Turn 0:
Chose 'Watching the stars' over 'improving the spirit' or 'the flow of energy' as the core of our religious lodge practices. Chose 'Riddle of Steel' over boat-building or solar power.
Not explicitly techs per se, but definitely techlike at a minimum: watching the stars seems to have given us at least Tier 1 astrology, and the description of 'improving the spirit' sounds a lot like two different techs we first saw on Turn 4 instead - Astral Projection and Funerary Rites. At a guess, 'the flow of energy' also corresponded to two techs, like Leyline Network and something else we haven't seen yet.
Turn 1:
Material Techs: Water Management
Social Techs: Apprenticeships, Courier System, Oral History (Tier 2)
Exotic Techs: Astrological Architecture, Astrology (Tier 2), Alchemy (Tier 1), Mine-Temples
Turn 2:
Material Techs: Waste Management
Social Techs: Permanent Councils, Schools, Taxes
Exotic Techs: Calendar, Rituals, River Spirits, Tree Spirits
Turn 3:
Gained +1 MatSci point (via Schools). Gained +1 SocSci point (via Permanent Councils). Gained +1 ExoSci point (via Rituals). First multi-point techs appeared.
Material Techs: Optics, Mathematics (Partial: 1/3)
Social Techs: Tribal Levy, Universities (2), Religious Orders (Partial: 1/2)
Exotic Techs: Magic of Metal, Monuments, Spirits of the Dead (3)
Turn 4:
Gained +1 MatSci point (via Universities).
Material Techs: Roads, Mathematics (Completed 3/3)
Social Techs: Art Patronage, Civic Ceremonies, Justice (2)
Exotic Techs: Funerary Rites, Leyline Network, Machine Spirits (2), Magic of Light and Shadow
Turn 5:
Gained +1 SocSci point (via contacting Sanctuary). Gained +1 ExoSci point (via Leyline Network). First sanctuary action options appeared.
Material Techs: Gunpowder Weapons (Tier 2), Solar Power*, Wind and Water Power
Social Techs: Merchant Guilds, Military Logistics, Professional Soldiers, Religious Orders (Completed 2/2),
Writing
Exotic Techs: Alchemy (Tier 2), Astral Projection, Sacred Geometry*, Wake the Land
Turn 6:
Material Techs: Industrial Chemical Production, Study Sanctuary's Labor-Saving Devices, War Machines*
Social Techs: Craft Guilds, Espionage, Labor Councils
Exotic Techs: Animal Spirits, Factory-Temples, Spiritualism, Study the River Spirits
Turn 7:
Gained +2 MatSci points (via Industrial Chemical Production, continuing electrification/fuel/industrialization). Final sanctuary action options appeared.
Material Techs: Hydrogen Fuel*, Physics, Trains
Social Techs: Industrial Production, Promotion by Merit, Reparations
Exotic Techs: Hunt Down Wild Spirits, Purify the Land, Study the League of Strength's War Magics
*Completed with Sanctuary Actions.
Turn 8:
Gained +1 MatSci point (via Physics, continuing electrification/fuel/industrialization). Gained +1 SocSci point (via ???). Gained +1 ExoSci point (via ???).
Material Techs: Genetics, Gunpowder Weapons (Tier 3), Rocketry
Social Techs: Hospitals, Philosophy, Universal Magical Training
Exotic Techs: Esoteric Writing, Magical Healing (Tier 2), Study the River-Dolphins
Turn 9:
Gained +1 ExoSci point.
Material Techs:
Social Techs:
Exotic Techs: