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Goblinkin innovations

Forty custom studies across the four shared eras. These are authored mod names and effects, not quoted Birthright technologies. See the overview.

Starting discoveries: Herd Keeping and Practical Ore Working. Every other custom study must be researched. Era dates are the earliest entry dates; reaching the year alone does not grant discoveries or building upgrades.

Read the tables: Civic studies develop the economy and assemblies. Military studies develop musters, equipment, wolf riding, defenses and siege engines. Every ordinary building pair also needs its earlier building when upgrading.

Age of Ashes — earliest 551

Art Innovation Focus Unlocks
Herd Keeping Civic Clan Herdgrounds 1; Clan Herdgrounds 2
Hideworking Civic Hideworks and Tanners 1; Hideworks and Tanners 2
Clan Barter Civic Tribal Trading Grounds 1; Tribal Trading Grounds 2; City holding level I; Temple holding level I
Practical Ore Working Civic Ore Pits and Clan Forges 1; Ore Pits and Clan Forges 2
Clan Councils Civic Clan Assemblies 1; Clan Assemblies 2; Tribal holding level II; Limited Crown Authority equivalent
Skirmisher Musters Military Skirmisher Grounds 1; Skirmisher Grounds 2
Elite Warbands Military Elite War Halls 1; Elite War Halls 2
Wolf Breaking Military Wolf Pens and Riding Grounds 1; Wolf Pens and Riding Grounds 2
Palisade Warfare Military Palisades and Stronghold Walls 1; Palisades and Stronghold Walls 2; Border Watchposts 1; Border Watchposts 2; Castle holding level I
Basic Siegecraft Military Goblin Onager

Age of Rebuilding — earliest 675

Art Innovation Focus Unlocks
Managed Herds Civic Clan Herdgrounds 3; Clan Herdgrounds 4
Armour Leatherworking Civic Hideworks and Tanners 3; Hideworks and Tanners 4
Seasonal Markets Civic Tribal Trading Grounds 3; Tribal Trading Grounds 4; City holding level II; Temple holding level II
Deepened Mines Civic Ore Pits and Clan Forges 3; Ore Pits and Clan Forges 4
Tribal Compacts Civic Clan Assemblies 3; Clan Assemblies 4; Great Clan Moot 1
Organized Skirmishing Military Skirmisher Grounds 3; Skirmisher Grounds 4
Armoured Companies Military Elite War Halls 3; Elite War Halls 4
Wolf Saddlery Military Wolf Pens and Riding Grounds 3; Wolf Pens and Riding Grounds 4
Connected Strongholds Military Palisades and Stronghold Walls 3; Palisades and Stronghold Walls 4; Border Watchposts 3; Border Watchposts 4; Castle holding level II
Improved Siegecraft Military Goblin Mangonel

Age of Kingdoms — earliest 825

Art Innovation Focus Unlocks
Winter Herd Stores Civic Clan Herdgrounds 5; Clan Herdgrounds 6
Military Hideworks Civic Hideworks and Tanners 5; Hideworks and Tanners 6
Chartered Trading Grounds Civic Tribal Trading Grounds 5; Tribal Trading Grounds 6; City holding level III; Temple holding level III; Great Herd and Trading Enclosure 1
Foundry Networks Civic Ore Pits and Clan Forges 5; Ore Pits and Clan Forges 6
Royal Assemblies Civic Clan Assemblies 5; Clan Assemblies 6; Great Clan Moot 2; -5% authority-increase Prestige cost
Confederated Musters Military Skirmisher Grounds 5; Skirmisher Grounds 6; Warhost Gathering Grounds 1
Household Guards Military Elite War Halls 5; Elite War Halls 6
Mounted Scouts Military Wolf Pens and Riding Grounds 5; Wolf Pens and Riding Grounds 6
Border Administration Military Palisades and Stronghold Walls 5; Palisades and Stronghold Walls 6; Border Watchposts 5; Border Watchposts 6; Castle holding level III
Counterweight Siegecraft Military Goblin Trebuchet

Age of Blooded Lords — earliest 950

Art Innovation Focus Unlocks
Great Herd Enclosures Civic Clan Herdgrounds 7; Clan Herdgrounds 8
Royal Equipment Workshops Civic Hideworks and Tanners 7; Hideworks and Tanners 8
Established Trade Routes Civic Tribal Trading Grounds 7; Tribal Trading Grounds 8; City holding level IV; Temple holding level IV; Great Herd and Trading Enclosure 2; Great Herd and Trading Enclosure 3
Great Clan Forges Civic Ore Pits and Clan Forges 7; Ore Pits and Clan Forges 8
High Kingship Civic Clan Assemblies 7; Clan Assemblies 8; Great Clan Moot 3; -10% authority-increase Prestige cost total
Royal Warhosts Military Skirmisher Grounds 7; Skirmisher Grounds 8; Warhost Gathering Grounds 2; Warhost Gathering Grounds 3
Veteran Retinues Military Elite War Halls 7; Elite War Halls 8
Great Wolf Packs Military Wolf Pens and Riding Grounds 7; Wolf Pens and Riding Grounds 8
Stronghold Capitals Military Palisades and Stronghold Walls 7; Palisades and Stronghold Walls 8; Border Watchposts 7; Border Watchposts 8; Castle holding level IV
Advanced Siegecraft Military Goblin Bombard

Native succession and law research retains its normal requirements. Ordinary native construction and non-law native research are excluded for Goblinoid heritage; existing saved buildings and discoveries are not deleted. Successor cultures retaining that heritage qualify.

Version and testing

This guide describes the current development mod; an older beta or Workshop package may not include these changes. Fully restart CK3 and use a new test game to check starting discoveries, progression and construction. Existing saves can retain earlier research and infrastructure. Script and asset checks pass; gameplay and in-game appearance still need testing.

Culture · Ancestry · Development · Research · Buildings · Duchy buildings

Holding Regency — planned 0.1.0

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.

Source research — 0.1.0

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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
Clan Barter Awakened Source; Starlight Observatory I; Spellsong Workshop I; Conservation Grove I; Loremaster Archive I; Attunement Chamber I
Seasonal Markets Attuned Source; Starlight Observatory II; Spellsong Workshop II; Conservation Grove II; Loremaster Archive II; Attunement Chamber II
Chartered Trading Grounds Rootbound Source; Starlight Observatory III; Spellsong Workshop III; Conservation Grove III; Loremaster Archive III; Attunement Chamber III
Established Trade Routes Deepwood Source; Starlight Observatory IV; Spellsong Workshop IV; Conservation Grove IV; Loremaster Archive IV; Attunement Chamber IV
Palisade Warfare Warding Circle I
Connected Strongholds Warding Circle II
Border Administration Warding Circle III
Stronghold Capitals Warding Circle IV

Monthly Regency · Sources · Holding upgrades · Research alternatives

research/goblinkin.txt · Last modified: by ck3wiki-maintenance

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