The current elven progression contains 54 innovations across all four ages: 12 custom Age of Ashes discoveries and 14 CK3-equivalent discoveries in each later age. Later innovations use elven names and artwork while retaining the original CK3 technology internally, including its effects and references from laws, contracts and other systems. They are a substitution in presentation, not a second researchable copy. The first-age custom tree supplies the elven buildings and troop recruitment shown below.
There are 80 ordinary building levels (ten chains, I–VIII), nine duchy-building levels (three chains, I–III), and four elven siege tiers. Ordinary levels I–II/III–IV/V–VI/VII–VIII belong to Ashes/Rebuilding/Kingdoms/Blooded Lords respectively. Duchy levels I/II/III belong to Rebuilding/Kingdoms/Blooded Lords and can also require the first-age foundation discovery.
Starting 551 culture history discovers Living Cultivation and Spellsong Craftsmanship. Sidhelien-language eligibility determines access to the elven tree; ancestry and cultural eligibility are separate.
Research satisfies the listed technology requirement. It does not construct a building, recruit a regiment or change a law automatically. Earlier building levels, holding type, county culture, terrain/coast, duchy ownership, faith, bloodline/class, gold, government rules and law cooldowns or approval still apply. Where another discovery is required, it is listed alongside the building.
Dates are earliest era dates, not automatic unlock dates. The existing eight-discovery requirement and CK3 era-transition rules still apply. Research choices within an era are parallel.
| Innovation | CK3 substitution / status | Buildings, troops and laws unlocked | Other benefits |
|---|---|---|---|
| Living Cultivation | Custom research | Forest Gardens I; Forest Gardens II | — |
| Forest Musters | Custom research | Sentinel Lodges I; Sentinel Lodges II; Troop: Grove Sentinels | Men-at-arms regiment cap: +1 |
| Spellsong Craftsmanship | Custom research | Spellsong Workshops I; Spellsong Workshops II; Troop: Thornwardens; Spellsong Workshop I | — |
| Source Attunement | Custom research | Awakened Source; Attunement Chamber I | — |
| Woodland Exchange | Custom research | Woodland Markets I; Woodland Markets II | — |
| Thornwood Fortification | Custom research | Thornwood Defences I; Thornwood Defences II; Warding Circle I | — |
| Hidden Paths | Custom research | Village Center; Shrine; Hidden Woodland Paths I; Hidden Woodland Paths II; Conservation Grove I | — |
| Loremaster Circles | Custom research | Loremaster Groves I; Loremaster Groves II; Starlight Observatory I; Loremaster Archive I | — |
| Woodland Horsemanship | Custom research | Woodland Stables I; Woodland Stables II; Troop: Glade Riders; Troop: Silverthorn Lancers | — |
| River Navigation | Custom research | River Havens I; River Havens II | — |
| Spellsung Siegecraft | Custom research | Troop: Boughspring Stonecasters | — |
| Forest Court Assemblies | Plenary Assemblies (authority research requirement) | Fortified Tribal Hold; Law: Limited Crown Authority | Monthly county control growth: +0.05 (county) |
| Innovation | CK3 substitution / status | Buildings, troops and laws unlocked | Other benefits |
|---|---|---|---|
| Livingwood Battlements | Battlements | Sentinel Watchwoods; Thornwood Defences 3; Thornwood Defences 4; Warding Circle II | Early medieval fortification buildings research requirement satisfied; race-specific construction restrictions remain; Fortification Rights contract option; men at arms Maintenance: -5% |
| Boughspring Mangonels | Mangonels | Troop: Boughspring Mangonels | Accolade eligibility: besieger (requires relevant DLC) |
| Sentinel Strongholds | Stone Forts | Blade Courts (also requires Forest Musters); Sentinel Lodges 3; Sentinel Lodges 4; Woodland Stables 3; Woodland Stables 4 | Early medieval military buildings research requirement satisfied; race-specific construction restrictions remain; Levy size: +5% |
| Court Retinues | Household Soldiers | No direct building, troop or law unlock | Men-at-arms regiment cap: +1; Men-at-arms regiment size: +3 |
| Forest Farriery | Horseshoes | No direct building, troop or law unlock | army Movement Speed: +10% |
| Moonlit Saddles | Arched Saddle | No direct building, troop or law unlock | Original CK3 cavalry effect retained; elven cavalry recruitment uses Woodland Horsemanship; Accolade eligibility: lancer (requires relevant DLC) |
| Ancestral Succession | Hereditary Rule | Law: Partition | — |
| Livingwood Estates | Manorialism | Woodland Councils; Forest Gardens 3; Forest Gardens 4; Woodland Markets 3; Woodland Markets 4; Spellsong Workshops 3; Spellsong Workshops 4; Hidden Woodland Paths 3; Hidden Woodland Paths 4; Loremaster Groves 3; Loremaster Groves 4; River Havens 3; River Havens 4; Attuned Source; Spellsong Workshop II; Conservation Grove II; Attunement Chamber II | Early medieval economic buildings research requirement satisfied; race-specific construction restrictions remain; Increased frequency of parochial vassal stances; Construction time: -10% |
| Renewed Woodland Settlements | Communal Government | No direct building, troop or law unlock | Counties now reach the maximum existing development penalty at 35development |
| Silverleaf Exchange | Coinage | No direct building, troop or law unlock | Coinage Rights contract option; development growth factor: +10% |
| Sovereign Forest Courts | Royal Prerogative | Law: High Crown Authority; Law: Absolute Crown Authority | Increased frequency of courtly vassal stances |
| Songs of Remembrance | Chronicle Writing | No direct building, troop or law unlock; Loremaster Archive II | Can press several of your claims in a single war; War declaration prestige cost −10%; Increased frequency of zealot vassal stances |
| Starwatching | Armillary Sphere | No direct building, troop or law unlock; Starlight Observatory II | Naval Speed: +25% |
| Grove Stewards | Magistrates | No direct building, troop or law unlock | Increased frequency of glory hounds vassal stances; Tax jurisdictions: +1; Building slots: +1 (county) |
| Innovation | CK3 substitution / status | Buildings, troops and laws unlocked | Other benefits |
|---|---|---|---|
| Canopy Citadels | Hoardings | Great Sentinel Marches; Thornwood Defences 5; Thornwood Defences 6; Warding Circle III | High medieval fortification buildings research requirement satisfied; race-specific construction restrictions remain |
| Spellsung Trebuchets | Trebuchet | Troop: Spellsung Trebuchets | — |
| Livingwood Enclosures | Castle Baileys | High Bladesinger Conclaves; Sentinel Lodges 5; Sentinel Lodges 6; Woodland Stables 5; Woodland Stables 6 | High medieval military buildings research requirement satisfied; race-specific construction restrictions remain; Levy reinforcement rate: +15% |
| Eternal Warhosts | Men-at-Arms | No direct building, troop or law unlock | Men-at-arms regiment cap: +1; Men-at-arms regiment size: +4; Title men-at-arms regiment size: +1 |
| Oaths of the Bladesingers | Knighthood | No direct building, troop or law unlock | Enables Students of Knighthood for eligible martial education; Increased frequency of glory hounds vassal stances; accolades: +1; glory hound opinion: +5; knight effectiveness: +20%; accolade glory Gain: +10% |
| Master Longbow Craft | Advanced Bowmaking | Shooting Ranges | Original CK3 crossbow research effect retained; recruitment still follows cultural unit restrictions; Accolade eligibility: crossbower (requires relevant DLC) |
| Ancestral Banners | Heraldry | Law: High Partition; Law: House Seniority | Increased frequency of courtly vassal stances |
| Riverwheel Gardens | Windmills | Courts of the Elder Canopy; Simple Windmills (also requires Livingwood Estates); Undershot Waterwheels (also requires Livingwood Estates); Forest Gardens 5; Forest Gardens 6; Woodland Markets 5; Woodland Markets 6; Spellsong Workshops 5; Spellsong Workshops 6; Hidden Woodland Paths 5; Hidden Woodland Paths 6; Loremaster Groves 5; Loremaster Groves 6; River Havens 5; River Havens 6; Rootbound Source; Spellsong Workshop III; Conservation Grove III; Attunement Chamber III | Building slots: +1 (county) |
| Mandate of the Ancient Courts | Divine Right | War justification: De Jure | Can press multiple claims for another character in a single war; Palatinate contract option; Increased frequency of zealot vassal stances; short reign Duration: -10%; Monthly piety: +10%; title Creation Cost: -20% |
| Stewardship of the Glades | Land Grants | No direct building, troop or law unlock | Fabricate Claim task speed +50%; War declaration prestige cost −10%; Increased frequency of parochial vassal stances |
| Service of the Forest | Scutage | No direct building, troop or law unlock | Scutage contract option; republic government tax contribution mult: +5% |
| Spellsong Guilds | Guilds | Small Caravanserai; Starlight Observatory III; Loremaster Archive III | High medieval economic buildings research requirement satisfied; race-specific construction restrictions remain; Building slots: +1 (county) |
| Great Woodland Realms | Urbanization | No direct building, troop or law unlock | Counties now reach the maximum existing development penalty at 55development |
| Starlight Coinage | Banking | No direct building, troop or law unlock | development growth factor: +10% |
| Innovation | CK3 substitution / status | Buildings, troops and laws unlocked | Other benefits |
|---|---|---|---|
| Crownwood Defences | Machicolations | Warden Marches III; Thornwood Defences 7; Thornwood Defences 8; Warding Circle IV | Late medieval fortification buildings research requirement satisfied; race-specific construction restrictions remain |
| Arcane Stonecasters | Gunpowder | Troop: Arcane Stonecasters | — |
| Spellsong Armories | Royal Armory | Bladesinger Conclave III; Sentinel Lodges 7; Sentinel Lodges 8; Woodland Stables 7; Woodland Stables 8 | Late medieval military buildings research requirement satisfied; race-specific construction restrictions remain; Levy reinforcement rate: +15% |
| Standing Forest Hosts | Standing Armies | No direct building, troop or law unlock | Increased frequency of belligerents vassal stances; Men-at-arms regiment cap: +1; Men-at-arms regiment size: +5; Title men-at-arms regiment size: +1 |
| Rootward Sappers | Sappers | No direct building, troop or law unlock | command modifier isiege Phase Time: -10% |
| Moonsteel Armor | Plate Armor | No direct building, troop or law unlock | — |
| Elder Heir Succession | Primogeniture | Law: Primogeniture; Law: Ultimogeniture | Increased frequency of zealot vassal stances |
| Livingwood Hoists | Cranes | Elder Forest Court III; Forest Gardens 7; Forest Gardens 8; Woodland Markets 7; Woodland Markets 8; Spellsong Workshops 7; Spellsong Workshops 8; Hidden Woodland Paths 7; Hidden Woodland Paths 8; Loremaster Groves 7; Loremaster Groves 8; River Havens 7; River Havens 8; Deepwood Source; Starlight Observatory IV; Spellsong Workshop IV; Conservation Grove IV; Loremaster Archive IV; Attunement Chamber IV | Late medieval economic buildings research requirement satisfied; race-specific construction restrictions remain; Construction time: -15% |
| Oaths of the Immortals | Noblesse Oblige | No direct building, troop or law unlock | courtly opinion: +5; parochial opinion: +5; Fellow vassal Opinion: +5; accolade glory Gain: +10% |
| Ancestral Land Claims | Rightful Ownership | No direct building, troop or law unlock | War declaration prestige cost −10%; Increased frequency of glory hounds vassal stances; title Creation Cost: -20% |
| Mantles of the Elder Courts | Exotic Regalia | No direct building, troop or law unlock | vassal limit: +20 |
| High Grove Officials | Court Officials | No direct building, troop or law unlock | Increased frequency of courtly vassal stances; domain limit: +1; Tax jurisdictions: +1 |
| Flourishing Forest Cities | Renaissance Thought | No direct building, troop or law unlock | Counties now reach the maximum existing development penalty at 90development; Increased frequency of parochial vassal stances |
| Elder Realm Exchange | Promissory Notes | No direct building, troop or law unlock | development growth factor: +10% |
Forest Court Assemblies is the elven equivalent of the first-age Plenary Assemblies requirement for Limited Crown Authority (level 2). For Cerilian humans, Local Authority satisfies the same research requirement. Research alone does not pay the prestige cost or bypass government, approval or cooldown rules.
Later elven Sovereign Forest Courts retains Royal Prerogative's research requirement for High and Absolute Crown Authority. Ancestral Succession retains Hereditary Rule's Partition unlock; Ancestral Banners retains Heraldry's High Partition and House Seniority unlocks; Elder Heir Succession retains Primogeniture's Primogeniture and Ultimogeniture unlocks. Other succession conditions remain in force.
Orog Clan Councils, Recognized Authority, Stronghold Charters and Dominion Governance unlock assemblies and Battle-Priest Halls. They do not replace native Plenary Assemblies, Royal Prerogative or succession research. Capital Clan Assembly levels III/V/VII reduce crown and tribal authority prestige costs by 5%/7.5%/10%; approval, research prerequisites and cooldowns remain required.
Elven and Orog building families use dedicated icons in CK3's original blue-grey silhouette palette and transparent building-icon format. Elven warrior units have race-appropriate large and small illustrations; Thornwardens, Grove Sentinels, Glade Riders and Silverthorn Lancers now replace the leftover human portraits. Orog Heavy Infantry, Pikes and Lizard Riders retain their dedicated Orog art. Recruitment equipment icons resolve explicitly, and siege cards depict the correct engine tier. These are interface assets; they do not add new 3D battlefield models.
Static validation covers 123 innovations, 1,027 research-gate checks, 230 building research links and 37 Birthright troop graphics definitions, with no detected mismatches. Live CK3 construction, recruitment, laws and era transitions still require in-game verification.
Fully restart CK3 for game script/art changes; an existing save can test research unlocks and graphics. A new game is needed only to check starting-history initialization. An already affected save can retain duplicate innovation records; the repaired Birthright_innovations_repaired.ck3 copy consolidates those records while preserving progress. The wiki update itself needs no restart.
Substitution and unlock reference · Elven overview · Orog overview · Research and buildings
Castles, towns, temples and Sources grant +0.10/+0.20/+0.30/+0.50 base RP per month at levels I–IV. Sources have four playable levels. The separate annual payment is 1–2 RP. Direct ownership, occupation, bloodline storage and Source class requirements are explained in Monthly holding Regency.
Source research alternatives for every culture are listed in the four-level Source guide.
en · de · fr · es · pl · ru · ja · ko · zh
Planned for version 0.1.0.
Monthly Regency · Sources · Holding upgrades · Research alternatives
Castle / Town / Temple / Source
| Tier | Monthly Regency |
|---|---|
| 1 | +0.10 RP |
| 2 | +0.20 RP |
| 3 | +0.30 RP |
| 4 | +0.50 RP |
Castles, towns and temples pay their direct blooded holder, regardless of class or culture. Vassal holdings do not pay their liege. Occupied holdings pay nothing. Income updates monthly and respects bloodline storage capacity; settlement income has no additional cap.
Sources have four playable levels. They require a landed, blooded Arcane holder with an initialized bloodline score for RP. Their six support chains also have four levels and require the matching primary level. Source income alone retains its shared 4 RP/month cap; Chambers multiply local base RP before that cap. No gold or levies. No realm spells or ley lines.
The separate annual payment rolls 1 or 2 RP with equal probability, for both player and AI blooded characters. Storage capacity still applies. Hunt and feast rewards keep their existing rules.
Any culture. Forest or taiga; non-capital barony; one Source per county.
| Research | Sources |
|---|---|
| Livingwood Battlements | Warding Circle II |
| Livingwood Estates | Attuned Source; Spellsong Workshop II; Conservation Grove II; Attunement Chamber II |
| Songs of Remembrance | Loremaster Archive II |
| Starwatching | Starlight Observatory II |
| Canopy Citadels | Warding Circle III |
| Riverwheel Gardens | Rootbound Source; Spellsong Workshop III; Conservation Grove III; Attunement Chamber III |
| Spellsong Guilds | Starlight Observatory III; Loremaster Archive III |
| Crownwood Defences | Warding Circle IV |
| Livingwood Hoists | Deepwood Source; Starlight Observatory IV; Spellsong Workshop IV; Conservation Grove IV; Loremaster Archive IV; Attunement Chamber IV |
| Earthworks | Warding Circle I |
| Crop Rotation | Conservation Grove I; Spellsong Workshop I |
| City Planning | Awakened Source; Attunement Chamber I |
| Ledger | Loremaster Archive I; Starlight Observatory I |
| Spellsong Craftsmanship | Spellsong Workshop I |
| Source Attunement | Awakened Source; Attunement Chamber I |
| Thornwood Fortification | Warding Circle I |
| Hidden Paths | Conservation Grove I |
| Loremaster Circles | Starlight Observatory I; Loremaster Archive I |
Monthly Regency · Sources · Holding upgrades · Research alternatives