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Research & HQ

Complete data one click deeper: HQ Construction — Full Table (1–35) · Research Badge Costs — Full Tables (all 6 trees) · Tech Tree Stats — What Every Tree Gives (verified live) · Army Expansion Research — Full Data (Season 3)

104 nodes across 6 badge trees — plus Army Expansion, the 7th tree arriving with Season 3 (see below).

TreeNodesMax levelTotal badgesShare of all badge spend
Hero Training131039,5901.2%
Siege to Seize1820267,3758.3%
Alliance Recognition1920356,77011.0%
Fully Armed Alliance1820492,92015.2%
Field1420594,43018.3%
Unit Special Training22201,488,10045.9%
All trees1043,239,185100%
TreeRequires
Hero TrainingHQ 8 + Lab 8
Siege to SeizeLab 8 + Elite Troops 100% + Military Strategies 40%
FieldLab 8 + New Home 100% + Elite Troops 100% + Military Strategies + Siege to Seize 100%
Fully Armed AllianceLab 8 + New Home 100% + Season 1 alliance requirement

The 7th research tree unlocks on day 50 of Season 3 (your base must also have HQ 33 + Rapid Growth 50%; it becomes visible at Rapid Growth 30%). It is paid in Electricity and Zents, not badges — and it is by far the biggest resource sink in the game: 26 nodes, 310 levels, 19.06B Electricity + 17.16B Zents, 11,031 days of raw research time. For scale, the whole tree costs 6× the Zents of the entire HQ 1→35 run.

What it gives at full completion: +2,500 Troop Capacity, and per unit type: Attack +20, Defense +20, Camp Training Capacity +60, Training Speed +40, Training Cost Reduction +10.


All 19 tech trees’ Stat Overview panels were read from the live game (2026-09-11) — the full stat list for every tree is on the sub-page below. The headlines:

  • Unit-type ATK/DEF stacks high across trees. A fully researched account carries roughly +250% ATK and DEF per unit type from techs alone (Unit Special Training 60% + your unit’s own tree 50% + Fully Armed Alliance 40% + Siege to Seize / Peace Shield / Field 20% each + Elite Troops 15% + Army Building 20% + more).
  • The situational trees are huge in their situation: Field gives +60% Field Troop ATK/DEF, Siege to Seize +60% in siege attacks, Peace Shield +60% in siege defenses (plus 80% wall durability recovery). These only apply in their context — which is why the same troops feel very different attacking a city vs defending one.
  • Flat hero stats come from two trees: Hero Training (All Heroes’ ATK/DEF +500, faction heroes +200, and the +20 units led per hero) and Tactical Master (faction heroes’ ATK/DEF — +1,500 at 74% progress and still growing). Together they are exactly the “Techs” line you see in a hero’s stat breakdown popup.
  • Alliance Recognition is the Alliance Duel tree: +300% all duel points plus +100% to every point source, doubled chests 1–9, and +1 reward tier — on top of 50% gathering speeds and training speed.
  • Age of Steel is now complete (its final nodes add Reservist Cap 2,000 and raise Healing to 60%); Tactical Master is the one tree still in progress (74%) — its faction-hero values keep growing. A 20th tree, Leader’s Will, is visible in-game but still locked — it unlocks when Tactical Master reaches 80% research progress.

Levels 1 → 35. Hero level cap = HQ level × 5.

HQHero capRaw build time (this level)
2814082d 22h
29145107d 18h
30150140d 01h
31155136d 22h
32160164d 08h
33165197d 05h
34170226d 19h
35175260d 19h

Full 1 → 35 run: 14,084M Wood · 14,084M Food · 2,821M Zents · 21.1M Steel · 1,542 days of raw build time before any construction speed bonus.

Those times are before speed bonuses — construction speed % is what makes the late HQ levels survivable. The reference CSV has per-level resource costs, the buildings each level unlocks, and cumulative time.


Where construction, research & training speed come from ✅

Section titled “Where construction, research & training speed come from ✅”

All three speed tooltips read live from the same account (2026-09-20). Every line is additive — the game simply sums them:

SourceConstructionResearchTrainingWhere it comes from
Techs155%100%162%your own research trees
Alliance Techs10%10%12%alliance tech donations
Building61%70%99%building levels
Heroes40%40%210%hero passive skills (training: the camp’s trainer heroes)
VIP30%20%25%VIP level
Alliance Cities10%holding alliance cities
Refugee100%100%258%refugee residents (training: camp Instructors — these scale with stars)
Decorative Building35%25%Stargate (construction) / Pharaoh Monument (research)
Total441%365%766%

The training tooltip is per unit camp — its Heroes and Refugee lines depend on which trainer heroes and Instructors that camp has assigned.

Two practical notes: there is only one decoration of each growth type (Stargate for construction, Pharaoh Monument for research) — nothing to stack, just max the one you have. And the Refugee line (+100%/+100%/+258%) is among the biggest single sources on the list — refugee residents, especially Diplomats and camp Instructors, are speed infrastructure, not a side system. See the Refugee guide.


Nine chests per day at rising score thresholds. Day 1–5 rewards:

Chest123456789Daily total
Score needed20k80k300k550k840k1.5M2.2M3M6M
Badges203045306012075150300830
Enhancement Alloy10,00020,00040,00040,000110,000
Orange Fragments112
Orange Skill Books101020
Purple Hero Fragments358
Duel Master Supply Box235515

On x2 days everything doubles — 1,660 badges and 220,000 Alloy in a single day.


Every research node’s per-level badge cost, the full HQ table, every tech tree’s complete stat list, and the complete Army Expansion cost tables are on the sub-pages below.

HQ Construction — Full Table (1–35)

Research Badge Costs — Full Tables (all 6 trees)

Tech Tree Stats — What Every Tree Gives (verified live)

Army Expansion Research — Full Data (Season 3)