PLAN YOUR RESEARCH

Research guide: routes, prerequisites and doctrines

Keep research active, plan prerequisites for all 35 Kingsreach technologies, and compare the seven mutually exclusive doctrine decisions.

THE QUICK ANSWER

Choose a technology that solves your next problem and let the research queue work through its prerequisites. Check the desk when that route finishes. Before selecting a doctrine, compare its permanently excluded alternative: a convenient early military choice can change the route you need for a later siege.

On this page

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 objectiveStarting routeWhy it fits
Improve the food economyCrop Rotation → IrrigationFarm improvement, then broader food support and Irrigation Works
Increase outward pressureCensus → Migration PolicyOpens the migration route before deeper frontier doctrines
Support road constructionStone Construction → Road EngineeringConnects an engineering investment to roads and movement
Prepare mounted unitsStanding ArmyCavalry recruitment requires this technology and a Barracks
Reach conventional siege troopsStanding Army → Iron Weapons → Siege EngineeringOpens a siege option but excludes Professional Officers
Improve the trade routeMarkets → Trade Routes → BankingBuilds 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 betweenDecision you are making
Intensive Agriculture / Frontier HomesteadingConcentrate value in the core or develop the frontier and minor holdings
Urban Consolidation / Expansion DoctrineImprove city development or commit to outward growth
Siege Engineering / Professional OfficersTake the conventional siege route or invest in field-army quality and mobility
Mass Levies / Professional ArmyFavor cheaper, quicker numbers or pay more for stronger professional forces
Fortified Kingdom / Mobile WarfareStrengthen fixed defenses or give up some defensive value for mobility
Mercantile Network / State AdministrationRely more on connected trade or concentrate value in state and capital systems
Regional Governors / Central BureaucracySupport 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.

Technology destinations

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.

TechnologyBase KnowledgePrerequisitesExcludes
Crop Rotationagriculture38None
Irrigationagriculture160Crop Rotation
Public Granariesagriculture520Irrigation
Intensive Agricultureagriculture520Irrigation + Migration PolicyFrontier Homesteading
Mass Leviesagriculture3,000Crown Armouries + Public Granaries + Standing ArmyProfessional Army
Selective Farmingagriculture6,000Intensive Agriculture + Public Granaries
Stone Constructionengineering38None
Road Engineeringengineering160Stone Construction
Fortificationengineering520Stone Construction
Causeways and Bridgesengineering1,500Road Engineering
Advanced Masonryengineering1,500Fortification + Road Engineering
Urban Consolidationengineering1,500Migration Policy + Road EngineeringExpansion Doctrine
Fortified Kingdomengineering6,000Crown Armouries + FortificationMobile Warfare
Standing Armymilitary38None
Iron Weaponsmilitary160Standing Army
Siege Engineeringmilitary520Iron WeaponsProfessional Officers
Professional Officersmilitary520Iron WeaponsSiege Engineering
Crown Armouriesmilitary520Iron Weapons
Professional Armymilitary3,000Crown Armouries + Public Granaries + Standing ArmyMass Levies
Mobile Warfaremilitary6,000Crown Armouries + FortificationFortified Kingdom
Marketscommerce38None
Trade Routescommerce160Markets
Bankingcommerce520Trade Routes
Free Companiescommerce3,000Banking
Commercial Guildscommerce1,500Banking
Mercantile Networkcommerce6,000Banking + Royal ChanceryState Administration
Censusadministration38None
Migration Policyadministration160Census
Royal Chanceryadministration520Census
Regional Governorsadministration520Migration PolicyCentral Bureaucracy
Central Bureaucracyadministration520Migration PolicyRegional Governors
Frontier Homesteadingadministration520Irrigation + Migration PolicyIntensive Agriculture
Expansion Doctrineadministration1,500Migration Policy + Road EngineeringUrban Consolidation
State Administrationadministration6,000Banking + Royal ChanceryMercantile Network
Royal Siegecraftengineering6,000Advanced Masonry + Iron Weapons

MAKE YOUR NEXT MOVE

Keep building your plan

Food, population & growth Find the bottleneck between a full store, growing cities and a hungry army. Armies, counters & sieges Build a field force, sustain it, and understand why a capital will not fall. Turn your advantage into a win Make a coherent doctrine plan, break supply and learn from a stalled match.