Research · Take to the air
The technology tree is a dependency map. Pick the capability you need, read its prerequisites backward, and fund that path.
Principles of Flight → Aerodynamics → Glider Design opens the first complete flight loop: timber production, a Grass Airstrip, a Glider, the Pilot role, and Training Flights.
Internal Combustion then advances the field into the Propeller Age after Airframe Construction and Glider Design are complete. The technology card shows the exact resource cost.
Each era has an advance technology. Reaching it opens a new band of buildings, jobs, aircraft, and research. Side branches are valuable, but they should support rather than obscure your next era goal.
| If you are waiting on | Improve | Also inspect |
|---|---|---|
| Research points | Science jobs and research multipliers | Morale, crew rank, and research storage. |
| Iron or alloys | Mines, converters, and their inputs | Whether a Workshop craft must be triggered manually. |
| Gold or scarce goods | Expeditions and trade partners | Flight Hours, Reputation, and offer inputs. |
| A hidden prerequisite | The named earlier technology | Whether its own prerequisites form another branch. |
Later milestones such as the Propeller and Jet Programs ask you to demonstrate a working operation, not merely accumulate Research. Follow the active Flight Plan: it names the next build, production chain, flight, or test needed to continue.