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Part 110
Civilization V

Part 110

Unlock units like the Rifleman and buildings like the Museum in Civilization V's Renaissance and Industrial Eras. See tech costs and prerequisites.

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Unlock units like the Rifleman and buildings like the Museum in Civilization V's Renaissance and Industrial Eras. See tech costs and prerequisites.

Renaissance Era Technologies:

  1. Acoustics
    • Science Cost: 650
    • Prerequisite Techs: Education
    • Leads to: Scientific Theory
    • Unlocks: Opera House (Building), The Sistine Chapel (Wonder), The Kremlin (Wonder)
  2. Archaeology
    • Science Cost: 1300
    • Prerequisite Techs: Navigation
    • Leads to: Biology
    • Unlocks: Museum (Building), Hermitage (Wonder), The Louvre (Wonder)
  3. Astronomy
    • Science Cost: 650
    • Prerequisite Techs: Compass, Education
    • Leads to: Navigation
    • Unlocks: Caravel (Unit), Observatory (Building), Faster Embarked Movement (Ability), Embarking Across Ocean (Ability)
  4. Banking
    • Science Cost: 650
    • Prerequisite Techs: Education, Chivalry
    • Leads to: Economics
    • Unlocks: Sultan's Court (Building), Bank (Building), The Forbidden Palace (Wonder)
  5. Chemistry
    • Science Cost: 900
    • Prerequisite Techs: Gunpowder
    • Leads to: Fertilizer, Military Science
    • Unlocks: Cannon (Unit), Ironworks (Wonder)
  6. Economics
    • Science Cost: 900
    • Prerequisite Techs: Banking, Printing Press
    • Leads to: Military Science
    • Unlocks: Windmill (Building), Big Ben (Wonder)
  7. Fertilizer
    • Science Cost: 1300
    • Prerequisite Techs: Chemistry
    • Leads to: Dynamite
    • Unlocks: Farms not next to a River or Coast gets +1 Food
  8. Gunpowder
    • Science Cost: 680
    • Prerequisite Techs: Physics, Steel
    • Leads to: Chemistry, Metallurgy
    • Unlocks: Janissary (Unit), Musketman (Unit), Minuteman (Unit), Musketeer (Unit)
  9. Metallurgy
    • Science Cost: 900
    • Prerequisite Techs: Gunpowder
    • Leads to: Rifling
    • Unlocks: Sipahi (Unit), Lancer (Unit)
  10. Military Science
    • Science Cost: 1300
    • Prerequisite Techs: Chemistry, Economics
    • Leads to: Steam Powder
    • Unlocks: Cossack (Unit), Cavalry (Unit), Military Academy (Building), Brandenburg Gate (Wonder)
  11. Navigation
    • Science Cost: 900
    • Prerequisite Techs: Astronomy
    • Leads to: Archaeology, Scientific Theory
    • Unlocks: Ship of the Line (Unit), Frigate (Unit), Seaport (Building)
  12. Physics
    • Science Cost: 440
    • Prerequisite Techs: Engineering, Metal Casting
    • Leads to: Printing Press, Gunpowder
    • Unlocks: Trebuchet (Unit)
  13. Printing Press
    • Science Cost: 650
    • Prerequisite Techs: Machinery, Physics
    • Leads to: Economics
    • Unlocks: Theatre (Building), Taj Mahal (Wonder)
  14. Rifling
    • Science Cost: 1425
    • Prerequisite Techs: Metallurgy
    • Leads to: Dynamite
    • Unlocks: Rifleman (Unit)
  15. Scientific Theory
    • Science Cost: 1300
    • Prerequisite Techs: Acoustics, Navigation
    • Leads to: Biology, Steam Power
    • Unlocks: Reveals Coal (Resource), Public School (Building)
  16. Steel
    • Science Cost: 440
    • Prerequisite Techs: Metal Casting
    • Leads to: Gunpowder
    • Unlocks: Longswordsman (Unit), Samurai (Unit)
  17. Theology
    • Science Cost: 250
    • Prerequisite Techs: Calendar, Philosophy
    • Leads to: Education
    • Unlocks: Monastery (Building), Garden (Building), Angkor Wat (Wonder), The Hagia Sophia (Wonder)

Industrial Era Technologies:

  1. Biology
    • Science Cost: 1680
    • Prerequisite Techs: Archaeology, Scientific Theory
    • Leads to: Electricity
    • Unlocks: Hospital (Building), Oil Well (Tile Improvement)
  2. Combustion
    • Science Cost: 2200
    • Prerequisite Techs: Dynamite, Railroad, Replaceable Parts
    • Leads to: Atomic Theory, Lasers
    • Unlocks: Panzer (Unit), Tank (Unit)
  3. Dynamite
    • Science Cost: 1900
    • Prerequisite Techs: Fertilizer, Rifling
    • Leads to: Combustion
    • Unlocks: Artillery (Unit)
  4. Electricity
    • Science Cost: 1900
    • Prerequisite Techs: Biology, Steam Power
    • Leads to: Radio, Refrigeration, Steam Power
    • Unlocks: Reveals Aluminium (Resource), Stock Exchange (Building), Destroyer (Unit)
Tips
  • Prioritize technologies that unlock units or buildings that align with your current strategy. For example, Gunpowder is essential for unlocking early gunpowder units like the Musketman.
  • Consider the Science cost when planning your research path. Technologies like Theology are cheaper and can provide early benefits.
  • Keep an eye on the 'Leads to' section to plan for future technological advancements.
  • Some technologies unlock unique Wonders, which can provide significant empire-wide bonuses.
  • Pay attention to technologies that reveal new resources or provide tile improvements, as these can boost your economy and production.

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