Research
A sharp blade outlasts a dull army, and a full ledger outlasts them both. The scholars of the Laboratory keep a tree of study in four branches: Warfare, Seafaring, the Shadow Arts, and Prosperity. Each line of that tree is climbed level by level, each level a named study with its own price and its own reward. Research is slow and costly, but no raid can undo what has been learned.
The Scholar's Bench
Only one advancement may be studied at a time per settlement. Every level of every line is its own study, individually named and individually priced: the first rank of Spearcraft is the Levy Drill, a cheap afternoon's work, while the tenth is a costly oath sworn by the whole line of battle. The reward of each study is permanent and cumulative. A fifth rank does not replace the fourth; it builds upon it, and battle forecasts read the settlement's current ranks, so forces already mustered benefit the moment the study completes. Every completed level also raises the island's prestige.
Lines grow out of one another. Shieldwork asks for a rank of Spearcraft first, Siegecraft for a schooled corps of Bowcraft fletchers, and each branch's crowning work for mastery of the lines beneath it. These prerequisites only gate the start of the next study. Nothing a settlement has learned is ever taken back, not by raiders, not by curses, and not by a Laboratory that later falls to siege.
Knowledge Bound to the Bench
Research belongs to the settlement where it was achieved, not to the Governor's domain at large. Each Laboratory houses its own instruments, prototypes, and calibration records, and none of them survive a voyage across open water. Every colony therefore requires its own Laboratory and its own programme of study, and a Governor who expands quickly should plan the order of advancements carefully, since a young colony rarely needs the same studies as an established stronghold.
The Laboratory's Gates
The tree is arranged in tiers, and each tier waits on the Laboratory. A modest bench opens the first studies of every branch; the deepest tiers, where the Great Works are drafted, demand a Laboratory of the highest orders. Some long lines also set their own deeper gates: the early ranks of Spearcraft come freely, but its master ranks ask for a taller bench before the scholars will attempt them.
| Tier | Opens at | Lines of study |
|---|---|---|
| I | Laboratory 1–2 | 7 |
| II | Laboratory 4 | 6 |
| III | Laboratory 8 | 6 |
| IV | Laboratory 12 | 3 |
| V | Laboratory 14–18 | 4 (the Great Works) |
The Laboratory does more than open doors. Its scholars work faster as the bench grows: each Laboratory level trims research time by 1%, up to a saving of 15%. Levels raised beyond the tier gates are never wasted.
Warfare
The branch of drilled ranks and broken walls. Spearcraft arms the levy and opens the way to
Spearfighters, a Governor's first real defenders. Shieldwork hardens the garrison and, deep enough, fields the elite
Swordsman. Houndcraft raises
Guard Hounds at the Kennels, Bowcraft arms
Archers, and Drill Yards muster every recruit faster. Siegecraft builds the engines that break walls and claim territory, and Banner Discipline steadies the whole island's defence. The branch crowns itself in The Master-at-Arms.
Tier I
Trains the levy in the long-spear drill that breaks a charge before it lands. Season after season of it, your spearfighters push harder into the line.
Requires:
Laboratory Level 1
What does each Spearcraft level cost?10 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 100 | 50 | 80 | 3m | +10% Spearfighter attack | |
| 2 | 150 | 75 | 120 | 4m 30s | +10% Spearfighter attack | |
| 3 | 225 | 112 | 180 | 6m 45s | +10% Spearfighter attack | |
| 4 | 420 | 190 | 300 | 12m 49s | +10% Spearfighter attack | Laboratory 5 |
| 5 | 775 | 310 | 500 | 24m 22s | +10% Spearfighter attack | Laboratory 5 |
| 6 | 1,430 | 520 | 830 | 46m 17s | +10% Spearfighter attack | Laboratory 5 |
| 7 | 2,620 | 860 | 1,370 | 1h 27m | +10% Spearfighter attack | Laboratory 9 |
| 8 | 4,820 | 1,410 | 2,260 | 2h 47m | +10% Spearfighter attack | Laboratory 9 |
| 9 | 8,820 | 2,320 | 3,720 | 5h 17m | +10% Spearfighter attack | Laboratory 9 |
| 10 | 16,130 | 3,800 | 6,080 | 10h 3m | +10% Spearfighter attack | Laboratory 13 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier I
Drills the wall behind the wall — locked shields, braced feet, the patience to hold. With every drill, each rank stands its ground a little longer than the last.
Requires:
Laboratory Level 1 + Spearcraft 1
What does each Shieldwork level cost?10 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 50 | 100 | 80 | 3m | +10% infantry defence | |
| 2 | 75 | 150 | 120 | 4m 30s | +10% infantry defence | |
| 3 | 112 | 225 | 180 | 6m 45s | +10% infantry defence | |
| 4 | 250 | 365 | 290 | 12m 49s | +10% infantry defence | Laboratory 5 |
| 5 | 525 | 590 | 470 | 24m 22s | +10% infantry defence | Laboratory 5 |
| 6 | 1,080 | 940 | 750 | 46m 17s | +10% infantry defence | Laboratory 5 |
| 7 | 2,170 | 1,490 | 1,190 | 1h 27m | +10% infantry defence | Laboratory 9 |
| 8 | 4,290 | 2,340 | 1,870 | 2h 47m | +10% infantry defence | Laboratory 9 |
| 9 | 8,360 | 3,610 | 2,890 | 5h 17m | +10% infantry defence | Laboratory 9 |
| 10 | 16,130 | 5,490 | 4,390 | 10h 3m | +10% infantry defence | Laboratory 13 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier II
Schools the kennel-masters and arms the watch hounds with studded collars. Each lesson leaves the hounds at the gate harder to put down.
Requires:
Laboratory Level 4 + Shieldwork 1
What does each Houndcraft level cost?10 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 90 | 60 | 70 | 2m 40s | +15% Guard Hound defence | |
| 2 | 135 | 90 | 105 | 4m | +15% Guard Hound defence | |
| 3 | 202 | 135 | 157 | 6m | +15% Guard Hound defence | |
| 4 | 380 | 225 | 260 | 11m 24s | +15% Guard Hound defence | |
| 5 | 710 | 370 | 435 | 21m 39s | +15% Guard Hound defence | |
| 6 | 1,330 | 615 | 715 | 41m 9s | +15% Guard Hound defence | |
| 7 | 2,460 | 1,010 | 1,180 | 1h 18m | +15% Guard Hound defence | Laboratory 9 |
| 8 | 4,550 | 1,650 | 1,930 | 2h 28m | +15% Guard Hound defence | Laboratory 9 |
| 9 | 8,390 | 2,690 | 3,140 | 4h 42m | +15% Guard Hound defence | Laboratory 9 |
| 10 | 15,430 | 4,360 | 5,090 | 8h 56m | +15% Guard Hound defence | Laboratory 13 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier II
Schools the fletchers and the bowyers together so the shaft and the draw match the hand that holds them. Keep at it and arrows find their mark from further off.
Requires:
Laboratory Level 4 + Spearcraft 2
What does each Bowcraft level cost?10 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 80 | 40 | 100 | 3m 20s | +10% Archer attack | |
| 2 | 120 | 60 | 150 | 5m | +10% Archer attack | |
| 3 | 180 | 90 | 225 | 7m 30s | +10% Archer attack | |
| 4 | 345 | 150 | 370 | 14m 15s | +10% Archer attack | |
| 5 | 660 | 245 | 610 | 27m 4s | +10% Archer attack | |
| 6 | 1,260 | 400 | 1,000 | 51m 26s | +10% Archer attack | |
| 7 | 2,370 | 650 | 1,620 | 1h 37m | +10% Archer attack | Laboratory 9 |
| 8 | 4,440 | 1,050 | 2,630 | 3h 5m | +10% Archer attack | Laboratory 9 |
| 9 | 8,290 | 1,690 | 4,230 | 5h 52m | +10% Archer attack | Laboratory 9 |
| 10 | 15,430 | 2,700 | 6,750 | 11h 10m | +10% Archer attack | Laboratory 13 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier II
Lays out mustering grounds and puts a sergeant's whistle to them. Recruits reach the wall — and the boats — sooner.
Requires:
Laboratory Level 4 + Spearcraft 1
What does each Drill Yards level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 630 | 380 | 390 | 1h | +3% training speed |
| 2 | 850 | 515 | 525 | 1h 21m | +3% training speed |
| 3 | 1,150 | 695 | 710 | 1h 49m | +3% training speed |
| 4 | 1,550 | 935 | 960 | 2h 27m | +3% training speed |
| 5 | 2,090 | 1,260 | 1,300 | 3h 19m | +3% training speed |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier III
Sets your engineers to the slow craft of timber, rope and counterweight. The deeper the craft, the heavier the stones come down — and the sooner the walls follow.
Requires:
Laboratory Level 8 + Bowcraft 3
What does each Siegecraft level cost?10 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 120 | 100 | 80 | 3m 40s | +10% siege attack | |
| 2 | 180 | 150 | 120 | 5m 30s | +10% siege attack | |
| 3 | 270 | 225 | 180 | 8m 15s | +10% siege attack | |
| 4 | 510 | 375 | 300 | 15m 40s | +10% siege attack | |
| 5 | 955 | 615 | 495 | 29m 46s | +10% siege attack | |
| 6 | 1,790 | 1,020 | 815 | 56m 35s | +10% siege attack | |
| 7 | 3,330 | 1,670 | 1,330 | 1h 47m | +10% siege attack | Laboratory 12 |
| 8 | 6,170 | 2,730 | 2,180 | 3h 24m | +10% siege attack | Laboratory 12 |
| 9 | 11,410 | 4,430 | 3,550 | 6h 28m | +10% siege attack | Laboratory 12 |
| 10 | 21,040 | 7,160 | 5,730 | 12h 17m | +10% siege attack | Laboratory 14 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier IV
One banner over every wall, and every garrison the steadier for it. Orders are read, posts are held.
Requires:
Laboratory Level 12 + Shieldwork 5 + Drill Yards 3
What does each Banner Discipline level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 13,500 | 2,200 | 2,300 | 10h | +1% defence, island-wide |
| 2 | 16,470 | 2,680 | 2,810 | 11h 6m | +1% defence, island-wide |
| 3 | 20,090 | 3,270 | 3,420 | 12h 19m | +1% defence, island-wide |
| 4 | 24,510 | 3,990 | 4,180 | 13h 40m | +1% defence, island-wide |
| 5 | 29,910 | 4,870 | 5,100 | 15h 10m | +1% defence, island-wide |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier VGreat Work
A lifetime of war, hired into your service. Every yard, drill and watch on the island answers to one grey-bearded master.
Requires:
Laboratory Level 16 + Siegecraft 5 + Banner Discipline 3
What does The Master-at-Arms cost?1 level
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 80,000 | 10,000 | 10,000 | 30h | +5% attack, island-wide; +5% defence, island-wide |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Seafaring
Speed on the open water wins wars before they begin. Sailcraft quickens every vessel in the fleet and unlocks the heavier hulls, from the
Large Merchant Ship to the
Large Warship and the
Colonisation Ship. The rest of the branch is the navy's paperwork made deadly: The Harbour Watch teaches warships to hold station over their own shore as a patrol, Victualling keeps those patrols provisioned and on station longer, and Letters of Marque sanction the blockade, the ambush of cargo in open water. Convoy Masters squeeze yet more speed from a fleet and teach it to sail in company — the signal books behind a combined attack — and The Grand Admiralty crowns the branch.
Tier I
Cuts canvas heavier and lines truer than the yards next harbour over. Under finer rigging your fleets outrun the weather and reach further harbours sooner.
Requires:
Laboratory Level 2
What does each Sailcraft level cost?10 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 80 | 60 | 100 | 4m | +10% fleet speed | |
| 2 | 120 | 90 | 150 | 6m | +10% fleet speed | |
| 3 | 180 | 135 | 225 | 9m | +10% fleet speed | |
| 4 | 355 | 220 | 370 | 17m 6s | +10% fleet speed | |
| 5 | 685 | 365 | 605 | 32m 29s | +10% fleet speed | |
| 6 | 1,320 | 590 | 985 | 1h 1m | +10% fleet speed | Laboratory 6 |
| 7 | 2,520 | 955 | 1,590 | 1h 57m | +10% fleet speed | Laboratory 6 |
| 8 | 4,770 | 1,540 | 2,560 | 3h 42m | +10% fleet speed | Laboratory 6 |
| 9 | 8,980 | 2,450 | 4,080 | 7h 3m | +10% fleet speed | Laboratory 10 |
| 10 | 16,830 | 3,870 | 6,450 | 13h 24m | +10% fleet speed | Laboratory 10 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier II
Small warships learn to hold station off your own shore, watching the lanes a governor cannot watch himself.
Requires:
Laboratory Level 4 + Sailcraft 1
What does The Harbour Watch cost?1 level
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 1,400 | 600 | 800 | 2h | Unlocks Patrols |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier III
Biscuit, casks and salted stores. A patrol lasts as long as its provisions do.
Requires:
Laboratory Level 8 + The Harbour Watch 1
What does each Victualling level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 3,600 | 1,100 | 1,300 | 4h | patrols hold station 8% longer |
| 2 | 4,540 | 1,390 | 1,640 | 4h 45m | patrols hold station 8% longer |
| 3 | 5,720 | 1,750 | 2,060 | 5h 39m | patrols hold station 8% longer |
| 4 | 7,200 | 2,200 | 2,600 | 6h 44m | patrols hold station 8% longer |
| 5 | 9,070 | 2,770 | 3,280 | 8h 1m | patrols hold station 8% longer |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier III
Sea-robbery, sanctioned and sealed. Your captains may stop, search and seize under your colours.
Requires:
Laboratory Level 8 + The Harbour Watch 1 + Sailcraft 3
What does Letters of Marque cost?1 level
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 6,000 | 2,000 | 2,000 | 6h | Unlocks Blockades |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier III
Standing contracts and sworn shipmasters. A manifest signed once, sailed forever.
Requires:
Laboratory Level 8 + Sailcraft 2
What does each Supply Lines level cost?5 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 5,400 | 1,800 | 2,200 | 6h | +800000% routes; Unlocks Standing transport routes | |
| 2 | 8,100 | 2,450 | 3,050 | 8h | +1200000% routes | |
| 3 | 12,200 | 3,300 | 4,200 | 10h 40m | +2000000% routes | |
| 4 | 18,300 | 4,450 | 5,700 | 14h 13m | +3500000% routes | Laboratory 12 |
| 5 | 27,400 | 6,000 | 7,700 | 18h 13m | +7500000% routes | Laboratory 12 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier IV
Ships that sail in company arrive together — and sooner. Signal books keep the slowest hull off the rocks, and let fleets from several harbours strike as one.
Requires:
Laboratory Level 12 + Sailcraft 5
What does each Convoy Masters level cost?4 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 14,250 | 2,000 | 2,750 | 12h | +2% fleet speed; Unlocks Combined attacks |
| 2 | 17,390 | 2,440 | 3,360 | 13h 19m | +2% fleet speed |
| 3 | 21,210 | 2,980 | 4,090 | 14h 47m | +2% fleet speed |
| 4 | 25,880 | 3,630 | 4,990 | 16h 24m | +2% fleet speed |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier VGreat Work
Every chart, tide-table and captain's log under one roof. The sea keeps fewer secrets from your fleets.
Requires:
Laboratory Level 16 + Letters of Marque 1 + Sailcraft 8
What does The Grand Admiralty cost?1 level
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 90,000 | 8,000 | 12,000 | 32h | +10% fleet speed |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
The Shadow Arts
Knowledge of the enemy is as valuable as any weapon, and some of it is best taken quietly. Espionage trains spies to slip past defences and return with richer intelligence; the Espionage chapter covers the missions themselves. Night Landings teaches crews to touch sand without a sound, which is what permits a plunder run at all. False Colours sharpen the getaway odds of those runs, and The Spymaster's Ring crowns the branch for Governors who prefer never to be seen.
Tier I
Pays the dockhands, scribes, and idle sailors who notice what other harbours would rather keep quiet. A heavier purse, and your agents slip the watch more often — and come home with cleaner ledgers than they left with.
Requires:
Laboratory Level 2
What does each Espionage level cost?10 levels
| Lv | Research Time | Grants | Also Needs | |||
|---|---|---|---|---|---|---|
| 1 | 100 | 60 | 80 | 3m 20s | +5% spy success | |
| 2 | 150 | 90 | 120 | 5m | +5% spy success | |
| 3 | 225 | 135 | 180 | 7m 30s | +5% spy success | |
| 4 | 420 | 225 | 300 | 14m 15s | +5% spy success | |
| 5 | 785 | 370 | 495 | 27m 4s | +5% spy success | |
| 6 | 1,460 | 615 | 820 | 51m 26s | +5% spy success | Laboratory 6 |
| 7 | 2,700 | 1,010 | 1,350 | 1h 37m | +5% spy success | Laboratory 6 |
| 8 | 4,980 | 1,660 | 2,220 | 3h 5m | +5% spy success | Laboratory 6 |
| 9 | 9,170 | 2,720 | 3,630 | 5h 52m | +5% spy success | Laboratory 10 |
| 10 | 16,830 | 4,420 | 5,890 | 11h 10m | +5% spy success | Laboratory 10 |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier II
Muffled oars, blacked lanterns, boats that touch sand without a sound. What the watch never sees, it never reports.
Requires:
Laboratory Level 4 + Espionage 1
What does Night Landings cost?1 level
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 900 | 400 | 500 | 2h | Unlocks Plunder runs |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier III
Borrowed flags and painted hulls. No one robs like a friend.
Requires:
Laboratory Level 8 + Night Landings 1 + Espionage 3
What does each False Colours level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 3,900 | 1,200 | 1,400 | 4h | +2% plunder success |
| 2 | 4,910 | 1,510 | 1,760 | 4h 45m | +2% plunder success |
| 3 | 6,190 | 1,910 | 2,220 | 5h 39m | +2% plunder success |
| 4 | 7,800 | 2,400 | 2,800 | 6h 44m | +2% plunder success |
| 5 | 9,830 | 3,020 | 3,530 | 8h 1m | +2% plunder success |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier VGreat Work
You will never meet them. They have already met you.
Requires:
Laboratory Level 14 + False Colours 3 + Espionage 6
What does The Spymaster's Ring cost?1 level
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 60,000 | 6,000 | 6,000 | 24h | +10% spy success; +10% plunder success |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Prosperity
The branch that pays for the other three. Ore Washing, Saw Pits, and Quarry Hoists pull more gold, lumber, and stone from the same ground. Toll Ledgers grow the island's coin income, Guild Masons raise buildings faster, and Deep Seams follow the gold vein down into the old rock. The Royal Charter crowns the branch, enriching every stream at once.
Tier I
Sluices and washing crews pull more gold from the same stubborn rock.
Requires:
Laboratory Level 1
What does each Ore Washing level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 60 | 30 | 40 | 5m | +2% gold production |
| 2 | 100 | 50 | 70 | 11m | +2% gold production |
| 3 | 175 | 85 | 115 | 24m 12s | +2% gold production |
| 4 | 295 | 145 | 195 | 53m 14s | +2% gold production |
| 5 | 500 | 250 | 335 | 1h 57m | +2% gold production |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier I
Two men, one saw, and twice the timber by dusk.
Requires:
Laboratory Level 1
What does each Saw Pits level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 40 | 25 | 60 | 5m | +2% lumber production |
| 2 | 70 | 45 | 100 | 11m | +2% lumber production |
| 3 | 115 | 70 | 175 | 24m 12s | +2% lumber production |
| 4 | 195 | 125 | 295 | 53m 14s | +2% lumber production |
| 5 | 335 | 210 | 500 | 1h 57m | +2% lumber production |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier I
Rope, tackle and long levers. Stone that once took a morning now takes an hour.
Requires:
Laboratory Level 1
What does each Quarry Hoists level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 45 | 55 | 45 | 5m | +2% stone production |
| 2 | 75 | 95 | 75 | 11m | +2% stone production |
| 3 | 130 | 160 | 130 | 24m 12s | +2% stone production |
| 4 | 220 | 270 | 220 | 53m 14s | +2% stone production |
| 5 | 375 | 460 | 375 | 1h 57m | +2% stone production |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier II
Every crate over your quay owes you a little. The ledgers make sure it pays.
Requires:
Laboratory Level 4 + Ore Washing 2
What does each Toll Ledgers level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 675 | 400 | 425 | 1h 30m | +2% coin income |
| 2 | 910 | 540 | 575 | 2h 1m | +2% coin income |
| 3 | 1,230 | 730 | 775 | 2h 44m | +2% coin income |
| 4 | 1,660 | 985 | 1,050 | 3h 41m | +2% coin income |
| 5 | 2,240 | 1,330 | 1,410 | 4h 58m | +2% coin income |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier III
Masters' marks on every course of stone. Walls rise faster and truer.
Requires:
Laboratory Level 8 + Quarry Hoists 3
What does each Guild Masons level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 4,200 | 1,500 | 1,300 | 4h | +2% build speed |
| 2 | 5,290 | 1,890 | 1,640 | 4h 45m | +2% build speed |
| 3 | 6,670 | 2,380 | 2,060 | 5h 39m | +2% build speed |
| 4 | 8,400 | 3,000 | 2,600 | 6h 44m | +2% build speed |
| 5 | 10,590 | 3,780 | 3,280 | 8h 1m | +2% build speed |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier IV
The old rock runs deeper than anyone dared dig. Shore it, drain it, and follow the vein.
Requires:
Laboratory Level 12 + Ore Washing 5
What does each Deep Seams level cost?5 levels
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 15,000 | 3,000 | 2,000 | 12h | +3% gold production |
| 2 | 18,300 | 3,660 | 2,440 | 13h 19m | +3% gold production |
| 3 | 22,330 | 4,470 | 2,980 | 14h 47m | +3% gold production |
| 4 | 27,240 | 5,450 | 3,630 | 16h 24m | +3% gold production |
| 5 | 33,230 | 6,650 | 4,430 | 18h 13m | +3% gold production |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
Tier VGreat Work
Your harbour, named in the crown's own hand. Trade, tithe and tally all flow a little richer.
Requires:
Laboratory Level 18 + Deep Seams 3 + Toll Ledgers 5
What does The Royal Charter cost?1 level
| Lv | Research Time | Grants | |||
|---|---|---|---|---|---|
| 1 | 120,000 | 15,000 | 15,000 | 40h | +5% all production; +5% coin income |
Times shown are the base study durations. The Laboratory's scholars trim them further as the bench grows taller.
The Great Works
Each branch ends in a single crowning study, a Great Work: one level, a princely sum of gold, and days of scholarship. The Master-at-Arms sharpens the whole island's attack and defence, The Grand Admiralty hastens every hull in the fleet, The Spymaster's Ring blesses spy and plunder alike, and The Royal Charter enriches every stream of production and coin. A Great Work asks for mastery of the lines beneath it and a Laboratory of the highest orders, and like every study it belongs to one island alone.
What Research Unlocks
Some studies do not sharpen an edge; they teach the island an art it simply could not practise before. These arts are checked on the island that launches the venture, so a Governor with many harbours must school each one that means to use them.
| Art | Study | Branch |
|---|---|---|
| Patrols | Seafaring | |
| Blockades | Seafaring | |
| Standing transport routes | Seafaring | |
| Combined attacks | Seafaring | |
| Plunder runs | The Shadow Arts |
Several advanced units also wait on the bench. The roster below shows which advancements gate which forces.
Which units does research unlock?9 units
| Unit | Research Required | Level |
|---|---|---|
| Spearcraft | 1 | |
| Bowcraft | 1 | |
| Shieldwork | 3 | |
| Houndcraft | 1 | |
| Siegecraft | 1 | |
| Espionage | 1 | |
| Sailcraft | 3 | |
| Sailcraft | 1 | |
| Sailcraft | 5 |
Common questions
Does research apply to forces already trained?
Yes. Battle and voyage forecasts read the settlement's current research ranks, so existing forces benefit the moment a study completes.
Does one island's research help another island?
No. Research belongs to the settlement that completed it. New colonies need their own Laboratory and their own studies, and abilities such as plunder runs, patrols, and blockades are checked on the island launching them.
Can research be lost or stolen?
Never. Raids and plunder take stores, not knowledge, and prerequisites only gate the start of the next level. What a settlement has learned, it keeps.
What should be studied first?
Spearcraft and Shieldwork give the earliest defensive return, and the cheap first ranks of the Prosperity lines quietly pay for everything after them. Sailcraft becomes urgent once merchant routes, raids, or colonisation start shaping the realm.


