← Knowledge base

Research

Technologies are researched in the Academy and strengthen your economy, civilization and army.

Research queue

  • The Academy researches one technology at a time; the queue has 2 slots and the next research starts by itself.
  • Some technologies have prerequisites — listed under each of them.
  • You can cancel at any time: waiting research refunds 80 % of the resources, research under way 50 %, and the progress is lost.

Economy

Agriculture

Better farming practice. Each level raises the output of every resource.

Academy 1 · output +5 % per level · max level 5
Storehouses

Each level raises both the Warehouse capacity and the amount the Hideout shields from plunder.

Academy 4 · requires Agriculture 2 · warehouse and hideout capacity +6 % per level · max level 5
Architecture

Scaffolding, cranes and seasoned master builders: each level shortens the construction time of every building in this village, on top of the Town Hall speed-up. The Monument is built by the season alone and is not affected.

Academy 15 · construction time −3 % per level · max level 5

Civilization

Supply Lines

Better granaries and distribution: each level cuts the garrison's food upkeep, so the same farms feed a larger army.

Academy 3 · requires Agriculture 3 · food upkeep −2 % per level · max level 5
Statecraft

Unlocks Prelate / Priest / Druid (founding and conquering villages).

Academy 5
Espionage

Training scouts to read a foreign village. Without it they bring back only a map of buildings and their levels; level 1 reveals resources too, level 2 the garrison with its upgrades, defensive research and hero. Gold never shows up in a scouting report.

Academy 5 · max level 2
Cartography

Maps and markers in the field: each level strengthens both your scouts abroad and the scouts defending your village.

Academy 10 · scout strength +10 % per level · max level 3
Imperial Administration

Seasoned stewards run the building works in this village, so more upgrades fit into the queue. Buildings still go up one after another.

Academy 20 · requires Architecture 3

Military

Archery

Unlocks Crossbowman / Slinger / Bowman.

Academy 1
Horsemanship

Unlocks Knight / Wolf Rider / Centaur.

Academy 2
Siege Engineering

Unlocks Ram and Trebuchet / Gatebreaker and Fire Thrower / Bison and Mammoth.

Academy 5
Fortification

Each level strengthens what the wall is worth — the village's defense and its chance to spot enemy scouts. It does nothing without a wall, and is lost when the wall falls.

Academy 6 · wall effect +5 % per level · max level 5
Logistics

Each level raises the carrying capacity of armies sent from this village, and with it the loot from a winning attack.

Academy 7 · requires Horsemanship · army carrying capacity +5 % per level · max level 5
Metallurgy

Leaner smelting: each level cuts the training cost of every unit in this village.

Academy 12 · requires Siege Engineering · training cost −2 % per level · max level 5

Racial elites

Hunting Lore Nords only

Unlocks Ranger — the racial elite of the Nords. That race only.

Academy 8 · requires Siege Engineering
Forest Martial Arts Sylvans only

Unlocks Guardian — the racial elite of the Sylvans. That race only.

Academy 8 · requires Siege Engineering
Guard Discipline Aumenians only

Unlocks Sentinel — the racial elite of the Aumenians. That race only.

Academy 8 · requires Siege Engineering