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Academy Research

A well-researched player at Capitol 15 beats a poorly-researched one at Capitol 20.

New player priority: Push Guardsmen to G4 (unlocks Artifacts, a major captain/might boost), then shift focus to Archeology and Economy while continuing toward G5.

BranchCap <1010–1415–1920–2425–2930–35
Economy🔴🔴🔴🔴🟠🟡
Guardsmen🔴🔴🔴🔴🔴🟠
Archeology🔴🔴🔴🔴🔴🔴
Specialists🟡🟠🔴🔴🔴🔴
Logistics🟡🟠🟠🟠🟡🟡
Blacksmith🟡🟡🟠🟠🟠🟠
Army Mod.🟡🟡🟡🟠🟠🔴
Monsters--🟡🟠🟠🔴
Engineers--🟡🟠🟠🟠

Each unlock requires both the research node level and the Academy building level.

UnlockResearch Node → LevelAcademy
G2 GuardsmenCarrying Capacity I → Lv410
G3 GuardsmenMarch Speed I (Guardsmen) → Lv615
Crypts III / Epic CryptsCrypt Exploration Cost I → Lv615
Crypts IVCrypt Exploration Efficiency II → Lv820
Crypts VChance to Explore Twice II → Lv1025

Each branch has sections separated by gate nodes (lock icon). Push the gate node to its threshold + Academy level to unlock the next section. Alternate between vertical (push gate nodes fast) and horizontal (level support nodes to Lv3–5 for ~50–70% of total value at a fraction of the cost).

Key research habits: (1) Queue before bed; never let the Academy idle. (2) Archeology from day one, since gear/gems compound into everything. (3) Farm VP daily via monster hunting, since all research costs VP.

Lead with this 4-node opener, in order. Push each to Lv10 before starting the next: early levels give minor bonuses, and the payoff is concentrated in the final levels.

OrderNodeBranchTarget
1Map Resource Gathering IEconomyLv10
2Guards Training Cost IGuardsmenLv10
3Crypt Exploration Efficiency IArcheologyLv10
4Crypt Exploration Cost IArcheologyLv10

After the opener, move on to Riders II / Spearmen II / Archers II as cheap Tier II unlocks, then loop back to economy and Archeology before pushing Guardsmen III. Repeat that rhythm (economy → tier unlock → economy) through all of Milestone 0 and into Milestone 1.

Within the same phase, keep these side tracks moving:

PriorityNodesTarget
GateCarrying Capacity I (Guardsmen)Lv4 (G2 gate)
EconomyFood / Silver Production ILv4–5
PrereqsArchers / Spearmen / Riders ILv1+
BackfillTar Prod/Cap I, Food/Silver Cap ILv3–4
LightDouble-Strike I, Build/Research Speed I, Socketing I, Army Str/Health ILv1–2

Spearmen have the highest carry capacity (250 units), making them the preferred gathering troop. Locate the Specialists branch (Swordsmen deal 2× attack vs. players); no investment yet. Note: Tar Production is labeled “Torch Oil Production” in some server localizations; it’s the same resource.

Milestone 1: G2 Preparation (Capitol 10–14)

Section titled “Milestone 1: G2 Preparation (Capitol 10–14)”
PriorityNodesTarget
GateMarch Speed I (Guardsmen, not the Logistics version)Lv6 (G3 gate)
GateCrypt Exploration Cost I (Archeology)Lv4–6 (Crypts III gate at Lv6)
EconomyFood / Silver Production ILv6–7
TroopsArchers/Spearmen/Riders IILv3–4
CryptCrypt Efficiency ILv6
BackfillFood/Silver Cap I, Build/Research Speed I, Tar Prod/Cap II, Double-Strike ILv3–5

Start Swordsmen I (Specialists). Contribute to Clan University (separate parallel research for the whole clan).

Milestone 2: G3 + Crypts III (Capitol 15–19)

Section titled “Milestone 2: G3 + Crypts III (Capitol 15–19)”
PriorityNodesTarget
GateGuardsmen Section III gate nodeToward Lv8 (G4 path)
GateCrypt Efficiency II (Archeology)Toward Lv8 (Crypts IV gate)
EconomyFood / Silver Production IILv4–5
TroopsArchers/Spearmen/Riders IIILv3–4
SpecialistSwordsmen IILv3–4
BackfillBuild/Research Speed I, Tar Prod/Cap III, Blacksmith Tier ILv5–6

Epic Crypts (level-15 crypts, much better gear materials) become accessible once Crypts III is unlocked.

Specialization fork: PvE → deep Guardsmen + Archeology. PvP → Specialists + Army Mod. Balanced (recommended) → all three progressing, economy leading. Start Engineers if your clan attacks citadels.

Milestone 3: G4 + Crypts IV + Artifacts (Capitol 20–24)

Section titled “Milestone 3: G4 + Crypts IV + Artifacts (Capitol 20–24)”
PriorityNodesTarget
GateGuardsmen Section IV gate nodeToward Lv10 (G5 path)
GateCrypt Efficiency II (Archeology)Lv8 (Crypts IV gate)
GateChance to Explore Twice II (Archeology)Toward Lv10 (Crypts V gate)
EconomyFood / Silver Production IILv6–8
TroopsArchers/Spearmen/Riders IVLv3–4
SpecialistSwordsmen IIILv3+
Army ModRanged/Mounted/Melee Strength I, Army Str/Health ILv3–5
BackfillBuild/Research Speed II, Training Cost III, Tar Prod/CapLv3–4

G4 unlocks the Artifacts system, a major progression boost. Push Engineers to T2 if your clan attacks citadels.

Milestone 4: G5 + Crypts V (Capitol 25–29)

Section titled “Milestone 4: G5 + Crypts V (Capitol 25–29)”
PriorityNodesTarget
GateChance to Explore Twice II (Archeology)Lv10 (Crypts V gate)
EconomyFood / Silver Production IIILv4–5
TroopsArchers/Spearmen/Riders V, Battle GriffinsLv3–4 / Lv2–3
SpecialistSwordsmen IV–VPush hard
MonstersBegin/continue branch-
Army ModAll Strength nodesLv5–7
CryptAll Efficiency and Cost nodesLv8+
BlacksmithTier II: Lv6–8. Tier III: Lv1–3 if active-

Push all Crypt Efficiency/Cost nodes to Lv8–10 (Crypts VI at Academy 30, VII at 35). Consolidate: all Guardsmen + Griffins Lv8–10, all Specialists Lv8–10, Monsters Lv6–10, Engineers Lv4–8, Army Mod Lv8–10. Blacksmith Tier III: Lv5–8; Tier IV only for dedicated crafters.

For exact VP and RSS costs per node and level, see the community-maintained Academy Research Costs sheet compiled by MrT Legal and the Alpha Ad Omega family (Kingdom 74). The Tier Upgrade VP Calculator uses a snapshot of its Guardsmen I branch to pre-compute VP targets for each section.