base Yield: +5 Happiness. +1 Happiness for each adjacent Mountainous Terrain. +1 Happiness for each adjacent Natural Wonder. +1 Happiness for each adjacent Wonder. +1 Happiness on Camps and Pastures. Exploration Happiness Building (Building) Pavilion
Pavilion Base Yield: +5 Culture. +1 Culture for each adjacent Mountainous Terrain. +1 Culture for each adjacent Natural Wonder. +1 Culture for each adjacent Wonder. +1 Happiness on Quarters. Exploration Culture Building. (Building) |
+1 Culture on Culture Buildings
Receive 1 Relic
|
Gunpowder
|
Arquebusier
Arquebusier Tier 3 Exploration Ranged Unit. Stronger on attack than defense. (Unit) Bombard
Bombard Tier 3 Exploration Siege Unit. High Bombard strength for attacking Fortified Districts. (Unit) Galleon
Galleon Tier 3 Exploration Naval Unit. (Unit) |
None |
Urban Planning
|
Bank
Bank Base Yield: +5 Gold. +1 Gold for each adjacent Navigable River Terrain. +1 Gold for each adjacent Coastal Terrain. +1 Gold for each adjacent Wonder. +1 Gold on Quarters. Exploration Gold Building. (Building) Hospital
Hospital Base Yield: +4 Food. +1 Food for each adjacent Coastal Terrain. +1 for each adjacent Navigable River Terrain. +1 Food for each adjacent Wonder. +15% Growth Rate. Exploration Gold Building. (Building) Machu Pikchu
Machu Pikchu Gold Base. Increased Resource Capacity in this Settlement. Increased Culture and Gold on all tiles adjacent to this Wonder. Must be built on a Tropical Mountain tile. (Wonder)+1 Specialist Limit in all Cities
|
None |
Future Tech (Exploration)
|
+1 Wildcard Attribute Point
A boost for starting tech in the next age
+10 Age Progress
|
None |

| Technology | Unlocks | Mastery |
|---|---|---|
Academics
|
Schoolhouse
Schoolhouse Base Yield: +5 Science. +1 Science for each adjacent Resource. +1 Science for each adjacent Wonder. Modern Science Building. (Building) Oxford University
Oxford University Base Yield: +4 Science. Grants 2 free Technologies. +1 Attribute Point. Ageless. Must be placed adjacent to a district. (Building) |
None |
Steam Engine
|
Ironworks
Ironworks Base Yield: +4 Production. +1 Production on Mines, Quarries, Woodcutters, and Clay Pits. Warehouse Production Building. Ageless. Buildable in all ages. Can be purchased in towns. (Building) Port
Port Base Yield: +5 Gold. +1 Gold for each adjacent Coastal Terrain. +1 Gold for each adjacent Navigable River Terrain. +1 Gold for each adjacent Wonder. Increases the number of Resources that may be assigned to City by 2. Modern Gold Building. Naval units trained in this City will spawn at this building's location. Must be placed on Coast adjacent to land. (Building) Merchant
Merchant Civilian who can establish a Trade Route to import Resources from a foreign Settlement. (Unit) Ironclad
Ironclad Tier 1 Modern Light Naval Unit. Has the Skirmish ability, +50% Combat Strength from Flanking. (Unit) |
+1 Production on Camps
+1 Food on Farm and Plantations
|
Military Science
|
Defensive Fortifications
Defensive Fortifications Adds 100 HP to the District and +15 Combat Strength to Units defending in the tile. All Fortified Districts must be conquered to capture a Settlement. Modern Fortification. Must be built adjacent to another Fortified District. (Building) Military Academy
Military Academy Base Yield: +5 Production. +1 Production for each adjacent Resource. +1 Production for each adjacent Wonder. Grants a free Level to new Commanders trained in this City. Military Units trained in this City will spawn at this Building's location. Modern Military Building. (Building) Red Fort
Red Fort Base Yield: +4 Gold. Acts as a Fortified District that must be conquered. +50 HP to this tile and all City Centers. Ageless. Must be adjacent to a District. (Building) |
None |
Electricity
|
Laboratory
Laboratory Base Yield: +6 Science. +1 Science for each adjacent Resource. +1 Science for each adjacent Wonder. +1 Science on Quarters. Modern Science Building. (Building) Stock Exchange
Stock Exchange Base Yield: +5 Gold. +1 Gold for each adjacent Coastal Terrain. +1 Gold for each adjacent Navigable River Terrain. +1 Gold for each adjacent Wonder. +1 Gold on Quarters. Modern Gold Building. (Building)+1 Specialist Limit in all Cities
|
+1 Gold on Gold Buildings
+1 Science on Science Buildings
|
Urbanization
|
Department Store
Department Store Base Yield: +5 Happiness. +1 Happiness for each adjacent Mountainous Terrain. +1 Happiness for each adjacent Natural Wonder. +1 Happiness for each adjacent Wonder. Increases the number of Resources that may be assigned to this Settlement by 1. Modern Happiness Building. (Building) Opera House
Opera House Base Yield: +5 Culture. +1 Culture for each adjacent Mountainous Terrain. +1 Culture for each adjacent Natural Wonder. +1 Culture for each adjacent Wonder. +3 Influence. Modern Culture Building. (Building)+1 Settlement Limit
|
Modern Bridge
Modern Bridge Base Yield: +5 Gold. Allows Land Units to move over a Navigable River without having to Embark. Cheaper to build where a Road has already formed a Ferry across the River. Modern Gold Building. Must be placed on a Navigable River. Unaffected by Floods. (Building)+1 Production on Clay Pits and Quarries
|
Combustion
|
Cruiser (Unit)
Dreadnought (Unit)
Landship (Unit)
|
+3 Combat Strength for Cavalry Units
+1 Production on Production Buildings
|
Industrialization
|
Rail Station
Rail Station Base Yield: +8 Gold. +10% Production towards Training Units in Cities with a Railroad. When built, upgrades any Roads to Settlements that also have a Rail Station into Railroads. Railroads allow units to move from one Settlement with a Rail Station to another. Modern Gold Building. Occupies a full tile and cannot be paired with another Building. Can be purchased in Towns. (Building) Field Gun
Field Gun Tier 2 Modern Ranged Unit. Stronger on attack than defense. (Unit) Howitzer
Howitzer Tier 2 Modern Siege Unit. High Bombard strength for attacking Fortified Districts. (Unit) Rifle Infantry
Rifle Infantry Tier 2 Modern Infantry Unit. (Unit) Marine
Marine Tier 2 American Unique Infantry Unit. Has the Amphibious ability. Cheaper to train. (Unit) |
+3 Combat Strength for Infantry Units
+1 Production on Mines and Woodcutters
|
Radio
|
Radio Station
Radio Station Base Yield: +4 Influence. +6 Happiness. +1 Happiness for each adjacent Mountainous Terrain. +1 Happiness for each adjacent Natural Wonder. +1 Happiness for each adjacent Wonder. Modern Diplomacy and Happiness Building. (Building) Tenement
Tenement Base Yield: +6 Food. +1 Happiness. +1 Food for each adjacent Coastal Terrain. +1 for each adjacent Navigable River Terrain. +1 Food for each adjacent Wonder. Modern Food Building. (Building) Eiffel Tower
Eiffel Tower Base Yield: +5 Culture. +2 Culture and Happiness on Quarters in this City. Ageless. Must be placed adjacent to a District. (Building) |
+1 Culture on Culture Buildings
+1 Happiness on Happiness Buildings
|
Flight
|
Aerodrome
Aerodrome Base Yield: +8 Production. Modern Military Building. Required to train Air Units. Air Units trained in this City will spawn at this Building's Location. Packed Air Units have a +1 Intercept Range. Must be placed on Flat Terrain. Occupies a full tile and cannot be paired with another Building. (Building) Biplane
Biplane Tier 2 Modern Fighter Attack Air Unit. Can intercept Air Units. Not very effective against Land or Naval Units. (Unit) Trench Fighter
Trench Fighter Tier 2 Modern Ground Attack Air Unit. Strong against Land or Naval Units. Not very effective against Aircraft. (Unit) Bomber
Bomber Tier 2 Modern Siege Air Unit. High Bombard strength for attacking Fortified Districts. (Unit) Squadron Commander
Squadron Commander Complete this Project to launch the first man into space and win a Scientific Victory. (Unit) |
+2 Production on Military Buildings
+1 Intercept Range for Fighter Units
|
Mass Production
|
+1 Settlement Limit
Cannery
Cannery Base Yield: +5 Food. +1 Food for each adjacent Coastal Terrain. +1 for each adjacent Navigable River Terrain. +1 Food for each adjacent Wonder. +10% Growth Rate. Modern Food Building. (Building) Factory
Factory Base Yield: +6 Production. +1 Production for each adjacent Resource. Allows one Type of Factory Resource to be slotted in this Settlement. Increases the number of Resources that may be assigned to this Settlement by 1. Modern Resource Building. Must be in a Settlement connected to the Capital by Railroad. (Building) |
+1 Food on Food Buildings
Sabotage Shipping
Sabotage Shipping Destroy all Ports and Rail Stations in a target city. +1 Food on Fishing Boats and Pastures
|
Mobilization
|
Aircraft Carrier
Aircraft Carrier Naval Support Unit capable of assembling and commanding a collection of Air Military Units as a single Squadron. (Unit) Battleship
Battleship Tier 3 Modern Heavy Naval Unit. (Unit) Destroyer
Destroyer Tier 3 Modern Light Naval Unit. Has the Skirmish ability, +50% Combat Strength from Flanking. (Unit) Submarine
Submarine Tier 3 Modern Stealth Naval Unit. Can only be seen by adjacent units. (Unit) |
+3 Combat Strength for Naval Units
|
Armor
|
Marine
Marine Tier 2 American Unique Infantry Unit. Has the Amphibious ability. Cheaper to train. (Unit) AT Gun
AT Gun Tier 3 Modern Ranged Unit. Stronger on attack than defense. (Unit) Assault Gun
Assault Gun Tier 3 Modern Siege Unit. High Bombard strength for attacking Fortified Districts. (Unit) Infantry Company
Infantry Company Tier 3 Modern Infantry Unit. (Unit) Tank
Tank Tier 3 Modern Cavalry Unit. Ignores Zone of Control. (Unit) |
+3 Combat Strength for Range and Siege Units
|
Aerodynamics
|
Fighter
Fighter Tier 3 Modern Fighter Attack Air Unit. Can intercept Air Units. Not very effective against Land or Naval Units. (Unit) Dive bomber
Dive bomber Tier 3 Modern Ground Attack Air Unit. Strong against Land or Naval Units. Not very effective against Aircraft. (Unit) Heavy Bomber
Heavy Bomber Tier 3 Modern Siege Air Unit. High Bombard strength for attacking Fortified Districts. (Unit) Break the Sound Barrier
Break the Sound Barrier Complete for a +1 Combat Strength to Air Units and 1 Legacy Point towards the Science Legacy Path. |
+3 Combat Strength for Air Units
|
Rocketry
|
Launch Pad
Launch Pad Base Yield: +8 Science. Unlocks the Launch Satellite Project. Modern Science Building. Must be placed on Flat Terrain. Occupies a full tile and cannot be paired with another Building. (Building) Sabotage Space Program
Sabotage Space Program Increases the time it takes to construct Launch Pads and the complete the Launch Satellite Project in the target City. Launch Satellite
Launch Satellite Complete for total map reveal and 1 Legacy Point towards the Science Legacy Path. Staffed Space Flight
Staffed Space Flight Complete this Project to launch the first man into space and win a Scientific Victory. |
None |
Future Tech (Modern)
|
+1 Wildcard Attribute Point
+10 Age Progress
|
None |

Technologies push your civilization forward by unlocking new buildings, units, and advancements, strengthening your empire’s capabilities. Researching them is a continuous process fueled by Science Yield, so the more Science you generate, the faster you can innovate and stay ahead of the competition.
Technologies function similarly to Civics, but while Technologies are researched using Science Yield, Civics progress through Culture Yield. Both unlock new advancements, but Technologies focus on military, infrastructure, and production, while Civics shape government, policies, and society.
Prioritizing Technology research gives you military advantage, as most powerful units are unlocked through advancements.
Science Victory Guide and How to Win
| How the Tech Tree Works |
|---|
|
|
Tech Trees structure scientific progress, showing the path of technological advancements your civilization can pursue. Each Age has its own Tech Tree, with technologies that unlock new buildings, units, or abilities.
However, you must follow a progression path, meaning some technologies require others to be researched first. The more Science Yield you generate, the faster you can advance, shaping your strategy based on your empire’s needs.

Techs offer opportunities to research Mastery. After a Tech is researched, a tier two Tech becomes available—these are called Masteries, and they grant additional bonuses, unlocking new constructibles and codices. Masteries are often essential for pursuing Science Legacy Path, offering critical advantages to your empire’s growth and capabilities.
Similarly, Civics also have Masteries.

Future Tech becomes available at the end of the current Age's Tech Tree. Researching Future Tech advances the current Age by 10, grants a Wildcard Attribute Point, and provides a boost for a starting Tech in the next Age, helping you stay ahead in technological progress.

To access the Tech Tree, click the Technology Icon, then select View Tree to explore available advancements and plan your research path.
| Civilization VII Guides | |
|---|---|
News and Game Info |
Civilizations |
Leaders |
Technologies |
Victory Types |
Units |
Buildings |
Resources |
Tips and Tricks |
Wonders |
Civics |
Great People |
Civ 7 Technologies and Tech Tree



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