Magyars
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- Shrine to Úristen (+10 happiness, requires town), Sacred groove of Úristen (+20 happiness, requires large town), Sanctuary of Úristen (+30 happiness, requires city).
- Shrine to Boldogasszony (+10 happiness, requires town), Sacred groove of Boldogasszony (+20 happiness, requires large town), Sanctuary of Boldogasszony (+30 happiness, requires city).
Note: Úristen means word by word 'Godlord', Boldogasszony means 'Happywoman'. We have only traces of the old religion.
If you use the RTW type shrines Úristen should be a law-type god, and Boldogasszony a fertility type goddess or rather a mother goddess with public health bonus.
Note: Ancillary (priests to both): Táltos (+1 law, +1 public health, maybe a little healing after battles)
Note: the old god were called later 'the god of the Magyars'. We don't know any personal name to Him, maybe it wasn't any.
- Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming).
Note: in the Steppes there weren't large forests and in this era the Magyar agriculture was not such great.
- Paths, Mud roads
Note: does it mean the basic roads? I suggest level 1 roads.
- Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
- Port, Shipyard
- Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
- Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
- Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)
Note: the nomadic people didn't build walls, but if others are able to build the Magyars should, too.
- Muster field (servant e.g. slav axemen with lower stats (like at Schytians), servant e.g. slav spearmen with lower stats, peasants)
Note: the servants' weapons should be cheap, but I can imagine any type of them.
- Bowmaker (servant e.g. slav bowmen)
- Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
- Stables (Magyar horse archers [light horse archers, no armor, fast ZOR: pannonian and neighbouring regions], magyar heavy cavalry [medium cavalry, sword and bow], Magyar Elite Horse Archers [sword and bow, elite]), Cavalry stables (Pecheneg horse archers [ZOR north of Bulgaria up to Kiev area], Magyar úr's cavalry [heavy cavalry, lance and sword]), Elite cavalry stables (-)
Note: ZOR means mercenaries? I don't see any reason separate the Magyar, Kabar and Székely horse archers.

- Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).


The Christianity problem is not solved in this tech tree!!! But I think it is not only a Magyar handling problem. Knowing about it I can suggest things.
Instead of more happiness buildings (I cannot imagine anything.) I suggest an ancillary, the Regös. It is like the celtic bard, and should give +1 influence and +5 happiness. They should come very easy.
I hope Fergus will find out something about the heavy cavalry I didn't change anything in that part.
I suggest in general the Magyars should be at a power level 30-40% of the Khazar empire.


OLD VERSION
Magyars
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I can't find any info on magyar gods, I need help with that.
- Shrine to X (+10 happiness, requires town, ?), Sacred groove of X (+20 happiness, requires large town, ?), Sanctuary of X (+30 happiness, requires city, ?).
- MORE HAPPINESS BUILDINGS NEEDED
- Forest clearings (+5 farming, available from start in most provinces - high bonus to indicate how an important improvement this step means compared to no farming buildings), Farms (+8 farming), Crop rotation (+11 farming), Farming technology (+14 farming).
- Proper sewage (+10% health bonus), Herbal medicine (+15% health bonus).
- Paths, Mud roads
- Trader (+20% trade), Market (+40% trade), Merchant (+60% trade)
- Port, Shipyard, Dockyard (all these enable training of better and better ships)
- Blacksmith (+1 to all weapons, requires Iron resource), Master blacksmith (+2 to all weapons, requires Iron resource), Armorer (+1 to all armor, will NOT require blacksmith in order to be constructed), Master armorer (+2 to all armor)
- Salt mine (+1 mining), Large salt mine (+2 mining), Copper mine (+2 mining), Large copper mine (+4 mining), Silver mine (+3 mining), Large silver mine (+6 mining), Gold mine (+4 mining), Large gold mine (+8 mining). All mines require their respective resources in the province in order to be possible to build.
- Wooden pallisade, Wooden wall, Large wooden wall (possible to move on top of it), Stone wall (possible to move on top of it)

- Muster field (javelinmen, town watch, peasants), Town militia (slav javelinmen, urban militia, +5% law).
- Bowmaker (militia bowmen, bowmen), Bowmaker's workshop (militia archers, magyar archers), Bowmaker's guild (militia archer +1 xp, magyar archers +1 xp), Master bowmaker (crossbowmen).
- Practise target (requires bowmaker, +1 missile weapon xp), Archery range (+2 missile weapon xp).
- Spearmaker (spear militia), Spearmaker's workshop (spearmen), Spearmaker's guild (-), Master spearmaker (-).
- Horse farmer (militia swordscavalry, militia spearcavalry), Stables (kabar horse archers [light horse archers, no armor, fast], magyar heavy cavalry [medium cavalry, sword and bow], szekely [sword and bow, elite, ZOR: pannonian region]), Cavalry stables (pecheneg horse archers [ZOR north of Bulgaria up to Kiev area], magyar úr's cavalry [heavy cavalry, lance and sword]), Elite cavalry stables (-)
- Cavalry training field (+1 to cavalry xp, requires Stables), Cavalry training grounds (+2 to cavalry xp, requires Cavalry stables), Cavalry academy (+3 to cavalry xp, requires Elite cavalry stables).
- Swordsmaker (-), Swordsmaker's workshop (maygar swordsmen [very light troops]), Swordsmaker's guild (-), Master swordsmaker (-)
- Barracks (requires Swordsmaker's workshop, +1 swordsmen xp), Army barracks (requires Swordmaker's guild, +2 swordsmen xp)
- Siege engineer (requires town, ballista), Siege engineer's workshop (requires large town, mangonel), Siege engineer's guild (-)