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.
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.
| 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, 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.