This AI-assisted content was systematically checked against the current game source code and corrected to match the implementation. It has not necessarily received an independent human editorial review, and it may become outdated as the game changes.
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
| Lane | Branch | Keystone | What it unlocks |
|---|---|---|---|
| Economy | Builders’ Guild | Second Work Crew | Two simultaneous building/field upgrades; Embermark can run three through its split queues |
| Economy | Industry Guild | Grand Work | Stores 10% of production as protected materials for one upgrade, up to half its cost |
| Economy | Merchant Guild | Merchant Charter | Smart Trade Routes with minimum stocks and alliance-village destinations |
| Military | Command & Maneuver | Operation Plans | Up to 15 saved raids that can be dispatched together |
| Military | Siege & Armory | Heavy Bombardment | Siege mode: +25% attack, double travel time, minimum 1,000 units and one ram |
| Military | Raiding & Fieldcraft | Bounty Board | Daily target reveal and RP bounty |
| Utility | Logistics & Reinforcement | Consolidated Legions | Merge troops into another owned village for twice their original training cost |
| Utility | Training & Recovery | Twin Barracks | One additional normal Barracks or Stable |
| Utility | Frontier & Diplomacy | Frontier Command | One 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
- Academy · Culture Points · Combat · Safe Time