Governor Research Routes

The Academy tree as a route system: KvK-Competitive, the F2P Long Game, and the Garrison Anchor — plus the true bill for T5.

The Codex

The division of labour

[P] Paper model

The Academy is capped by City Hall and gates all research. The standing split: mains rush Military plus the four economy speed techs; farms run pure Economy. What changed in Edition 6.1 is that the Military branch now ships as a route system — one Main route optimised for war competitiveness, and two alternates for accounts whose constraints make the Main route wrong.

Academy percentages are additive inside their categories, which yields three corollaries: on a fresh account academy nodes are the cheapest real damage available; on a saturated account the Health universal out-values another attack source; and nothing in the Academy occupies the skill-damage or shred lanes — those remain commander and gear decisions no research substitutes for.

KvK 2–3
Season of Conquest

The T5 decision, stated plainly

[C] Community

T5 is two purchases. The UNLOCK: every building at 25, a maxed economy tree, the universal trio at 10, then ≈1,000 days of universal speedups of research per troop type. And the SUBSCRIPTION: healing 100,000 severely wounded T5s costs ≈192M food, 192M wood, 144M stone and 144M gold — the gold line is twenty times T4’s.

What it costs
F2P
Free route
~1,000 days

The unlock, in universal speedup-days, after buildings are maxed. Each troop type’s T5 is researched independently — specialise in your primary march type and never research T5 Siege.

A kingdom of starving T5s loses

Do not unlock T5 before your farm economy can feed the healing bill. A kingdom of confident maxed-T4 accounts with full universals out-fights a kingdom of starving T5s — Route B is encouraged to plateau at maxed T4 until farms mature.

Price your hospital load in the T5 Sustainment calculator

Never release a big node unbuffed

[C] Community

Combat Tactics Lv 9 runs ≈65 raw days and Lv 10 ≈100 for a typical account; the type-specific II tiers are comparably heavy. Research-speed sources SUM: Scientist title ~10% + civilisation (Korea) + alliance tech + an Orange research rune (20%) + Writing/Mathematics (25%) reaches ≈+63% — a 100-day node completes in ≈61 days, roughly 39% more research per speedup-day.

Fill every buff window

Hold small researches (scout and siege-defence levels) as filler so no buff window burns empty, and time big releases to MGE technology stages so the same speedups score event points twice.

Stack your buffs in the Build & Research Time calculator

Gates & verified magnitudes

Gate / node familyMagnitudeRequirement / note
T3 / T4 / T5 gates
military
[M] Confirmed
T3: CH16 (Academy 15) · T4: CH21 (Academy 20) · T5: every building at 25 + maxed Economy tree + Combat Tactics, Defensive Formation, Herbal Medicine at 10 + Cartography path + primary-type T5 node.
Economy speed techs
economy
[M] Confirmed
Masonry +15% build · Writing +10% research · Engineering +35% build · Mathematics +15% researchDo these four first on every account — they shorten everything after (D.6.3).
Type Attack/Defense I (Lv 5) · II (Lv 10)
military
[C] Community
+10% each (I) · +20% each (II), per troop typeTroop attack / defense by type
Universal Troop Attack / Defense / Health
military
[C] Community
+25% each; they apply to every marchCombat Tactics, Defensive Formation, Herbal Medicine at 10 also gate T5.
Cartography
military
[C] Community
+15% march speedOpens Medical Corps, Encampment, Combined Arms.
Training Speed
military
[C] Community
+20% at maxFeeds MGE training stages and post-war rebuilds.

The three routes

Route A

KvK-Competitive

MAIN
Low spend
[C] Community
For
Any main account that intends to fight rival kingdoms on even terms.
Prioritises
Universals + trio to 10, primary-type T5, healing throughput.
Trades away
Secondary/tertiary troop types; all siege research.
Foundation
Growth
1

Economy speed four first

Masonry → Writing → Engineering → Mathematics on every account — they shorten everything after (build +50%, research +25% when maxed).

Foundation
Growth
2

Rush T3, then backfill

Rush T3 (all types) without over-investing en route, then max the T3-era nodes you skipped.

Growth
KvK 1 — Lost Kingdom
3

Rush T4 — skip Siege

T4 Infantry/Cavalry/Archers; T4 Siege combat research is speedups wasted. T4 needs City Hall 21.

KvK 1 — Lost Kingdom
KvK 2–3
4

Max the universal trio-and-three

Combat Tactics, Defensive Formation, Herbal Medicine to 10 (the T5 gate) plus universal Troop Attack/Defense/Health (+25% each — the highest-return completions in the tree).

What it costs

Combat Tactics Lv 9 ≈ 65 days raw; Lv 10 ≈ 100 days for a typical account — never release these unbuffed; stack the ≈+63% research window.

KvK 1 — Lost Kingdom
KvK 2–3
5

Cartography → 5

+15% march speed, opening Medical Corps, Encampment, Combined Arms — mobility, march capacity, and healing throughput are war stats.

KvK 2–3
Season of Conquest
6

Primary-type T5 only

Matched to your march role; never T5 Siege; secondary/tertiary types only after the season's needs are met.

What it costs
Free route
~1,000 days

≈1,000 days of universal speedups after buildings are maxed; each troop type's T5 is researched independently. Spend universal speedups on research only until T5 lands.

Season of Conquest
7

Post-T5: healing economics

Healing-cost/speed reduction pays back every hospital cycle — the T5 sustainment bill (healing 100k T5 ≈ 192M food, 192M wood, 144M stone, 144M gold) is 20× T4's gold line.

Route B

F2P Long Game

F2P
[C] Community
For
Free-to-play and low spenders on aging servers.
Prioritises
The T5 climb itself over event fighting; the maxed-T4 plateau as a legitimate waypoint.
Trades away
MGE kill races, early open-field glory.
1

Identical to Route A through the universal trio

Economy four → T3 → T4 (no Siege) → Combat Tactics / Defensive Formation / Herbal Medicine to 10 + universals.

2

Skip the MGE kill races

The server-age reality check: on old servers packed with maxed-T5 spenders, pour every universal speedup into the research clock instead of the kill race — the long-term payoff is larger.

3

Endpoint (i): the slow T5 climb

Budget the unlock as a two-season project timed to research-event windows.

What it costs
Free route
~1,000 days

≈1,000 days of universal speedups post-buildings. Do NOT unlock T5 before the farm economy can feed the healing bill.

4

Endpoint (ii): the maxed-T4 plateau

Full T4 with all universals and your primary type's II tiers at 10 is a genuinely competitive war footing at a fraction of the cost — and it avoids the T5 sustainment subscription until farms mature. A kingdom of confident maxed-T4 accounts with full universals out-fights a kingdom of starving T5s.

What it costs

Health universal earlier than a spender would take it: with attack saturating slowly on an F2P stack, Troop Health out-values a same-size attack source (Theorem 8).

Route C

Garrison Anchor

[P] Paper model
For
Dedicated garrison / reinforcement accounts in a support alliance.
Prioritises
Infantry line, Defense & Health universals, healing, Encampment.
Trades away
Attack ceiling and offensive T5 breadth.
1

Shared steps 1–3, then Defense & Health before Attack

After the economy four, T3, and T4: take the Defense and Health universals before Attack.

2

Infantry line first

Max the Infantry line regardless of commander taste — garrison walls are infantry.

3

Encampment early, healing above the attack ceiling

More troops per reinforcement march = more value per garrison; weight Medical Corps + healing research above attack. T5 Infantry is Route C's only T5.

What it costs

The account-level mirror of alliance Route A: someone must be hard to kill — the D.8 solidity results say a defense surplus is a real multiplicative shield.

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