Total Battle 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. If you are still finding your feet, the getting started guide covers the basics before you optimize research.
Branch Priority by Phase
Section titled “Branch Priority by Phase”| Branch | Cap <10 | 10–14 | 15–19 | 20–24 | 25–29 | 30–35 |
|---|---|---|---|---|---|---|
| Economy | 🔴 | 🔴 | 🔴 | 🔴 | 🟠 | 🟡 |
| Guardsmen | 🔴 | 🔴 | 🔴 | 🔴 | 🔴 | 🟠 |
| Archeology | 🔴 | 🔴 | 🔴 | 🔴 | 🔴 | 🔴 |
| Specialists | 🟡 | 🟠 | 🔴 | 🔴 | 🔴 | 🔴 |
| Logistics | 🟡 | 🟠 | 🟠 | 🟠 | 🟡 | 🟡 |
| Blacksmith | 🟡 | 🟡 | 🟠 | 🟠 | 🟠 | 🟠 |
| Army Mod. | 🟡 | 🟡 | 🟡 | 🟠 | 🟠 | 🔴 |
| Monsters | - | - | 🟡 | 🟠 | 🟠 | 🔴 |
| Engineers | - | - | 🟡 | 🟠 | 🟠 | 🟠 |
Gate Checklist
Section titled “Gate Checklist”Each unlock requires both the research node level and the Academy building level. The city buildings guide shows where the Academy should sit relative to your Capitol.
| Unlock | Research Node → Level | Academy |
|---|---|---|
| G2 Guardsmen | Carrying Capacity I → Lv4 | 10 |
| G3 Guardsmen | March Speed I (Guardsmen) → Lv6 | 15 |
| Crypts III / Epic Crypts | Crypt Exploration Cost I → Lv6 | 15 |
| Crypts IV | Crypt Exploration Efficiency II → Lv8 | 20 |
| Crypts V | Chance to Explore Twice II → Lv10 | 25 |
Research Strategy
Section titled “Research Strategy”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 (the daily checklist keeps this routine going), since all research costs VP.
Milestones
Section titled “Milestones”Milestone 0: Foundation (Capitol < 10)
Section titled “Milestone 0: Foundation (Capitol < 10)”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.
| Order | Node | Branch | Target |
|---|---|---|---|
| 1 | Map Resource Gathering I | Economy | Lv10 |
| 2 | Guards Training Cost I | Guardsmen | Lv10 |
| 3 | Crypt Exploration Efficiency I | Archeology | Lv10 |
| 4 | Crypt Exploration Cost I | Archeology | Lv10 |
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:
| Priority | Nodes | Target |
|---|---|---|
| Gate | Carrying Capacity I (Guardsmen) | Lv4 (G2 gate) |
| Economy | Food / Silver Production I | Lv4–5 |
| Prereqs | Archers / Spearmen / Riders I | Lv1+ |
| Backfill | Tar Prod/Cap I, Food/Silver Cap I | Lv3–4 |
| Light | Double-Strike I, Build/Research Speed I, Socketing I, Army Str/Health I | Lv1–2 |
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)”| Priority | Nodes | Target |
|---|---|---|
| Gate | March Speed I (Guardsmen, not the Logistics version) | Lv6 (G3 gate) |
| Gate | Crypt Exploration Cost I (Archeology) | Lv4–6 (Crypts III gate at Lv6) |
| Economy | Food / Silver Production I | Lv6–7 |
| Troops | Archers/Spearmen/Riders II | Lv3–4 |
| Crypt | Crypt Efficiency I | Lv6 |
| Backfill | Food/Silver Cap I, Build/Research Speed I, Tar Prod/Cap II, Double-Strike I | Lv3–5 |
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)”| Priority | Nodes | Target |
|---|---|---|
| Gate | Guardsmen Section III gate node | Toward Lv8 (G4 path) |
| Gate | Crypt Efficiency II (Archeology) | Toward Lv8 (Crypts IV gate) |
| Economy | Food / Silver Production II | Lv4–5 |
| Troops | Archers/Spearmen/Riders III | Lv3–4 |
| Specialist | Swordsmen II | Lv3–4 |
| Backfill | Build/Research Speed I, Tar Prod/Cap III, Blacksmith Tier I | Lv5–6 |
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)”| Priority | Nodes | Target |
|---|---|---|
| Gate | Guardsmen Section IV gate node | Toward Lv10 (G5 path) |
| Gate | Crypt Efficiency II (Archeology) | Lv8 (Crypts IV gate) |
| Gate | Chance to Explore Twice II (Archeology) | Toward Lv10 (Crypts V gate) |
| Economy | Food / Silver Production II | Lv6–8 |
| Troops | Archers/Spearmen/Riders IV | Lv3–4 |
| Specialist | Swordsmen III | Lv3+ |
| Army Mod | Ranged/Mounted/Melee Strength I, Army Str/Health I | Lv3–5 |
| Backfill | Build/Research Speed II, Training Cost III, Tar Prod/Cap | Lv3–4 |
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)”| Priority | Nodes | Target |
|---|---|---|
| Gate | Chance to Explore Twice II (Archeology) | Lv10 (Crypts V gate) |
| Economy | Food / Silver Production III | Lv4–5 |
| Troops | Archers/Spearmen/Riders V, Battle Griffins | Lv3–4 / Lv2–3 |
| Specialist | Swordsmen IV–V | Push hard |
| Monsters | Begin/continue branch | - |
| Army Mod | All Strength nodes | Lv5–7 |
| Crypt | All Efficiency and Cost nodes | Lv8+ |
| Blacksmith | Tier II: Lv6–8. Tier III: Lv1–3 if active | - |
Milestone 5: Late Game (Capitol 30–35)
Section titled “Milestone 5: Late Game (Capitol 30–35)”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.
Research cost reference
Section titled “Research cost reference”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.