Mechanics

Research and the tech tree

Research does not run on a resource or a queue: it runs on Science Points. Points build up every turn on their own; the moment you have enough, you pick a node from the tree and the node becomes yours immediately. Research takes up no slot in any city's queue, does not compete with units and buildings for production, and is not in the city panel either — the node belongs to the player, not to a city.

How Science Points build up

Science Points are a point score, not a resource: they do not count as an income item like food, production and gold, and they are not tied to event-card rewards or to ruin rewards. They are added at the same time as income, at the start of every turn, and consist of three parts:

The gain is read from the state at the start of the turn: a city you found or a Madrasa you complete during a turn is counted for the first time at the start of the next turn. A city in revolt and the Madrasa inside it do not count (Victory conditions): a city you took over through a capital's fall produces no science until the revolt ends.

Points belong to you, not to a city. Losing a city does not take your points away, and taking a city does not bring points; it only changes the gain of later turns. Points cannot be bought with gold, and research cannot be rushed with gold.

You see your balance and your gain per turn in the Science indicator in the header; tapping it opens the breakdown of the gain into base / cities / Madrasa. The indicator is the very total the engine will apply at the start of the turn.

Where to buy it

The Research button among the panel buttons opens the tree. When you press a node and your points are enough, the node is bought immediately; there is no separate confirmation or target-city choice. If your points are not enough, the node stays inactive and shows "in N turns" underneath: it is the shortfall divided by the gain per turn and rounded up, so it tells you how many turn starts it takes to afford it if your gain stays constant. Every cell also shows its state: Known, Available, Needs previous tier, Doctrine taken elsewhere or Mastery closed.

Buying is not automatic: you decide when and on which node to spend your points. So that you do not forget, on every turn in which your points are enough for at least one research, pressing "End turn" adds the line "Your science points are enough for a research" to the box; pressing the line opens the panel, and skip silences that line for this turn only (The turn cycle). The line counts Wisdom too.

The shape of the tree

The tree is made up of branches and the tiers of each branch:

The branch × tier nodes are called grid nodes, and all of them together the grid; the repeatable node stands outside it. Every node in the grid carries content — none is an empty tier. imar's nodes: Scholarship, Commerce, Endowment, Order (doctrine), Law (mastery). muhafaza's nodes: Banners, Healing, Fieldworks, The Hearth (doctrine), Household Troops (mastery — reached only by a player who chooses ocak). harp's nodes: Archery, Cavalry, Gunnery, Ghaza (doctrine), Mobilization (mastery — reached only by a player who chooses gaza). iskan's nodes: Agriculture, Exploration, Mining, Land Title, Prosperity (unlocks the Observatory) — doctrine-free, open to everyone.

The research screen

On the web version, the tree is drawn as a horizontal roadmap in a full-screen layer opened with the Research button among the panel buttons (or with the "Your science points are enough for a research" line in the end-of-turn box). The layer is not a separate page: the game stays where it is, and the Close button or Esc takes you back to the board.

The mobile app does not have this roadmap: its research panel keeps the earlier layout, with branches as columns and tiers as rows. The tree's rules, costs and constraints are the same on both platforms.

The info icon

On the web version, a small "i" icon sits in the corner of every tree node (and of the repeatable node). The icon is separate from the button: pressing it does not do the research.

The same icon is also on the unit and building cards in the city panel (The production queue).

The repeatable node

There is one more node outside the grid (on screen it stands apart below the map): Wisdom. It has no branch, no tier and no prerequisite; at any point in the match, it can be bought whenever your points allow, and bought again and again. The first purchase costs 17 points, and the cost rises by 10 points after each completion; each completion grants a one-time 10 gold. It does not count toward your known nodes, and the cost brake below does not apply to it — its own increase takes the brake's place. It is the outlet for the points of a player who has finished the tree.

Cost

The cost is paid in science points. A grid node's price is its own base plus the number of known grid nodes × the brake; the base is written in each node's spec (the Cost line). The brake is 0.5 points: every grid node you know makes the next one you open that much more expensive. The brake is a small tax on a player who widens across the tree; the tree's shape (doctrine exclusivity) already limits how much of it you can open.

Because research is bought instantly, the price is read at the moment of purchase: the price of a waiting item cannot change, because there is no waiting item. The price you see in the panel is the price you will pay the moment you say "Research".

Constraints

Conquest and research

A known node stays with the player, it does not travel with the city: it is the city that changes hands, not the tree itself. Because research does not run in a city queue, capturing or losing a city does not destroy a half-finished research either; the only thing that changes is your gain in the following turns (the city share and the Madrasa inside it).

Visibility

You see your own tree and your science points in full. Of a rival you see only their doctrine: a "Doctrine: …" badge sits next to their name on the score strip. The badge appears the moment the rival has bought the doctrine node; if they have not chosen one, you see nothing at all. The rest of their research and their point balance stay a secret.

One limit only: a node that affects a fight becomes visible in that fight. A rival knowing Fieldworks shows up as a line in the preview and outcome of their fortified defense, and knowing The Hearth shows up as their infantry's discipline line — the node itself stays hidden unless it is their doctrine, but that does not extend to its share of that fight. The preview is the engine's own calculation (Combat) and no number that enters it is hidden from the screen.

The numbers on this page are read from the game’s balance tables.

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