Research
A sharp blade outlasts a dull army. The scholars of the Laboratory study the craft of war: improvements to spear, shield, bow, siege, and sail that strengthen forces fighting from that settlement. 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. Research costs scale with each level. Patience and a well-funded treasury are both required. Higher advancements demand a more advanced Laboratory before the scholars will undertake them. The effects are cumulative and permanent: a Level 5
Spear study does not replace Level 4. It builds upon it. Every completed level also raises the island's prestige, because learning is counted alongside masonry in the council's ledger.
Knowledge Bound to the Bench
Research advancements belong to the settlement where they were achieved, not to the Governor's domain at large. Each Laboratory houses its own instruments, prototypes, and calibration records. None of them survive a voyage across open water. When a Governor founds a new colony, the scholars there must begin their studies from the first principle, with fresh materials and an unfamiliar shore beneath their feet. Terrain, local ore, and even harbour currents differ between islands, and an advancement perfected in one settlement's forge may not apply until it is re-derived under new conditions.
In practice, this means every colony requires its own Laboratory and its own programme of study. A Governor who expands quickly should expect to fund research anew at each outpost, and should plan the order of advancements carefully, since a young colony rarely needs the same studies as an established stronghold.
Weapons & Armour
The core of the research programme.
Spear sharpens infantry striking power and is the gateway to
Spearfighters, a Governor's first real defenders.
Shield hardens the garrison, and at Level 3 unlocks the elite
Swordsman.
Bow arms
Archers for ranged offence, while
Catapult research enables the devastating siege engines needed to break walls and claim new territory.
Guard raises
Guard Hounds at the Kennels from Level 1, and each further level hardens their defence.
military
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 Spear level cost?10 levels
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 100 | 50 | 80 | 3m | +10% |
| 2 | 150 | 75 | 120 | 4m 30s | +20% |
| 3 | 225 | 112 | 180 | 6m 45s | +30% |
| 4 | 337 | 168 | 270 | 10m 7s | +40% |
| 5 | 506 | 253 | 405 | 15m 11s | +50% |
| 6 | 759 | 379 | 607 | 22m 46s | +60% |
| 7 | 1,139 | 569 | 911 | 34m 10s | +70% |
| 8 | 1,708 | 854 | 1,366 | 51m 15s | +80% |
| 9 | 2,562 | 1,281 | 2,050 | 1h 16m | +90% |
| 10 | 3,844 | 1,922 | 3,075 | 1h 55m | +100% |
military
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
What does each Shield level cost?10 levels
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 50 | 100 | 80 | 3m | +10% |
| 2 | 75 | 150 | 120 | 4m 30s | +20% |
| 3 | 112 | 225 | 180 | 6m 45s | +30% |
| 4 | 168 | 337 | 270 | 10m 7s | +40% |
| 5 | 253 | 506 | 405 | 15m 11s | +50% |
| 6 | 379 | 759 | 607 | 22m 46s | +60% |
| 7 | 569 | 1,139 | 911 | 34m 10s | +70% |
| 8 | 854 | 1,708 | 1,366 | 51m 15s | +80% |
| 9 | 1,281 | 2,562 | 2,050 | 1h 16m | +90% |
| 10 | 1,922 | 3,844 | 3,075 | 1h 55m | +100% |
military
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 1
What does each Guard level cost?10 levels
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 90 | 60 | 70 | 2m 40s | +15% |
| 2 | 135 | 90 | 105 | 4m | +30% |
| 3 | 202 | 135 | 157 | 6m | +45% |
| 4 | 303 | 202 | 236 | 9m | +60% |
| 5 | 455 | 303 | 354 | 13m 30s | +75% |
| 6 | 683 | 455 | 531 | 20m 15s | +90% |
| 7 | 1,025 | 683 | 797 | 30m 22s | +105% |
| 8 | 1,537 | 1,025 | 1,196 | 45m 33s | +120% |
| 9 | 2,306 | 1,537 | 1,794 | 1h 8m | +135% |
| 10 | 3,459 | 2,306 | 2,691 | 1h 42m | +150% |
military
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 3
What does each Bow level cost?10 levels
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 80 | 40 | 100 | 3m 20s | +10% |
| 2 | 120 | 60 | 150 | 5m | +20% |
| 3 | 180 | 90 | 225 | 7m 30s | +30% |
| 4 | 270 | 135 | 337 | 11m 15s | +40% |
| 5 | 405 | 202 | 506 | 16m 52s | +50% |
| 6 | 607 | 303 | 759 | 25m 18s | +60% |
| 7 | 911 | 455 | 1,139 | 37m 58s | +70% |
| 8 | 1,366 | 683 | 1,708 | 56m 57s | +80% |
| 9 | 2,050 | 1,025 | 2,562 | 1h 25m | +90% |
| 10 | 3,075 | 1,537 | 3,844 | 2h 8m | +100% |
military
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 5
What does each Catapult level cost?10 levels
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 120 | 100 | 80 | 3m 40s | +10% |
| 2 | 180 | 150 | 120 | 5m 30s | +20% |
| 3 | 270 | 225 | 180 | 8m 15s | +30% |
| 4 | 405 | 337 | 270 | 12m 22s | +40% |
| 5 | 607 | 506 | 405 | 18m 33s | +50% |
| 6 | 911 | 759 | 607 | 27m 50s | +60% |
| 7 | 1,366 | 1,139 | 911 | 41m 45s | +70% |
| 8 | 2,050 | 1,708 | 1,366 | 1h 2m | +80% |
| 9 | 3,075 | 2,562 | 2,050 | 1h 33m | +90% |
| 10 | 4,613 | 3,844 | 3,075 | 2h 20m | +100% |
Sail & Navigation
Speed on the open water wins wars before they begin.
Sail research improves the speed of every vessel in the fleet and unlocks the heavier classes of ship: the
Large Merchant Ship at Level 1, the fearsome
Large Warship at Level 3, and the
Colonisation Ship at Level 5. A Governor with advanced sails strikes faster, trades further, and expands sooner than one without.
naval
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 Sail level cost?10 levels
| Lv | Research Time | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 80 | 60 | 100 | 4m | +10% |
| 2 | 120 | 90 | 150 | 6m | +20% |
| 3 | 180 | 135 | 225 | 9m | +30% |
| 4 | 270 | 202 | 337 | 13m 30s | +40% |
| 5 | 405 | 303 | 506 | 20m 15s | +50% |
| 6 | 607 | 455 | 759 | 30m 22s | +60% |
| 7 | 911 | 683 | 1,139 | 45m 33s | +70% |
| 8 | 1,366 | 1,025 | 1,708 | 1h 8m | +80% |
| 9 | 2,050 | 1,537 | 2,562 | 1h 42m | +90% |
| 10 | 3,075 | 2,306 | 3,844 | 2h 33m | +100% |
The Shadow Arts
Knowledge of the enemy is as valuable as any weapon.
Espionage research trains spies to slip past defences more reliably and return with richer intelligence. Higher levels reveal not just resources but buildings, garrisons, and fleet composition of a target settlement. Consult the Espionage chapter for how spy missions work in practice.
espionage
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 | Cumulative Bonus | |||
|---|---|---|---|---|---|
| 1 | 100 | 60 | 80 | 3m 20s | +5% |
| 2 | 150 | 90 | 120 | 5m | +10% |
| 3 | 225 | 135 | 180 | 7m 30s | +15% |
| 4 | 337 | 202 | 270 | 11m 15s | +20% |
| 5 | 506 | 303 | 405 | 16m 52s | +25% |
| 6 | 759 | 455 | 607 | 25m 18s | +30% |
| 7 | 1,139 | 683 | 911 | 37m 58s | +35% |
| 8 | 1,708 | 1,025 | 1,366 | 56m 57s | +40% |
| 9 | 2,562 | 1,537 | 2,050 | 1h 25m | +45% |
| 10 | 3,844 | 2,306 | 3,075 | 2h 8m | +50% |
What Research Unlocks
Several advanced units cannot be trained until the relevant research is completed. The following roster shows which advancements gate which forces.
Which units does research unlock?9 units
Common questions
Does research apply to old units?
Yes. Battle and voyage forecasts read the settlement's current research level, so existing forces benefit once the study is complete.
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.
What should be studied first?
Spear and Shield give the earliest defensive return. Sail becomes urgent once merchant routes, raids, or colonisation start shaping the realm.


