Now there are 3 three-level branches, 2 two-level and 2 one-level:
Wooden machine construction (2M): raises the production of manufactures and war machines’ workshops by +10%.
Colonization (0,3M): decreases acres’ costs.
DracoAstronomy(2M)/DracoAnatomy(3M)/DracoDynamics(4M): increases the number of Dragons able to live in your Kingdom without SB Dragon Trap by 6/16/20 %, increases the chance of luring a Dragon through the Portal and their number found in the Labyrinth, increases the influence of Generals Dragon Killing and the effect of thievish attack Dragon slaying.
Weapon Sharpening(2M): decreases the cost Elite 2 units by -5 weapons, increases the amount of weapons gained from the Armourers workshop by +5%.
Weapon Repairing(4M): decreases the cost Elite 2 units by -15 weapons, increases the amount of weapons gained from the Armourers workshop by +15% (Necromancers cannot develop this branch).
Weapon Reforging (6M): decreases the cost Elite 2 units by -20 weapons and Elite 1 units by -5 weapons, increases the amount of weapons gained from the Armourers workshop by +20%(Necromancers, Br-Ougs and Gnomes cannot develop this branch).
Reclamation (3M): the second level for Colonization, decreases the cost of rebuilding Wastelands by -33%.
Occultism (cost = (6 - Lvl_in_Magic)*1M): gives an additional Spellbook. For level 0 (no levels developed) in Magic costs 6M Science Points; for level 5 (all levels developed) in Magic costs only 1M Science Points.
Calculating (2M): decreases the tax on the Market to 12% for food, stones and weapons.
Reckoning (4M): decreases the tax on the Market to 8% for food, stones and weapons.
Accountancy (6M): decreases the tax on the Market to 5% for food, stones and weapons.
Time Bend (0,3M): gives you an additional trippled turn limit (3*15 without Western and Eastern Towers of Time, 3*17 with those two SB, does work only on Kingdoms younger than 10 days).
Time Collapse (0,3M): gives you an additional turn limit (15 turns without Eastern and Western Towers of Time, 17 with both SB, can be developed at any time during the Age).
Empirics(5M): increases the chance of a breakthrough by +10%, increases breakthrough value by +10%.
All multi-level branches have 5 levels. To gain a new level you have to gather the needed amount of Science Points. You can invest SP in these fields of studies :
Development: raises the maximum number of Science Points produced per turn.
Architecture: lowers the cost of Special Buildings (except LJP).
Engineering: lowers the cost of Economical Buildings.
Magic: lowers the cost of casting spells.
Training: speeds up training of military units.
Recruitment: lowers the cost of recruiting thieves.