Tech Tree

Not necessarily intended for everyone. This is a highly structured variant of the challenge, as opposed to the main, freeflowing challenge.

Agriculture
Unlocked by building an Elder Dwelling in Dirt Hovel stage.

Agricultural Nobility
There must always be a Noble overseeing all of the Agricultural activity in any Settlement. As more extravagant classes of Nobility begin to move to the Settlement, the Agricultural Noble must always be of the highest class of Nobility possible. If the Agricultural Noble remains a Noble at the close of the Stone Hamlet Stage, he will be replaced by a Baron in the Iron Village stage.

Agriculture Nobles are bureaucrats, and have no other purpose besides shuffling papers around.

Agricultural Council
The Agricultural Council report directly to the Agricultural Noble. There must be one member of the Agricultural Council for every branch of Agriculture present in the Settlement. Members of the Agricultural Council remain 1 class below the Agricultural Noble--unless it is the Iron Village stage, in which case any Councillors who remain Elders must be replaced by Barons.

Agriculture Advisor
The Agriculture Advisor reports directly to you about all Agricultural concerns across the entire Empire. He is of the highest rank of Nobles that have moved to your Empire (Anywhere in your Empire).

Capital Agricultural Council
The Capital Agricultural Council reports to the Agriculture Advisor about the state of the various Agricultural activities in the Empire. There is one Councillor per type of active Agriculture in your Empire. They are responsible for all other Agricultural Councillors within their chosen field (no pun intended).

Nobility for other sections along this vein.

Farming
Unlocked by building a Farming Elder's Dwelling in the Dirt Hovel stage.

--Unlocks Wooden Hoe

Wheat Farm
Unlocked by discovering Wheat seeds

Carrot Farm
Unlocked by discovering Carrots

Potato Farm
Unlocked by discovering Potatoes

Ranching
Unlocked by having 20 extra Wheat planted (any stage). May NOT be in Testificate village fields

Must build a Ranching Elder (Dirt Hovel-Stone Hamlet)'s/Ranching Noble (Iron Village on) Dwelling

Chicken Ranch
Unlocked by having 25 extra Wheat planted (any Stage)

Rabbit Ranch
Unlocked by having 25 exra Carrots planted (any Stage)

Pig Ranch
Unlocked by having 25 extra Carrots planted (any Stage)

Sheep Ranch
Unlocked by having 25 extra Wheat planted (any Stage)

Rainbow Ranch--Sheep of any/every color.

[Color] Sheep Ranch--Sheep of a particular color.

Cow Ranch
Unlocked by having 25 extra Wheat planted (any Stage)

Orchard Master
Unlocked by building the Farming Elder's Dwelling

Requires Elder/Noble Orchard Master's Dwelling

--Does NOT unlock Wooden Axe

Beekeeper
Unlocked by  having at least 50 trees in a bare minimum of 1 Orchards

Requires Beekeeper Elder/Noble Dwelling

Unlocks Honey Squeezer

Unlocks Mead Winery

Plantations
Unlocked by having Wheat, Carrots, and Potatoes planted in a field you created yourself (Testificate village fields do not count)

Requires having Elder/Noble Plantation

Kennels
Unlocked by owning 3 different types of Livestock (20 of each kind)

Requires Noble/Elder Kennel Master Dwelling

Stables
Unlocked by owning every type of Livestock (50 of each kind) and all kinds of Kennel Kreatures (10 of each)

Requires Elder/Noble Stable Master Dwelling

Fishing
Unlocked by building the Farming Elder's Dwelling

Requires Fishing Elder's Dwelling

Bakery
Requires 2 Wheat Farms

Vodka Distillery
Requires 2 Potato Farms

Cider Presser
Requires Apple Orchard

Vegetable Juicery
Requires 2 Carrot Farms

Lumberyard
Unlocked by Sawmill

Carpenter
Unlocked by Sawmill and Lumberyard

Furrier
Unlocked by Rabbit Ranch

Weaver
Unlocked by Sheep Ranch\

Scribe
Unlocked by Sugarcane Plantation (Papyrus) or Leatherworker (Vellum),; Chicken Ranch

Unlocks Education

Compost Fertilizer
Fish Plant, Butcher, Ranch, Stables feed in, all plants recieve bonus from compost (stacking bonus? static bonus?)

Wax Workshop
Unlocked by Beekeeper

Magic
Unlocked by Magic Noble and Education

Magic Education
Each place of Magical Education requires a Magic Noble, and the conventional education equivalent built somewhere in the Empire (School of Magic requires School, College of Magic requires College, etc). Places of Magical Education may focus on specific types (mods) of magic, or may focus on every single type of magic.

Each place of Magical Education is built on a Magical Education Estate, and has some basic requirements.

Additionally, each place of Magical Education requires at least one Magic Noble (who may live on or off campus) trained in the arts of that kind of magic to serve as a teacher. To hire additional teachers, build additional Magic Noble Estates.