Research & Knowledge

Your settlement grows wiser over time. A school is the fastest path to unlocking the tools your people need.

How Knowledge Accumulates

Knowledge points flow in automatically, day by day, from staffed buildings:

You can check your current knowledge balance and daily rate in the Research panel, opened with F7.

Tip: The school requires 120 knowledge to unlock — your first major research investment. Prioritise it. Once running, it pays for itself many times over by accelerating everything else.

Buying Research

In the Research panel, each card shows what a research entry unlocks, what it costs, and whether you have the prerequisites. Knowledge is spent and the building becomes available immediately — there's no build time or delay.

Buildings without any research entry are available from the very start of the game. Locked buildings appear greyed out in the build menu until their research is purchased.

The Research Tree

Research is organised around chains of prerequisites. A few major branches to know about:

Stone and mining

UnlocksCostRequires
Stone Mason40
Quarry60Stone Mason
Brickworks70Stone Mason
Potter60Brickworks
Mine80Quarry
Smelter90Mine
Blacksmith100Smelter

Education and medicine

UnlocksCostRequires
School120
Herbalist80
Healer150Herbalism + Education

Drinks and food processing

UnlocksCostRequires
Brewery90
Tavern110Brewery
Smokehouse60
Coffeehouse80
Vineyard80
Winery110Vineyard + Brewery
Charcoal Kiln70

Farming

UnlocksCostRequiresEffect
Flower Garden50PotterUnlocks flower gardens and the flower crop. Flowers are processed into flower vases at the potter.
Three-Field System100Adds a third slot to the farm's auto-rotation (grain → legume → fallow). Helps soils recover without manual fallow years.

Social and faith

UnlocksCostRequires
Chapel100
Candle Maker70Chapel
Cemetery60

Trade and growth

UnlocksCostRequires
Market70
Trading Post120Market

Better housing

UnlocksCostRequires
Stone House80Stone Mason
Brick House140Stone House

Always Available (No Research Needed)

Not everything requires research. Several important buildings are available from the very start: the Woodcutter's Lodge, Forester's Lodge, Tailor, Tannery, Weaver, and basic housing. You can start clothing production and fuel gathering on day one without spending any knowledge.

Tips for New Players