Research allows the player access to new technologies, abilities, military units, and buildings while also giving bonuses such as new space on which to build, unlocking full new towns, and even giving a number of stat boosting modifiers. Research is done at a library or research facility, depending on the age the player is in, and often takes a considerable amount of time and money. Having additional researching buildings, such as another library in a second settlement will shorten the time it takes to research a topic but will not allow the research of two topics at the same time.
The research topics available to a player are divided into ages, so that gaining access to more advanced research requires advancement into the next age. An important note: if a player advances two ages ahead of a possible research option, and has not yet started research on the topic, it will be locked out as an option. For example, if a player puts off researching a critical subject such as Forest building because of its price tag and advances to Renaissance before starting research on that topic, they will lose the opportunity to do so. It is therefore highly recommended to research as many topics as possible before advancing too far.
Often, one kind of research requires other subjects to have been researched first, or that the player have some building constructed before a topic can be researched. All such requirments are noted on the tech-tree layout of the researching interface, and players will be notified of which requirments they are missing.
Research times[]
The time of each research is result of dividing (research point cost)/(empire research points) = research time in minutes. Each library and some wonders contributes with a certain amount of research points. It is unknown the exact values of research points of researches and libraries but it is possible to work with proportional values to calculate an approximate research time.
List of Research per Realm[]
Research |
Ancient • Classical • Feudal • Renaissance • Imperial • Industrial • Modern • Future |
Buildings | |
Military | |
Resource | |
Obsolete |
Barracks • Craftsmanship • Farm • Forestry • Library • Lookout Post • Parade Ground • Quarry • Storehouse • Village Centre • Hardened spears • Spearman • Sport • Improved irrigation • Philosophy • Religion |
Buildings |
• Armoury • Blacksmith • Currency • Expert masonry • Fishing • Forest construction • Mine • Plaza • Reconnaissance • Sawmill |
Military |
Agile boots • Archer • Ballista • Chevalier • Flaming Archer • Gladii • Hardened Swords • Knight • Phalanxes • Polyboli • Re-Curve Bowman • Riding Technique • Ritter • Scorpio • Swordsmanship |
Resource |
Clearcutting • Improved drainage • Iron working • Manure • Mine carts • Monocropping • Springboards • Stone saws • Tilling |
Other |
Buildings |
Capitol • Cottage • Hill Construction • Stone Mason • Stone Road • Tax Office • Town Hall • Training Yard |
Military |
Agincourt Bowmen • Catapults • Crusaders • Halberdiers • Hardened Arrows • Horsemen • Knight Training • Longbowmen • Mangonel • Master Archer • Onager • Pikemen • Pollaxers • Rations • Supply Chain • Templars • Torsion Ballista |
Resource |
Box Mining • Fishing Weir • Hematite Enrichment • Metallurgy • Room And Pillar Mining • Selective Logging • Smelting • Timber Management |
Culture | |
Other |
Bartering • Caravans • Governance II • Revenue • Taxation |
Buildings |
Architecture • Customs House • Engineering • Foundry • Market • Recruitment Office • University • Warehouse |
Military |
Arbalest • Bowmanship • Commandeering • Conditioning • Couillard • Crossbowman • Demi-Lancer • Explorer • Firebrand • Gendarmes • Horse Breeding • Incendiary Missiles • Logistics Corps • Pikeman Training • Repeating Crossbow • Trebuchet |
Resource | |
Culture |
Education • Fine Art • High Fashion • Humanism • Literature • Scientific Revolution • Social Reform • Opulence |
Other |
Exploitation • Governance III • Logistics • Progressive Taxation • Redistribution • Representation • Repricing • Secure Transit • Tallage |
Buildings |
Academy • Apartment • Blueprints • City centre • Coal Mine • Coke Furnace • Factory • Farmland Construction • Gunsmith • Optical Surveyance • Processing plant • Watchtower |
Military |
Basic Training • Cannon • Cavalryman • Combat Training • Conscription • Dragoons • Falconet • Grenadiers • Hardened Bolts • Hussars • Long Gun • Musketman • Redcoat • Seigniorage |
Resource | |
Culture |
Antiquities • Capitalist Agenda • Expansionist Theory • Imperialism • Public House • Theatre |
Other |
Governance IV • Improved Production Methods • Income Tax • Manufacturing • Railroad • Subsidisation • Sustainability |
Buildings |
Army Fort • Bank • Desert Construction • Oil Well • Refinery |
Military |
Artillery • Cavalry Theory • Commando • Field Gun • Field Medic Training • Flintlock Muskets • Howitzer • Marksman • Mortars • Officer Training • Resocialization • Rifleman |
Resource |
Anthracite Enrichment • Longwall Mining • Opencast Mining • Prospecting • Pumpjack |
Culture | |
Other |
Cotton Mill • Governance V • Industrial Revolution • Machine Tools • Sales Tax • Tax Policy • Trade Unions • Urbanisation • Windfall Profits Tax |
Buildings |
Aerodrome • Aluminum Plant • Bauxite Laboratory • Metropolis • Research Facility • Shopping Centre • Vehicle Bay |
Military |
Assault Rifle • Attack Chopper • Bomber • Explosive Shells • Fighter • Flak Cannon • Infantry Fighting Vehicle • Infantryman • Marines • Nebelwerfer • Panzergrenadiers • Rocket Artillery • Special Forces Training • Tank • Tank Hunter |
Resource | |
Culture | |
Other |
Air Freight • Cargo • Corporation Tax • Governance VI • Governance VII • Inheritance Tax • Mass Production • Mechanisation • Pigovian Taxes • Poll Tax • Recycling |
Buildings |
Commercial Building |
Military |
Interceptor • Interceptor Railgun • Laser Weapons • Magnetic Acceleration • Medibots • Mobil SAM Battery • NGAD • Sonic Superpositioning • Uranium Shells • VTOL |
Culture |
Artificial Intelligence • Artificial Photosynthesis • Augmented Cognition • Augmented Reality • Phased Array Optics • Quantum Computing • Quantum Dots • Semantic Web • Ubiquitous Connectivity • Virtual Worlds • Web 3.0 |
Other |
3D Printing• Air Tax• Carbon Nanotubes • Connectivity Tax • Freedom Tax • Governance VIII • Governance IX • Ministry of Plenty • Perpetual Inflation • Synthetic Genetics • Wireless Energy Transfer |