Research
A sharp blade outlasts a dull army. The scholars of the Laboratory study the craft of war — improvements to spear, shield, bow, siege, and sail that permanently strengthen every unit trained afterward. Research is slow and costly, but no raid can undo what has been learned.
The Scholar's Bench
Only one advancement may be studied at a time per settlement. Research costs scale with each level — patience and a well-funded treasury are both required. Higher advancements demand a more advanced Laboratory before the scholars will undertake them. The effects are cumulative and permanent: a Level 5
Spear study does not replace Level 4 — it builds upon it.
Weapons & Armour
The core of the research programme.
Spear sharpens infantry striking power and is the gateway to
Spearfighters — a Governor's first real defenders.
Shield hardens the garrison, and at Level 3 unlocks the elite
Swordsman.
Bow arms
Archers for ranged offence, while
Catapult research enables the devastating siege engines needed to break walls and claim new territory.
Dog Training establishes the handler drills that allow
Guard Hounds to be raised at the Kennels.
military
Enhances spearfighter combat effectiveness. Increases infantry attack by 10% per level.
Requires:
Laboratory Level 1
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 100 | 50 | 80 | 3m | +10% |
| 2 | 150 | 75 | 120 | 4m 30s | +20% |
| 3 | 225 | 112 | 180 | 6m 45s | +30% |
| 4 | 337 | 168 | 270 | 10m 7s | +40% |
| 5 | 506 | 253 | 405 | 15m 11s | +50% |
| 6 | 759 | 379 | 607 | 22m 46s | +60% |
| 7 | 1,139 | 569 | 911 | 34m 10s | +70% |
| 8 | 1,708 | 854 | 1,366 | 51m 15s | +80% |
| 9 | 2,562 | 1,281 | 2,050 | 1h 16m | +90% |
| 10 | 3,844 | 1,922 | 3,075 | 1h 55m | +100% |
military
Improves defensive capabilities. Increases infantry defense by 10% per level.
Requires:
Laboratory Level 1
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 50 | 100 | 80 | 3m | +10% |
| 2 | 75 | 150 | 120 | 4m 30s | +20% |
| 3 | 112 | 225 | 180 | 6m 45s | +30% |
| 4 | 168 | 337 | 270 | 10m 7s | +40% |
| 5 | 253 | 506 | 405 | 15m 11s | +50% |
| 6 | 379 | 759 | 607 | 22m 46s | +60% |
| 7 | 569 | 1,139 | 911 | 34m 10s | +70% |
| 8 | 854 | 1,708 | 1,366 | 51m 15s | +80% |
| 9 | 1,281 | 2,562 | 2,050 | 1h 16m | +90% |
| 10 | 1,922 | 3,844 | 3,075 | 1h 55m | +100% |
military
Establishes formal hound drills and handler commands. Required to train Guard Hounds.
Requires:
Laboratory Level 1
| Lv | Research Time | |||
|---|---|---|---|---|
| 1 | 90 | 60 | 70 | 2m 40s |
military
Enhances archer combat effectiveness. Increases archer attack by 10% per level.
Requires:
Laboratory Level 3
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 80 | 40 | 100 | 3m 20s | +10% |
| 2 | 120 | 60 | 150 | 5m | +20% |
| 3 | 180 | 90 | 225 | 7m 30s | +30% |
| 4 | 270 | 135 | 337 | 11m 15s | +40% |
| 5 | 405 | 202 | 506 | 16m 52s | +50% |
| 6 | 607 | 303 | 759 | 25m 18s | +60% |
| 7 | 911 | 455 | 1,139 | 37m 58s | +70% |
| 8 | 1,366 | 683 | 1,708 | 56m 57s | +80% |
| 9 | 2,050 | 1,025 | 2,562 | 1h 25m | +90% |
| 10 | 3,075 | 1,537 | 3,844 | 2h 8m | +100% |
military
Enables and enhances catapult siege weapons. Increases siege attack by 10% per level.
Requires:
Laboratory Level 5
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 120 | 100 | 80 | 3m 40s | +10% |
| 2 | 180 | 150 | 120 | 5m 30s | +20% |
| 3 | 270 | 225 | 180 | 8m 15s | +30% |
| 4 | 405 | 337 | 270 | 12m 22s | +40% |
| 5 | 607 | 506 | 405 | 18m 33s | +50% |
| 6 | 911 | 759 | 607 | 27m 50s | +60% |
| 7 | 1,366 | 1,139 | 911 | 41m 45s | +70% |
| 8 | 2,050 | 1,708 | 1,366 | 1h 2m | +80% |
| 9 | 3,075 | 2,562 | 2,050 | 1h 33m | +90% |
| 10 | 4,613 | 3,844 | 3,075 | 2h 20m | +100% |
Sail & Navigation
Speed on the open water wins wars before they begin.
Sail research improves the speed of every vessel in the fleet and unlocks the heavier classes of ship: the
Large Merchant Ship at Level 1, the fearsome
Large Warship at Level 3, and the
Colonisation Ship at Level 5. A Governor with advanced sails strikes faster, trades further, and expands sooner than one without.
naval
Improves ship speed and naval capabilities. Increases ship speed by 10% per level.
Requires:
Laboratory Level 2
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 80 | 60 | 100 | 4m | +10% |
| 2 | 120 | 90 | 150 | 6m | +20% |
| 3 | 180 | 135 | 225 | 9m | +30% |
| 4 | 270 | 202 | 337 | 13m 30s | +40% |
| 5 | 405 | 303 | 506 | 20m 15s | +50% |
| 6 | 607 | 455 | 759 | 30m 22s | +60% |
| 7 | 911 | 683 | 1,139 | 45m 33s | +70% |
| 8 | 1,366 | 1,025 | 1,708 | 1h 8m | +80% |
| 9 | 2,050 | 1,537 | 2,562 | 1h 42m | +90% |
| 10 | 3,075 | 2,306 | 3,844 | 2h 33m | +100% |
The Shadow Arts
Knowledge of the enemy is as valuable as any weapon.
Espionage research trains spies to slip past defences more reliably and return with richer intelligence. Higher levels reveal not just resources but buildings, garrisons, and fleet composition of a target settlement. Consult the Espionage chapter for how spy missions work in practice.
espionage
Improves spy mission success rates and intel quality. Each level increases success chance by 5% and reveals more information about the target.
Requires:
Laboratory Level 2
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 100 | 60 | 80 | 3m 20s | +5% |
| 2 | 150 | 90 | 120 | 5m | +10% |
| 3 | 225 | 135 | 180 | 7m 30s | +15% |
| 4 | 337 | 202 | 270 | 11m 15s | +20% |
| 5 | 506 | 303 | 405 | 16m 52s | +25% |
| 6 | 759 | 455 | 607 | 25m 18s | +30% |
| 7 | 1,139 | 683 | 911 | 37m 58s | +35% |
| 8 | 1,708 | 1,025 | 1,366 | 56m 57s | +40% |
| 9 | 2,562 | 1,537 | 2,050 | 1h 25m | +45% |
| 10 | 3,844 | 2,306 | 3,075 | 2h 8m | +50% |
What Research Unlocks
Several advanced units cannot be trained until the relevant research is completed. The following ledger shows which advancements gate which forces.


