In Age of Empires, technologies are researched from the File:Hqc townctr.png Town Centre. For the purposes of this mod, they shall be based off palatial villas.
As with other editions of Kings & Conquerors, Reforms are not researched at the Civic Centre, but are instead obtained from the Assembly.
Level 1 Reforms improve your Wealth gathering rates.
Level 2 Reforms increase attrition damage to enemies traversing your territory, and are the most important upgrade as they will allow access to heavy infantry and chariots.
Unlike conventional Government upgrades from the vanilla version of Rise of Nations, all Policies cost both Wealth and Knowledge. The difference however is that more Wealth is required on green Policies, while red ones require more Influence.
Unlike Age of Chariots and Rise of the Ancients, Commerce research in Age of Empires uses Influence and Food - thus making it harder, as can be expected, to either invest in culture or in industry. You can either invest your Food and Influence in exacting more tax, or spend it on the arts or your economy. The choice is yours.
Name
Cost
Barter
:60 :60
Scribes Leads to :
:140 :60
Contractual Relations Leads to:
:200
Records and Tallies Leads to:
:800 :300
Commodity Money
Leads to :
:1,200 :500
Exploration
Leads to :
:1,500 :800
Land Development
Leads to:
:2,000 :60 :60
Culture []
In place of Science, Culture is the primary means of fostering innovation and improvement in Hammurabi. Otherwise the roles of all seven levels of Cultural research resemble those of Science under The Wolf Among Lions.
Name
Cost
Culture
: 120 : 50
Written Word Leads to:
: 120 : 80
Loremastery Leads to :
: 200 : 160
Aesthetics Leads to :
: 300 : 300
Numeracy Leads to :
: 500 : 500
Astrology and Horology Leads to :
: 900 : 900
Mechanical Energy Leads to :
: 1,500 : 1,500
Administration []
The task of administration is less connected to public deliberations as it is now to creating a physical presence - Administration creates the population centres, but only Science or Commerce can make them flourish as economic hubs.
However, there are two areas of economic resource production which Administration governs -- and that is Wealth production through Taxation, as well as Food production through Agronomics. This, in addition to the Administration tech track taking over the vanilla Civics track of Rise of Nations (as well as its important task of expanding your geographic borders on the game map) makes the Administration track no less important (if not more) than the Military track. Without the resources and Peons that Administration can drag in, your empire will be stagnant.
Name
Cost
Government Leads to :
: 120
Traditions and Rituals Leads to :
: 160
Caste System
Leads to :
: 160 : 160
Alienable Rights Leads to:
: 300 : 300
Codified Law
Leads to :
: 500 : 500
Morality
Leads to:
: 1,000 : 900
Nationhood Leads to :
: 1,500 : 1,500
Military []
Name
Cost
Census Leads to:
:170
Drill
: 200
Rank and File Leads to:
: 300 : 100
Physical Conditioning Leads to:
: 1460 : 280
Military Tradition Leads to:
: 650 : 400
Mercenaries Leads to:
: 1,300 : 500
Soldiery Leads to :
: 1,800 : 1,200
Note that the research time of all Military techs has been drastically increased, so that from Level 4 onward, it gets harder than before to research each and every last level.