Research

From Aether Kingdoms Wiki

Research

Research is the progression system that unlocks new buildings and repeatable global bonuses. Research is performed globally for your kingdom and costs Science, so a completed research applies across all of your villages. Researches are organised into tiers (1 through 8), and almost every research has a prerequisite that must be completed first.

Overview

Each research has four defining properties:

  • Tier: the research tier, from 1 to 8. Higher tiers cost more Science.
  • Building village tier: the minimum village tier required to construct the unlocked building. The research itself is global and is not gated by village tier. Tier 8 researches unlock no building, so this property does not apply.
  • Requirement: the prerequisite research. A research becomes available only once its prerequisite has been completed.
  • Unlock: what completion grants. Tiers 1 to 7 unlock a specific building; tier 8 researches grant repeatable global bonuses instead.

The Science cost of a research is not fixed. It is computed dynamically from the research's tier, the player's level, and the server's elapsed time, so the cost a player sees in-game will differ from server to server and over the lifetime of a single server.

Research tree

Research dependency tree across 8 tiers
Research dependency tree. Purple nodes have downstream dependencies; teal nodes are terminal (unlock a building but nothing else requires them); amber nodes are tier 8 global bonuses.

The tree branches from two tier-1 entry points, Town Defenses (the military / defensive line) and Apprenticeship (the economic / labour line), and fans out from there.

Tiers 1 through 7 each unlock buildings that cannot be constructed by any other means. Tier 8 does not unlock buildings; it contains repeatable global projects intended for the late game.

Tier Building village tier Theme
1 Village Starter buildings (defence, crafting)
2 Village Cavalry and organised labour
3 Town Military, religious and administrative institutions
4 Town Mechanised industry
5 Town Advanced production
6 Town / City Agriculture, deep industry, professional army
7 City Sustainability and scholarship
8 N/A (no building unlocked) Repeatable endgame bonuses

Tier 1

Research Requires Unlocks
Town Defenses - Walls
Apprenticeship - Workshop

Tier 2

Research Requires Unlocks
Riding Training Town Defenses Stables
Organised Labour Apprenticeship Workers Guild

Tier 3

Research Requires Unlocks
Smithing Riding Training Armory
Divine Inspiration Riding Training Temple
Bureaucracy Organised Labour Shift Office
Celestial Charting Organised Labour Observatory

Tier 4

All three tier-4 researches depend on Smithing.

Research Requires Unlocks
Mechanical Saw Smithing Sawmill
Water-powered Mining Smithing Rolling Mill
Stirrups Smithing Saddlemaker

Tier 5

Research Requires Unlocks
Precision Mining Mechanical Saw Mining Guild
Literary Craft Water-powered Mining Bookbinder
Craftsmanship Stirrups Siege Academy

Tier 6

Research Requires Unlocks Building village tier
Professional Soldiers Literary Craft Military Academy City
Crop Rotations Craftsmanship Seedvault Town
Deep Excavation Craftsmanship Draining Engines City
Blast Furnace Craftsmanship Blast Furnace City

Tier 7

Research Requires Unlocks
Forestry Crop Rotations Sustainability Office
Theological Scholarship Crop Rotations Monastery
Pedal-driven Loom Deep Excavation Wool Factory
Food Preservation Blast Furnace Preservary

Tier 8: repeatable global research

Tier 8 researches do not unlock buildings. They grant global, repeatable bonuses, and each one can be completed multiple times, with the cost scaling on subsequent completions.

Research Requires Effect
Aether Survey Forestry Grants 1,000 Aether per completion.
Cultural Grants Theological Scholarship Grants a global production bonus of [amount to be confirmed] per completion.
Engineering Studies Pedal-driven Loom Grants a global production bonus of [amount to be confirmed] per completion.

See also