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Research

To build more advanced buildings and expand your city you need to do some research. This is your main and only way of unlocking new construction options as well as make new social policies available and obtain some nifty passive bonuses that are applied globally. Researching takes time and resources so planning ahead is always a good idea.

The various research topics can be roughly divided into several categories.

Town center upgrades[]

The central building in your town, in the beginning called the Townhouse, can be upgraded through the research tree. Researching the upgrade automatically upgrades the building to the next level, unlocking more bonuses and options.

Gathering hall
Automatically upgrade the Townhouse to the Gathering Hall, which opens up more options regarding social policies. Additionally, allows the planting of Wheat fields and Apple orchards, and the construction of ranches to herd chickens.
Cost 500 Coins
30 Lumber
30 Stone
Duration 15 days



Townhall
Automatically upgrade the Gathering Hall to the Townhall, which opens up more options regarding social policies.
Cost 750 Coins
150 Lumber
100 Stone
Duration 25 days



Council hall
Automatically upgrade the Townhall to the Council Hall, which opens up more options regarding social policies.
Cost 1000 Coins
300 Lumber
150 Stone
Duration 35 days



Royal hall
Automatically upgrade the Council Hall to the Royal Hall, which opens up more options regarding social policies.
Cost 2000 Coins
500 Stone
150 Tools
Duration 40 days



Construction unlocks[]

Some basic buildings can be constructed from the very start, but to really advance your population and build a thriving city, you’ll need to invest in research to unlock more advanced buildings and production options.

Mine
Cost 30 Coins
20 Lumber
Duration 7 days



Fisherman's hut
Cost 25 Coins
20 Lumber
Duration 7 days



Quarry
Cost 30 Coins
15 Lumber
Duration 8 days



Decorative hedge
Cost 20 Coins
5 Lumber
Duration 5 days



Toolsmith
Cost 100 Coins
10 Lumber
10 Stones
Duration 9 days



Clothes shop
Cost 75 Coins
35 Lumber
15 Iron
Duration 10 days



Clay pit
Cost 125 Coins
25 Lumber
15 Stones
Duration 12 days



Stone road
Cost 250 Coins
35 Stones
Duration 10 days



Pottery workshop
Cost 125 Coins
20 Lumber
20 Stones
Duration 12 days



Apiary
Cost 350 Coins
20 Lumber
20 Iron
Duration 15 days



Warehouse
Cost 350 Coins
30 Stones
20 Iron
Duration 18 days



Gazebo
Cost 250 Coins
40 Lumber
20 Stones
Duration 8 days



Market
Cost 400 Coins
75 Lumber
50 Stones
Duration 20 days



Candle shop
Cost 350 Coins
30 Lumber
15 Iron
Duration 10 days



Stone house
Cost 200 Coins
100 Stones
25 Tools
Duration 15 days



Brickworks
Cost 350 Coins
120 Lumber
30 Tools
Duration 23 days



Windmill
Cost 300 Coins
120 Lumber
40 Iron
Duration 25 days



Bakery
Cost 325 Coins
150 Stones
50 Tools
Duration 31 days



School
Cost 500 Coins
200 Lumber
30 Tools
Duration 30 days



Inn
Cost 450 Coins
300 Lumber
50 Tools
Duration 30 days



Guardhouse
Cost 350 Coins
150 Lumber
Duration 30 days



Mint
Cost 650 Coins
300 Lumber
50 Tools
Duration 30 days



Tailor's shop
Cost 400 Coins
250 Lumber
80 Tools
Duration 32 days



Church
Cost 1000 Coins
60 Lumber
75 Stones
Duration 27 days



Quay
Cost 1000 Coins
200 Lumber
100 Stones
Duration 15 days



Healer's house
Cost 1000 Coins
200 Lumber
100 Tools
Duration 33 days



Harbor
Cost 1000 Coins
200 Iron
65 Tools
Duration 30 days



Cathedral
Cost 1000 Coins
400 Stones
50 Tools
Duration 35 days



Gold mine
Cost 1000 Coins
300 Lumber
60 Stones
Duration 30 days



Fishery
Cost 1000 Coins
70 Lumber
60 Stones
Duration 15 days



Oil lamps
Cost 1000 Coins
40 Iron
10 Tools
Duration 10 days



Oil mill
Cost 1000 Coins
100 Lumber
30 Tools
Duration 14 days



Perfume shop
Cost 1000 Coins
200 Lumber
40 Tools
Duration 25 days



Mushroom farm
Cost 1000 Coins
15 Lumber
20 Herbs
Duration 10 days



Cemetery
Cost 1000 Coins
25 Lumber
25 Stones
Duration 10 days



Field I
Cost 200 Coins
15 Lumber
Duration 10 days



Field II
Cost 250 Coins
20 Lumber
50 Herbs
Duration 12 days



Field III
Cost 1000 Coins
100 Lumber
60 Herbs
Duration 25 days



Field IV
Cost 1000 Coins
100 Lumber
100 Herbs
Duration 30 days



Sunflower field
Cost 1000 Coins
100 Lumber
20 Tools
Duration 12 days



Ranch I
Cost 250 Coins
40 Lumber
Duration 10 days



Ranch II
Cost 300 Coins
40 Lumber
30 Iron
Duration 15 days



Ranch III
Cost 350 Coins
200 Lumber
50 Tools
Duration 20 days



Carpenter I
Cost 125 Coins
70 Lumber
10 Tools
Duration 10 days



Carpenter II
Cost 300 Coins
75 Lumber
30 Tools
Duration 10 days



Orchard I
Cost 200 Coins
50 Lumber
Duration 12 days



Orchard II
Cost 250 Coins
80 Lumber
Duration 18 days



Orchard III
Cost 1000 Coins
200 Lumber
Duration 36 days



Distillery I
Cost 300 Coins
20 Iron
5 Tools
Duration 12 days



Distiller II
Cost 300 Coins
50 Lumber
20 Iron
Duration 10 days



Distillery III
Cost 1000 Coins
100 Lumber
40 Bricks
Duration 10 days



Jewelry store
Cost 500 Coins
150 Lumber
25 Stones
Duration 32 days



Jewelry store II
Cost 1000 Coins
150 Lumber
30 Bricks
Duration 30 days



Stone well
Cost 200 Coins
40 Lumber
40 Stones
Duration 10 days



Two-story house
Cost 400 Coins
300 Lumber
100 Stones
Duration 30 days



Peasants guildhouse
Cost 1000 Coins
Duration 35 days



Laborer's guildhouse
Cost 1000 Coins
Duration 37 days



Merchants guildhouse
Cost 1000 Coins
Duration 30 days



Gentry guildhouse
Cost 1000 Coins
Duration 30 days



Patron's mansion
Cost 1000 Coins
500 Lumber
500 Stones
Duration 50 days



Small statue
Cost 50 Coins
15 Stones
Duration 6 days



Medium statue
Cost 300 Coins
60 Stones
Duration 8 days



Large statue
Cost 300 Coins
150 Stones
Duration 11 days



Small fountain
Cost 50 Coins
10 Stones
Duration 6 days



Medium fountain
Cost 150 Coins
30 Stones
20 Iron
Duration 9 days



Large fountain
Cost 1000 Coins
150 Stones
Duration 11 days



Small pond
Cost 65 Coins
15 Stones
Duration 8 days



Medium pond
Cost 400 Coins
50 Stones
Duration 8 days



Large pond
Cost 1000 Coins
250 Lumber
50 Stones
Duration 11 days



Small park
Cost 60 Coins
10 Lumber
10 Herbs
Duration 6 days



Medium park
Cost 300 Coins
100 Lumber
50 Stones
Duration 9 days



Large park
Cost 1000 Coins
250 Lumber
150 Stones
Duration 12 days



Garden
Cost 1000 Coins
150 Lumber
100 Herbs
Duration 11 days



Decorative trees
Cost 100 Coins
Duration 9 days



Plaza
Cost 1000 Coins
300 Stones
Duration 10 days



Global bonuses[]

Along the building unlocks noted above, the research tree also provides a series of various upgrades that offer global bonuses, applied on your entire town from the moment they are researched. Check them out and invest in the research!

Cleared path
Increase Herbalist's hut efficiency if near a Gatherer's shelter (+20%).
Cost 90 Coins
Duration 7 days



Deep mine
Increase the production of Coal mines if nearby an Iron mine (+15%).
Cost 600 Coins
30 Stone
Duration 8 days



Tracking prey
Increases Hunting lodge efficiency if near a Herbalist's hut (+20%).
Cost 85 Coins
5 Tools
Duration 10 days



Quarry Pool
Increase the production of Quarries if near and Iron or Coal mine (+10%).
Cost 550 Coins
Duration 10 days



Ice fishing
Increase Fisherman's hut efficiency during the Winter (+30%).
Cost 90 Coins
20 Lumber
Duration 9 days



The little things
Increase Peasant general happiness in the Clothes shop radius.
Cost 250 Coins
Duration 13 days



Pottery Apprentice
Increase production of Pottery workshop if near another Pottery workshop (+15%)
Cost 700 Coins
20 Lumber
40 Herbs
Duration 15 days



Cooperation
Increase Ranch production if near a Field (+15%).
Cost 1000 Coins
Duration 18 days



Research drafting
Reduces the time it takes to conduct research by 30%.
Cost 1000 Coins
Duration 25 days



No-waste approach
Increase Carpenter's hut production if adjacent to another Carpenter's hut (+20%).
Cost 900 Coins
Duration 20 days



Market Radius
Increase the effective radius of Markets (+15%).
Cost 750 Coins
Duration 24 days



Market availability
Increase Happiness of Laborers living near a Market.
Cost 950 Coins
Duration 28 days



Pollination
Increase Orchard production if near an Apiary (+12%).
Cost 1100 Coins
Duration 25 days



Maximize potential
Increase Windmill production if near a field (+15%).
Cost 1200 Coins
Duration 31 days



Optimized route
Increase Candle shop production if near an Apiary (+18%).
Cost 1300 Coins
Duration 31 days



Optimized distilling
Increase Distillery production if adjacent to an Orchard (+16%).
Cost 1100 Coins
Duration 30 days



Neighborhood school
Increase School efficiency by 1% for each house in the vicinity.
Cost 1150 Coins
Duration 30 days



Loitering tax
Inn produces 0.1 Coins for every adult settler living in the Inn's radius.
Cost 1000 Coins
Duration 35 days



High society
Increase Happiness of the Gentry living near a Jewelry store.
Cost 1300 Coins
Duration 32 days



Fine garments
Increase Happiness of the Gentry living near a Tailor shop.
Cost 1250 Coins
Duration 32 days



Religious zeal
Increase Church effect if it overlaps with the effective radius of a Cathedral or another Church (+15%).
Cost 1300 Coins
Duration 33 days



Good times
Increase Happiness of Merchants living near an Inn.
Cost 800 Coins
Duration 35 days



The healer's route
Increase Healer's house efficiency if adjacent to a Herbalist's hut (+20%).
Cost 1150 Coins
Duration 34 days



Natural Immigration
Increase immigration for every Church and School in your town (+2%).
Cost 1000 Coins
Duration 37 days



Social policies[]

As noted in the Social dynamics section, your Citizens will react to what you do differently, depending on their view of some key social issues. Your most direct lever to influence social issues in your city is the enactment of Social policies. Keep in mind that, much like in the real world, treating one group as your favorite, will inevitably cause another group to become aggravated. Your best tactics is to navigate that fine middle line. Before you can enact a social policy, you have to research it first.

One other important thing to consider is that enacting and keeping social policies active always come with actual costs, mostly in Coins.

Construction goods
Enacting the policy increases the production in Quarries, Coal mines, Iron mines, Forester huts, Toolsmiths and Brickworks. (+20%)
Cost 90 Coins
Duration 7 days



Food production
The Food Production policy increases the efficiency of Fields, Orchards, Ranches, Gathering huts, Hunting lodges and Fisherman huts. (+20%)
Cost 200 Coins
Duration 8 days



Essential budgeting
Enacting the policy reduces the Upkeep of Fisherman huts, Hunting lodges, Herbalist huts, Mines, Quarries, Clothes shops, Toolsmiths and Sawmills. (-15% / -2 Basic goods)
Cost 200 Coins
Duration 11 days



Immigration incentive
Spend Coins to urge immigrants to travel from the old world and join your town. (+30% Immigration rate / +2 Immigration)
Cost 350 Coins
Duration 14 days



Essential goods
Enacting the policy increases the production of Gatherer shelters, Forester huts, Fisherman huts, Hunting lodges, Herbalist huts, Mines, Quarries, Clothes shops, Toolsmiths and Sawmills. (+20%)
Cost 500 Coins
Duration 13 days



Basic budgeting
Enacting the policy reduces the Upkeep of Apiaries, Carpenter huts, Pottery workshops and Clay pits. (-15% / -2 Basic goods)
Cost 500 Coins
Duration 15 days



Tariff
Enacting the policy increases taxation on Peasants and Laborers. (+15% / -2 Taxes for Peasants and Laborers)
Cost 800 Coins
Duration 15 days



Duties
Enacting the policy increases taxation on Merchants. (+15% / -2 Taxes)
Cost 800 Coins
Duration 20 days



Market toll
Enacting the policy increases income from Markets. (+20%)
Cost 850Coins
Duration 28 days



Trade customs
Enacting the policy reduces the Royal fee when conducting trade via the Docks or the Harbor. (-17% / -1 Loyalty)
Cost 1000Coins
Duration 22 days



Housing contribution
Enacting the policy grants Coins income for every House. (+3 Coins per House / -2 Taxes)
Cost 850 Coins
Duration 25 days



Basic goods
Enacting the policy increases the production of Apiaries, Carpenter huts, Pottery workshops and Clay pits. (+20%)
Cost 800 Coins
Duration 28 days



Advanced budgeting
Enacting the policy reduces the Upkeep of Bakeries, Distilleries, Candle shops, Windmills and Brickworks. (-15% / -2 Luxury goods)
Cost 900 Coins
Duration 28 days



Education focus
Enacting the policy funnels more resources into education and increases School efficiency. (+60% efficiency / +2 Education)
Cost 700 Coins
Duration 25 days



Food restrictions
Enacting the policy restricts food rations for all of your citizens. (-17% consumption / -2[SI_Health] / +2 Loyalty)
Cost 650 Coins
Duration 25 days



Luruxy budgeting
Enacting the policy reduces the Upkeep of Tailor shops, Jewelry stores and Mints. (-15% / -2 Luxury goods)
Cost 750 Coins
Duration 25 days



Tribute
Enacting the policy increases taxation on the Gentry. (+15% / -2 Taxes for Gentry)
Cost 900 Coins
Duration 28 days



Tax cut
Enacting the policy reduces taxation on Peasants and Laborers. (-15% / +2 Taxes for Peasants and Laborers)
Cost 900 Coins
Duration 30 days



Secular society
Enacting the policy reduces the effect and the Upkeep of Churches. (-30% Upkeep / -2 Religion)
Cost 850 Coins
Duration 30 days



Garrison
Enacting the policy increases the efficiency of Guardhouses. (+30% / +2 Safety)
Cost 900 Coins
Duration 25 days



Luxury tribute
Enacting the policy grants Coins income for every Two story house. (+3 Coins per Two story house / -2 Taxes)
Cost 950 Coins
Duration 30 days



Property dues
Enacting the policy grants Coins income for every Stone house. (+3 Coins per Stone House / -2 Taxes)
Cost 1000 Coins
Duration 30 days



Natality
Enacting the policy increases the birthrate in your town. (+60% / -2 Immigration)
Cost 1000 Coins
Duration 35 days



Wealth rebate
Enacting the policy reduces taxation on Merchants and the Gentry. (-15% / +1 Taxes for Merchants and Gentry)
Cost 1000 Coins
Duration 30 days



Church and State
Enacting the policy increases the effect of Churches and Cathedrals. (+30% efficiency / +2 Religion)
Cost 850 Coins
Duration 30 days



School budget cuts
Enacting the policy reduces the effect and the Upkeep of Schools. (-30% efficiency / -2 Education)
Cost 700 Coins
Duration 28 days



Advanced goods
Enacting the policy increases the production of Bakeries, Distilleries, Candle shops, Windmills and Brickworks. (+20%)
Cost 850 Coins
Duration 28 days



Celebrations
Enacting the policy increases overall Happiness of your townsfolk, at a hefty cost. (+12 Happiness)
Cost 1000 Coins
Duration 30 days



Luxury goods
Enacting the policy increases the production of Tailor shops, Jewelry stores and Mints. (+20%)
Cost 900 Coins
Duration 30 days



Home schooling
Enacting the policy increases Education. (+2 Education)
Cost 350 Coins
Duration 15 days



Propaganda
Enacting this policy increases Loyalty. (+2 Loyalty)
Cost 350 Coins
Duration 15 days



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