When research stops
First distinguish an empty desk from slow progress. If nothing is queued, select the next destination or use the available next-idea shortcut. If a technology is active but advancing slowly, inspect Knowledge income and its cost. A large target can look motionless when a small economy is trying to fund it.
Check the selected target’s prerequisites and doctrine group. Researching an exclusive alternative prevents the other member of that group from being taken later. More Knowledge does not remove that lock.
The research panel can be dragged to move the board and zoomed with the scroll wheel. Look at the current research display as well as the selected technology: inspecting a completed node is not proof that the active desk is empty.
Pick a route around a problem
| Your next objective | Starting route | Why it fits |
|---|---|---|
| Improve the food economy | Crop Rotation → Irrigation | Farm improvement, then broader food support and Irrigation Works |
| Increase outward pressure | Census → Migration Policy | Opens the migration route before deeper frontier doctrines |
| Support road construction | Stone Construction → Road Engineering | Connects an engineering investment to roads and movement |
| Prepare mounted units | Standing Army | Cavalry recruitment requires this technology and a Barracks |
| Reach conventional siege troops | Standing Army → Iron Weapons → Siege Engineering | Opens a siege option but excludes Professional Officers |
| Improve the trade route | Markets → Trade Routes → Banking | Builds commerce toward later economic choices |
Unlocks are not purchases. Researching Irrigation still leaves you needing a level-2 eligible city and construction resources for Irrigation Works. Researching cavalry still leaves you needing a Barracks and the resources to raise the units. Use the building table alongside a research plan.
Budget Knowledge before choosing a route
The unmodified technology costs by tier are 38, 160, 520, 1,500, 3,000 and 6,000 Knowledge. A route may pass through more than one branch, so the cost of its final node is not the cost of reaching it.
Crop Rotation plus Irrigation costs 198 base Knowledge. Adding Public Granaries brings that route to 718. Royal Chancery and other effects can change actual costs, while existing research progress changes what remains to be paid. Knowledge production determines time; a fixed “research this at minute two” instruction ignores those conditions.
Doctrine tradeoffs
There are seven exclusive pairs. Make each choice as part of a kingdom plan rather than treating both options as upgrades you will eventually collect.
| Choose between | Decision you are making |
|---|---|
| Intensive Agriculture / Frontier Homesteading | Concentrate value in the core or develop the frontier and minor holdings |
| Urban Consolidation / Expansion Doctrine | Improve city development or commit to outward growth |
| Siege Engineering / Professional Officers | Take the conventional siege route or invest in field-army quality and mobility |
| Mass Levies / Professional Army | Favor cheaper, quicker numbers or pay more for stronger professional forces |
| Fortified Kingdom / Mobile Warfare | Strengthen fixed defenses or give up some defensive value for mobility |
| Mercantile Network / State Administration | Rely more on connected trade or concentrate value in state and capital systems |
| Regional Governors / Central Bureaucracy | Support wide frontier holdings or emphasize the developed core |
The military pair deserves particular care. Professional Officers does not make all siege recruitment impossible. Royal Siegecraft is a separate technology requiring Advanced Masonry and Iron Weapons, and the siege unit definition accepts either Siege Engineering or Royal Siegecraft. Choosing the field-army doctrine changes your siege route; it does not erase the engineering branch.
Before choosing either military route, compare the capital’s three finishing conditions. The technology decision should support the operation you intend to carry out.
Plan around what the realm can use now
An economy that cannot afford a Barracks gains little immediate pressure from a troop unlock. A well-funded army that cannot complete a capital siege needs a finishing plan, not another unrelated economic technology. Before each route, name the action it enables: build a specific structure, improve a specific income, support a frontier or prepare an attack.
If you cannot name that action, pause the plan and inspect the current bottleneck. A deep target can be correct, but the kingdom still has to survive the prerequisites. The advanced strategy guide shows how doctrine choices should line up with city roles and military goals.
Route planner
Select your destinations. Includes prerequisites once and checks exclusive choices. Starts from an empty tree; base Knowledge excludes current progress, completed technologies and all modifiers.
Select a technology, then choose “Plan my route”.
Technology reference
All 35 technologies. Costs are base Knowledge. Prerequisites are the direct dependencies; use the planner to include the earlier steps.
35 technologies
Scroll the table sideways on a small screen.
| Technology | Base Knowledge | Prerequisites | Excludes |
|---|---|---|---|
| Crop Rotationagriculture | 38 | None | — |
| Irrigationagriculture | 160 | Crop Rotation | — |
| Public Granariesagriculture | 520 | Irrigation | — |
| Intensive Agricultureagriculture | 520 | Irrigation + Migration Policy | Frontier Homesteading |
| Mass Leviesagriculture | 3,000 | Crown Armouries + Public Granaries + Standing Army | Professional Army |
| Selective Farmingagriculture | 6,000 | Intensive Agriculture + Public Granaries | — |
| Stone Constructionengineering | 38 | None | — |
| Road Engineeringengineering | 160 | Stone Construction | — |
| Fortificationengineering | 520 | Stone Construction | — |
| Causeways and Bridgesengineering | 1,500 | Road Engineering | — |
| Advanced Masonryengineering | 1,500 | Fortification + Road Engineering | — |
| Urban Consolidationengineering | 1,500 | Migration Policy + Road Engineering | Expansion Doctrine |
| Fortified Kingdomengineering | 6,000 | Crown Armouries + Fortification | Mobile Warfare |
| Standing Armymilitary | 38 | None | — |
| Iron Weaponsmilitary | 160 | Standing Army | — |
| Siege Engineeringmilitary | 520 | Iron Weapons | Professional Officers |
| Professional Officersmilitary | 520 | Iron Weapons | Siege Engineering |
| Crown Armouriesmilitary | 520 | Iron Weapons | — |
| Professional Armymilitary | 3,000 | Crown Armouries + Public Granaries + Standing Army | Mass Levies |
| Mobile Warfaremilitary | 6,000 | Crown Armouries + Fortification | Fortified Kingdom |
| Marketscommerce | 38 | None | — |
| Trade Routescommerce | 160 | Markets | — |
| Bankingcommerce | 520 | Trade Routes | — |
| Free Companiescommerce | 3,000 | Banking | — |
| Commercial Guildscommerce | 1,500 | Banking | — |
| Mercantile Networkcommerce | 6,000 | Banking + Royal Chancery | State Administration |
| Censusadministration | 38 | None | — |
| Migration Policyadministration | 160 | Census | — |
| Royal Chanceryadministration | 520 | Census | — |
| Regional Governorsadministration | 520 | Migration Policy | Central Bureaucracy |
| Central Bureaucracyadministration | 520 | Migration Policy | Regional Governors |
| Frontier Homesteadingadministration | 520 | Irrigation + Migration Policy | Intensive Agriculture |
| Expansion Doctrineadministration | 1,500 | Migration Policy + Road Engineering | Urban Consolidation |
| State Administrationadministration | 6,000 | Banking + Royal Chancery | Mercantile Network |
| Royal Siegecraftengineering | 6,000 | Advanced Masonry + Iron Weapons | — |