Upgrades/The Southeastern Dragon

Fort
In contrast to other mods, the Fort now researches 4 different tech tracks as opposed to just 1 or 2: this includes the Attrition and Logisstics line of research in addition to the vanilla tracks of Fortification and Strategy. All upgrades require Military Research, plus one or more additional techs.

Of these, Attrition is the simplest, requiring only Military research.

Strategy .Stratgen_icc.png
Want your Generals and Officers to be a little more capable? or you need the ancient version of James Bond serving for king and country? the Strategy track of upgrades can help. These boost the craft, survivability and movement of your Spies and Officer-type units, making them more useful on the battlefield.

Attrition [[file:attrition.png|Attrition|link=The_Southeastern_Dragon/Upgrades#Attrition]]
Note: Social Contract is restricted to France.

In this mod, Imperial Mandate makes a comeback, and is a Nobles' Court technology.

Logistics [[file:supply.png|Logistics|link=Upgrades/The_Southeastern_Dragon#Logistics]]
In New World Empires, only one level of Logistics is available for research, and it must be obtained from the Fort.

Logistics is considered a mid-tier tech, and it will require three different techs: Logistics is required for the following:
 * The intermediate Age tech (Classical Age for Alexander; Gunpowder Age for The Southeastern Dragon); and/or
 * Level 3 Red government; and
 * Level 1 Taxation.
 * (Alexander) War Elephant units,
 * (Swords of the Prophets) Cataphract-type cavalry and other top-tier units at the Magistracy,
 * (The Southeastern Dragon) Various Western units that would otherwise have been available with Mercantile Era from Rise of the Moderns.

Temple
Adminisrtration and Civics are the primary requirement for all upgrades (except Organised Religion)

Taxation however is different, and needs Civics + Military.

Religion [[file:relig icc.png|link=Upgrades/The_Southeastern_Dragon#Religion|Religion]]
All religious upgrades are Age-sensitive. If Religion "is the opiate of the masses", then Swords of the Prophets will demonstrate it well. The higher your religious research, the more resistant your cities become in battle. Religion also helps your cities become more effective in securing and expanding your territory, increasing your tax revenues. Note that not all factions are capable of researching all Religion techs. All Turkic factions (excluding the Khazars) and Japan are unable to research any Religion technologies whatsoever.
 * Organised Religion
 * Missionaries - Level 3 Admin
 * Reformation - Level 6 Admin

Taxation [[file:wealth.jpg|link=Upgrades/The_Southeastern_Dragon#Taxation|Taxation]]
In this mod, Centralisation makes a comeback, and is a Nobles' Court technology.

Granary
The Granary primarily functions as a food booster, be it through its initial ability to boost Farm output in its host city, or by researching new technologies to increase that boost. Agronomics upgrades do not use Science but are instead dependent on Commerce and Age upgrades.

Agronomics [[file:food.jpg|link=#Agronomics]]
Agronomics is probably by far the most important branch, be it in the vanilla version of Rise of Nations or any mod itself. The Middle Ages and Early Modern Era were built on the backs of peasants growing food, and the world of The Southeastern Dragon is no exception.

Note, however, that not all factions enjoy the same degrees of Agronomic sophistication. While most factions can access the very first level, Animal Husbandry, the second level is open only to a handful of nations — a few European nations, as well as Muslim countries and most Asian nations (except China, Japan and Marathi) are excluded. The third level, Canning Process, is limited exclusively to China, England, France and the Marathi.

Sawmill
As this is an economic building, it is only to be expected that both Commerce and Administration are required for all Agronomics upgrades beyond the first.

Smelter
As this is an economic building its upgrades require both Commerce AND Science. All upgrades automatically require Level 3 Science or higher as this is required to first access to Smelter building.

Construction [[file:Maspns_mini.png|link=Upgrades/The Southeastern Dragon#Construction|Construction]]
All siege weapons of any worth require Construction upgrades in order to be accessed.

Pedagogics [[file:book.png|Pedagogics|link=Upgrades/The_Southeastern_Dragon#Pedagogics]]
Because gunpowder weapons often require lots of technicians early on, Pedagogics can be a really powerful line of research in The Southeastern Dragon. This is also further compounded by the fact that some other areas of research, apart from Town Centre techs, also consume vast amounts of Knowledge too. So there is always a need for added Knowledge, especially in the early game when gunpowder weapons are still in an experimental phase, and need specialised technicians to manufacture and operate them.

In this mod, Darul Islam makes a comeback, and is a Nobles' Court technology.