Code-Verified

Research

Research is a per-village progression system managed through the Academy. It contains 63 research families and 171 purchasable rank rows across Economy, Military, and Utility.

Points, ranks, and capacity

  • A village generates RP per day equal to population × server speed. RP belongs to that village and cannot be transferred.
  • Task resource rewards also grant RP equal to 20% of the reward amount.
  • The tree has three lanes with three branches each. Every branch contains three 3-rank Minor families, three 3-rank Major families, and one single-rank Keystone.
  • Rank costs are 200 / 500 / 1,300 RP for Minor ranks, 1,400 / 4,400 / 11,000 RP for Major ranks, and 16,000 RP for a Keystone.
  • Base allocation across the whole tree is 18 Minor ranks, 9 Major ranks, and 3 Keystones. RP can buy up to three extra Minor slots and three extra Major slots; Keystone capacity cannot be increased.
  • A Major’s first rank requires rank II of its paired Minor. A branch Keystone requires at least three Major ranks in that branch, plus its building requirements.

Resets and conquest

Individual ranks or the whole village tree can be reset. A reset refunds 80% of the removed RP and starts a 3-day cooldown. The game blocks a reset if removing an effect would leave invalid buildings, queues, routes, pacts, Wilder Sites, or active research actions. Purchased capacity survives a whole-tree reset. A conquered village retains its research and RP state.

Rested Campaign

During Safe Time, a village banks Rested Campaign value. Eligible attacks and raids against normal Ancient villages and unowned Wilder Sites can add up to 15% loot, paid out of that bank.

Branch overview

LaneBranchKeystoneWhat it unlocks
EconomyBuilders’ GuildSecond Work CrewTwo simultaneous building/field upgrades; Embermark can run three through its split queues
EconomyIndustry GuildGrand WorkStores 10% of production as protected materials for one upgrade, up to half its cost
EconomyMerchant GuildMerchant CharterSmart Trade Routes with minimum stocks and alliance-village destinations
MilitaryCommand & ManeuverOperation PlansUp to 15 saved raids that can be dispatched together
MilitarySiege & ArmoryHeavy BombardmentSiege mode: +25% attack, double travel time, minimum 1,000 units and one ram
MilitaryRaiding & FieldcraftBounty BoardDaily target reveal and RP bounty
UtilityLogistics & ReinforcementConsolidated LegionsMerge troops into another owned village for twice their original training cost
UtilityTraining & RecoveryTwin BarracksOne additional normal Barracks or Stable
UtilityFrontier & DiplomacyFrontier CommandOne extra Wilder Site claim slot

Frequently confused effects

  • Loaded Caravans raises merchant capacity by 5% / 10% / 15%. Pack Discipline instead raises raiding-troop carry capacity by those values.
  • Safe Time Study grants 10% / 20% / 30% more RP during Safe Time. Quiet Administration makes building upgrades and troop training 2% / 4% / 6% faster during Safe Time.
  • Surplus Exchange converts 10% / 20% / 30% of storage overflow at the current Quartermaster rate.
  • Quartermaster Bargaining improves the rate to 2.85:1 / 2.65:1 / 2.5:1.
  • Wave Drill raises the Wave Builder limit from 8 to 9 / 10 / 11 waves.
  • Extended Recall raises the normal 2-minute cancellation window to 4 / 6 / 8 minutes.
  • Signal Fires raises the defender’s incoming troop-count reveal threshold by 5 / 10 / 15. Masking Drills lowers that threshold by 5 / 10 / 15 for attacks sent from the researched village.
  • Field Medicine raises Herbalist recovery from 40% to 45% / 50% / 55%.
  • Pact Charters raises the personal-pact cap from 3 to 4 / 5 / 6.
  • Reconstruction Crews changes the rebuild time multiplier from 0.75 to 0.65 / 0.50 / 0.35.

The Academy shows every current prerequisite, tier value, activation rule, and cooldown. Because many researches create runtime state rather than a passive percentage, the in-game tree is the definitive reference for less common nodes.

See also