The Technology charts provided with the game are somewhat confusing and contain a lot of errors, so I've produced some of my own. They're not as pretty as the originals, but they're a lot more accurate.
In these charts, the bold text gives the name of the technology, the normal text gives the names of any unit or city types which can be built once you have the technology, and the italic text gives the names of any technologies from other charts which are required for development of the named technology.
I've moved Megachassis and Web Missiles from the Physics chart to the Mechanized Units chart. While not strictly accurate, it makes things a lot clearer.
If you want to print these charts, you may get better results by downloading and printing the original Word document (Word 95).
Go to: Microbiology ~ Physics ~ Psychosocial Engineering ~ Space ~ Infantry ~ Mechanized

Go to: Microbiology ~ Physics ~ Psychosocial Engineering ~ Space ~ Infantry ~ Mechanized

Go to: Microbiology ~ Physics ~ Psychosocial Engineering ~ Space ~ Infantry ~ Mechanized

Go to: Microbiology ~ Physics ~ Psychosocial Engineering ~ Space ~ Infantry ~ Mechanized

The Martyr Torpedo Bomber was omitted from the published unit chart. It's attributes are: Move type=Space ~ Move points=3 ~ Spot=4 ~ Camo=3 ~ Agility=4 ~ Armor= 20 ~ PsyDef=60 ~ Can be cargo ~ Direct space combat=7/70 Close space combat=2/30 ~ Maintenance=50 ~ Cost=35Metal+25Trace+40Chemicals+20Electronics ~ Build in Starport ~ Turns to build=2
Go to: Microbiology ~ Physics ~ Psychosocial Engineering ~ Space ~ Infantry ~ Mechanized

* There is no Heavy Infantry technology, but you must have Infantry Legion and Monofilament before you can build them.
The following infantry units require no technology to build: Engineer, Militia Legion, Officer Corp, Spy, Clergy.
Go to: Microbiology ~ Physics ~ Psychosocial Engineering ~ Space ~ Infantry ~ Mechanized

The Assault Tank (Pitbull) was omitted from the published unit chart. It's attributes are: Move type=Tread ~ Move points=8 ~ Spot=3 ~ Camo=2 ~ Agility=3 ~ Armor= 60 ~ PsyDef=30 ~ Can be cargo ~ Air combat=5/40 ~ Direct combat=5/60 Close combat=4/50 ~ Maintenance=20 ~ Cost=30Metal+10Electronics+10C-Steel ~ Build in Factory ~ Turns to build=2
The following mechanized units require no technology to build: Anti-Aircraft, Anti-Tank Gun, Artillery, Self-Propelled Anti-Air, Self-Propelled Artillery, Scout Tank, Medium Tank, Tank Killer.
Naval units require no technology.
Air units require no technology, except:
Gunship (Energy Physics)
Morph Fighter (Polymorphonic Carbon)
Morph Divebomber (Polymorphonic Carbon)