Stabilize the base
Use civilians, Workshop timing, and early income before committing to expensive research.
Progression Systems Hub
Use this hub to decide which progression system matters next: research timing, economy compounding, alliance routes, territory value, or the build order that makes the unlock usable.
System Index
Each card points to a practical player question: what to research, how to time it, where to expand, and how to fit it into an opening route.
Research Map
Track Military, Economy, and Systems branches with costs, prerequisites, and local unlock progress.
Open →Opening Timing
Connect research choices to the five practical opening routes before spending into late tech.
Open →Expansion Math
Apply Conqueror, Emperor, alliance routes, and cargo tech to expansion payback decisions.
Open →Route Control
Use research timings with Standard, Economy, Air, Military, and Late Game transitions.
Open →Progression Flow
Use civilians, Workshop timing, and early income before committing to expensive research.
Choose Military for pressure, Economy for compounding, or Systems for alliances and territory control.
Translate research into routes, expansion profit, cargo, builders, or late-game combat timing.
Research Branches
The full modeled technology tree costs $20,091,856,000. Use branch cost share before locking into expensive late-game research.
Troop damage, army control, vehicles, rockets, and endgame units.
Farm output, market pricing, storage capacity, luck, and special production.
Alliances, research speed, civilians, builders, cargo, and territory limits.
Start with the Technology Tree, mark the unlocks you can afford, then use Build Planner or Territory Profit to check whether the research actually changes the next ten minutes.
It is the route index for progression systems: technology research, alliance and territory unlocks, and tools that turn those unlocks into build-order decisions.
New players should scan the hub first, then open the Technology Tree once they understand whether the match needs economy, military, or territory progress.
Most players should stabilize the opening, then pick one branch based on scouting: Economy for compounding, Military for pressure, or Systems for alliances and expansion.