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Research

You research in the palace. It is a single technology tree for your whole account: a researched technology works in all your villages. The tree has two branches — economy and military.

Rules

  • Research requires a palace in a capital that nobody occupies. The cost is taken from the capital's resources, the same amount of wood, stone, iron and food.
  • One research runs at a time. On faster worlds research takes less time.
  • A research opens once you know all the research listed in its requirements and have the required building at the given level in one of your own unoccupied villages — or in the capital, where stated.
  • Production buildings count by their level on the production slot (1 to 5).
  • When two research give the same effect, the higher one applies — bonuses do not add up. Example: Assaying and Jeweller together give an artifact quick sale of +20%, not +25%.
  • Combat bonuses from research apply only to your own army. Allied support in your village fights with the research bonuses of its owner.
  • Front-line attack and crossbowman attack work only when attacking.

Doctrines

Assault and Cover are doctrines: you can research both, but only one is active at a time. The first one researched becomes active. Switching to the other costs resources and time (below the military table) and takes the research queue — the current doctrine works until the switch is complete.

Field hospitals

Once Field hospitals are researched, part of the fallen regular army (not mercenaries or settlers) survives a battle on the world map. The wounded are treated for 6 hours and then march back to the capital. If you have no available capital for a day, the evacuation is lost. Field hospitals do not work in expedition battles. On faster worlds treatment is shorter.

Economy

ResearchEffectRequiresCost (each of the 4 resources)Time
ForestryWood production +5%Tree nursery 31,5003 h
StoneworkingStone production +5%Quarry 31,5003 h
Iron miningIron production +5%Iron Mine 31,5003 h
MillingFood production +5%Mill 31,5003 h
GeometryWarehouse capacity +5%—2,5004 h
AccountingNPC exchange fee −10%—2,0004 h
Tracking dogsUnlocks fox huntingHunting lodge 13,0004 h
SawmillUnlocks the sawmill“Forestry”, “Iron mining”, Tree nursery 52,0004 h
StonemasonUnlocks the stonemason“Stoneworking”, “Forestry”, Quarry 52,0004 h
FoundryUnlocks the foundry“Iron mining”, “Stoneworking”, Iron Mine 52,0004 h
BakeryUnlocks the bakery“Milling”, “Forestry”, Mill 52,0004 h
TransportMerchant capacity +15%“Milling”, “Accounting”5,0006 h
AssayingArtifact quick sale: +5% gold in total“Iron mining”, “Accounting”4,0006 h
Hunting crossbowsUnlocks aurochs hunting“Tracking dogs”, Hunting lodge 310,00012 h
PlanningBuilding costs −5%“Sawmill”, “Stonemason”10,00012 h
Master blacksmithSmithy upgrade costs −15%“Foundry”, “Geometry”15,00018 h
PreservationStash decay: 4% → 2%/h“Bakery”, “Geometry”15,00018 h
Efficient caravansMerchant delivery time −15%“Sawmill”, “Transport”8,00012 h
Trade agreementsTrade route purchase price −5%“Transport”, “Assaying”12,00018 h
SurveyingReveals the true number of production slots on any map tile“Geometry”5,0008 h
Hunting organisationHunting lodge: maximum level 5“Hunting crossbows”, Hunting lodge 325,00024 h
Construction planningConstruction time −10%“Planning”, “Foundry”15,00024 h
StandardisationRegular troop costs −5%“Foundry”, “Sawmill”12,00018 h
FortificationsWall defence bonus +20%“Stonemason”, “Master blacksmith”15,00018 h
Army logisticsLoot capacity +20%“Efficient caravans”, “Standardisation”10,00018 h
Egyptian architectsPalace upgrade costs −20%“Construction planning”, “Trade agreements”, “Geometry”, Palace 1060,00072 h
JewellerArtifact quick sale: +20% gold in total“Assaying”, “Master blacksmith”, “Efficient caravans”, Treasury 340,00048 h

Default values for a normal-speed world (x1); research is shorter on faster worlds. The administrator can change them — if anything differs, the game is right.

Military

ResearchEffectRequiresCost (each of the 4 resources)Time
DrillAttack +3%; Defence +3%Barracks 32,0004 h
TrackingExpedition outbound travel time −5%—2,0004 h
AnatomyMedic kit price −10%—2,0004 h
QuartermasterRegular troop upkeep −3%—2,0004 h
ReconnaissanceScout kit price −10%—2,0004 h
ArcheryUnlocks archers“Drill”, “Tracking”, Barracks 5, Smithy 55,0008 h
CrossbowsUnlocks crossbowmen“Drill”, “Quartermaster”, Barracks 5, Smithy 55,0008 h
OrderliesMedic kit saves 7% of losses instead of 5%“Anatomy”, “Quartermaster”10,00016 h
LogisticsTroop march time −10%“Tracking”, “Quartermaster”15,00018 h
Court connectionsGuaranteed daily hero offer in the capital“Reconnaissance”, “Accounting”, Tavern 1 in the capital10,00018 h
Assault (doctrine)Rear-line attack +10%“Archery”, “Crossbows”15,00018 h
Cover (doctrine)Rear-line defence +10%“Archery”, “Crossbows”15,00018 h
TrainingRegular troop training time −10%“Drill”, “Quartermaster”12,00018 h
Improved crossbowsCrossbowman attack +10%“Crossbows”, “Logistics”10,00018 h
Court renownTwo hero offers in the capital; recruit one“Court connections”, “Tracking”20,00024 h
Front lineFront-line attack +10%“Drill”, “Logistics”15,00018 h
Elite cavalryUnlocks elite cavalry“Training”, “Logistics”, Stable 20, Smithy 1030,00036 h
Expedition rewardsGold from won expedition battles +10%“Logistics”, “Court connections”20,00024 h
Expedition headquartersExpedition commander capacity +250 troops“Logistics”, “Court renown”, “Transport”50,00048 h
Field hospitals5% of regular troop losses return to the capital after treatment and travel“Orderlies”, “Training”, “Preservation”60,00072 h

Switching the active doctrine: 3,000 of each resource, 6 h.

Default values for a normal-speed world (x1); research is shorter on faster worlds. The administrator can change them — if anything differs, the game is right.