AI-Generated

Research

The Research system (added 19/07) lets each village unlock bonuses and special mechanics using Research Points (RP). It is one of Thronewake’s biggest departures from Travian and is managed via the Academy.

How research works (authoritative)

  • Research is per village. Research Points are generated per day = village population × world speed — more population means more RP.
  • RP earned in a village can only be spent in that same village (RP is not transferable). Unlocking uses a tab in the Academy; it is not instant even with enough RP.
  • There are 63 research items in total, across three trees/lines (economic / military / utility). Each tree currently holds 18 minors, 9 majors, and 3 keystones. You can invest in all three lines, but you are capped on the total minors/majors you can hold; keystones are the powerful capstones.
  • Reset: a button at the bottom of the tree page refunds 80% of spent points; individual research can also be reset (24/07). A conquered village keeps its research. You cannot see what your opponents have researched.
  • Tasks also grant some RP (25/07). Unit research/upgrade time scales with world speed (fixed 03/06).

Rested Campaign

Tied to research/Safe Time: during your Safe Time you accumulate “Rested Campaign” resources. When you then attack/raid normal Ancient villages or unowned Wilder Sites, you gain up to +15% loot, paid from that bank. Track it in Settings → Safe Time.

Named researches

These appear in the source with the effects described in-game. Names/effects are player-observed; exact tiers/values vary.

ResearchEffect (as described)
Grand Work (keystone)Instead of upgrading a level directly, start a Grand Work (max one per village). It slowly pours resources into it at 10% of your current production, up to 50% of the cost — so the eventual upgrade is up to 50% cheaper. Crucially, that 10% is added on top — it is NOT deducted from your normal production. Resources are protected and refunded if you cancel. (Useful for big purchases like a Treasury when you lack the storage; note you may still need enough Warehouses for the remaining cost.) The related major research gives up to +15% production instead.
Diplomatic AwarenessRaises the count needed for incoming attacks to stay hidden at the Rally Point (better fake detection / cheaper convincing fakes). E.g. at level 3, fakes need ~36 units to stay hidden.
Operation Plans (keystone)Unlocks farm lists (which otherwise don’t exist) and raiding tech.
Bounty Board (keystone)Gives a raid target within ~25% of your population range.
Double / Twin Barracks (keystone)An equivalent of a Great Barracks/Stable without using a building plot; trains at normal cost. Strengthens “hammers”.
Pack DisciplineBoosts merchant carry capacity (~+5%).
Reconstruction CrewsIncreases rebuild speed of destroyed buildings (base rebuild bonus is +25%; research can reach ~+65% faster).
Emergency MusterRemoves time from the troop training queue (leveled).
Industrial ExpansionImproves resource fields.
Local InfluenceTroops travelling toward that village get a bonus (does not stack across villages).
Crisis CoordinationTriggers on enemy attacks only (defensive bonus).
Loot DisciplineLoot-related bonus.
Safe Time StudyIncreases RP generation during Safe Time (~+2/4/6%).
Focus ProductionFocus one resource (with a cooldown).
NPC-trade improvementImproves the Quartermaster exchange from 3:1 toward 2.5:1.
Overflow auto-exchange (minor)At tier 1, auto-converts 5% of overflow at 3:1 into your lowest resource.
Field auto-progressAuto-completes 10% of a resource field every 12h.
Troop mergingLets you merge troops from another village; merged troops take the destination’s Smithy level.
Troop forwarding (“Transfer Orders”)Forward trained troops to your own villages, or to allies (ally forwarding is capped at a limited number of times per day).
Attack cancellationCancel an attack up to 8 minutes after sending.
Siege bonus (“Siege Camp”)“Prepare” it in the Rally Point; after 1h you get a checkbox to apply a ram + catapult damage bonus to one attack; reusable ~hourly.
Shelter-bypassLets a raid partly bypass the target’s Shelter.
“Signal Jamming” / “Electronic Warfare”Joke player names for real research items (exact effect not stated).

See also