flowchart TD
A["Shelter Building 100%"] --> B["HQ Management 100%"]
B --> C["Rapid Growth 100%"]
C --> D["Elite Troops"]
D --> E["Alliance Recognition<br>Nine-chest checkpoint"]
E --> F["Hero Training<br>Stop near Cockpit"]
F --> G["Military Strategies<br>40% → 45% → 100%"]
G --> H["Peace Shield<br>Urgent Rescue Lv.10"]
H --> I["Siege to Seize 100%"]
I --> J["Field 100%"]
J --> K["Primary Troop Training"]
K --> L["Army Building / Fully Armed Alliance / Unit Special Training"]
Run badge-free research in one queue and event-timed badge research in the other.
2
Shelter Building
100%
Permanent construction and research acceleration.
3
HQ Management
100%
Required for Rapid Growth.
4
Rapid Growth
100%
Maximizes long-term account-development speed.
5
Elite Troops
100%
Improves universal troop development and unlocks Military Strategies.
6
Alliance Recognition
One More!, preferably 100%
Spenders can consistently benefit from additional Duel rewards and scoring bonuses.
7
Hero Training
100%
The complete tree is inexpensive relative to later badge trees.
8
Military Strategies
100%
Low total cost and unlocks both Siege to Seize and Peace Shield.
9
Peace Shield
Urgent Rescue Lv.10 immediately
Protects troops against aggressive PvP and Annihilation effects.
10
Siege to Seize
100%
Opens Field and provides offensive combat bonuses.
11
Field
100%
Unlocks the troop-specific research trees.
12
Primary Troop Training Tree
100% or as high as possible
Concentrates power in the main formation before secondary marches.
13
Fully Armed Alliance
Reach Annihilation, then complete
Highly valuable for Enemy Buster, Capital Clash, and aggressive PvP.
14
Peace Shield
100%
Improves troop survival and unlocks Army Building.
15
Army Building
100%
Strong endgame combat tree and prerequisite for Tactical Master.
16
Unit Special Training
100%
Major endgame combat investment for players with strong badge income.
17
Secondary Troop Trees
After the main formation
Strengthens second and third marches without delaying the primary march.
18
Tactical Master
Endgame
Requires HQ31, Laboratory 31, and Army Building at 100%. ≈6M badges total (community data).
19
Leader’s Will 🆕
After Tactical Master 80%
New endgame team/rally tree (≈6M badges, early estimate): Team ATK / DEF / Health / Damage / Damage Reduction + Urgent Rally (−60s minimum rally launch). For whales and rally leads first.
For players focused on State Ruler, Capital Clash, Enemy Buster, and heavy troop-killing, use this variation:
flowchart LR
A["Alliance Recognition"] --> B["Hero Training"]
B --> C["Military Strategies"]
C --> D["Urgent Rescue"]
D --> E["Siege to Seize"]
E --> F["Fully Armed Alliance<br>Reach Annihilation"]
F --> G["Field"]
G --> H["Primary Troop Training"]
H --> I["Finish Fully Armed Alliance"]
I --> J["Army Building"]
J --> K["Unit Special Training"]
Spend badges during Alliance Duel research day whenever possible so the same investment generates permanent research and event points.
Never leave a laboratory idle. Run badge-free research between badge-spending events.
Specialize before diversifying. Build one primary troop formation before investing heavily in all three troop trees.
Urgent Rescue generally comes before Annihilation. Staying alive benefits every battle and protects long-term troop reserves.
Do not chase displayed power alone. HP, damage, troop survival, and formation-specific bonuses usually matter more than low-value research power.
Match the route to badge income. A spender path is inefficient for a player who cannot sustain the badge costs.
Don’t rush T10 (Unit Special Training) ahead of the multiplier trees. Everything through Field costs ~1.25M badges combined — less than UST alone (1.49M) — and grants roughly +80–100% unit ATK/DEF plus Urgent Rescue. T10 raises your troops’ base stats; the cheap trees multiply them — a T10 army without the multipliers underperforms a buffed T9 army of the same badge spend. The T10-unlock node itself is only 54,900 badges of UST’s 1.49M, so beelining it also skips UST’s own stat bonuses.
Cheap enough for spenders to complete; F2P can stop around Cockpit.
Military Strategies
79,816
Excellent value because it unlocks two major branches.
Alliance Recognition
356,770
F2P should stop at reward checkpoints; spenders may complete it.
Fully Armed Alliance
492,920
PvP-focused investment; contains Annihilation.
Field
594,430
Expensive but mandatory for troop-specific training trees.
Unit Special Training
Approximately 1.49 million
Late-game project after core combat progression.
Troop Training Trees (each)
≈1.44 million (community data)
Three parallel trees behind 100% Field — specialize in one before touching the others.
Tactical Master
≈6.0 million (community data)
Endgame; requires Army Building 100%. Its faction-hero ATK/DEF grows as the tree progresses — the single biggest badge sink until Leader’s Will.
Leader’s Will 🆕
≈6 million (early estimate)
Unlocks at Tactical Master 80%. New team/rally bonus family (Team ATK / DEF / Health / Damage / Damage Reduction) plus Urgent Rally (minimum rally launch time −60s). Strictly an endgame project.