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systems:progression

Research and buildings

Research lets your culture improve its economy, buildings and army. Open the culture window to choose a fascination, then look in a holding's construction window to see which improvements that county can build.

What humans can research now

The five Cerilian human cultures begin in the Age of Ashes, starting in year 551. Established Agriculture and Practical Ironworking are already discovered in their starting histories. Other first-age innovations must be researched.

There are ten shared first-age innovations and a regional choice for each human culture. Later era names and dates exist, but their appearance does not mean all later research is ready.

Era Earliest year What to expect
Age of Ashes 551 First-age human research and building levels I–II.
Age of Rebuilding 675 Later shared research is not complete yet.
Age of Kingdoms 825 Existing military research remains; the full human progression is unfinished.
Age of Blooded Lords 950 Later shared research is not complete yet.

Improving a holding

Human buildings currently have two levels across 16 building families. Level II requires the earlier building and the relevant research. There is no level III upgrade yet.

The county's culture controls its building choices. Terrain and access to the coast matter too: a port cannot be built anywhere simply because you have researched it. Check the holding tooltip before saving for an upgrade.

Some regional buildings replace a shared option. Anuirean noble musters, Brecht ports and Vos regional buildings use their own lines. Khinasi irrigation cannot be combined with farms in the same holding.

Building guides and the 0.0.3 rebalance

The racial building rebalance is included in version 0.0.3, released 18 October 2026. Human buildings retain their two implemented tiers; Dwarves, Goblinkin, Orogs and Gnolls retain eight ordinary tiers and three duchy tiers. Each race develops different military, economic and civic specializations. Existing saves can use these building changes after a full CK3 restart.

A useful building plan

Start with improvements your terrain and research already allow. Choose your next fascination around the building or regiment you want, then upgrade from level I to II when it becomes available. Reaching a later era date will not unlock unfinished building levels.

Compare human cultures · Recruiting cultural troops

Sidhelien development

Elves have twelve custom Age of Ashes discoveries and fourteen CK3-equivalent discoveries in each later age: 54 total, with nine active ordinary chains at levels I–VIII plus retired ordinary Source compatibility definitions and three duchy chains at levels I–III. Later elven names and artwork substitute for the original CK3 presentation while preserving the original mechanics and law checks. Read the per-age unlock tables or the substitution and law reference. Sources and Regency income have separate eligibility rules.

Orog development

Orogs have a separate additive tree spanning all four existing ages: 44 innovations, ordinary levels I–VIII, Torazan temple halls, three duchy chains, and four siege units. Capital assemblies support political advancement through prestige and authority-cost reductions. Existing vanilla political research remains available. Read the overview, ordinary buildings, duchy choices, or research and ages.

Goblinkin development

Goblinkin development uses forty custom innovations across the shared eras, ten eight-level ordinary building chains, three three-level duchy specializations and four siege tiers. Five civic and five military studies belong to each era. Starting discoveries cover herding and ore working; later studies develop assemblies, markets, warbands and stronger defenses. Royal Assemblies/High Kingship reduce authority-increase Prestige costs by 5%/10% total. Warhost duchy bonuses now reduce army maintenance and gain later recruitment and regiment-size benefits. Custom trait, building, tradition, research and troop graphics are included. Culture and inherited ancestry remain separate. County culture controls building access; a new research discovery still requires construction and the prior upgrade tier.

Gnoll development

Gnoll development covers forty innovations across the shared ages, ten eight-level ordinary chains, three three-level duchy choices and four mechanical siege tiers. Hunting Stores, Hideworking, Loot Barter and Marauder Musters are starting discoveries. County culture governs building access; council research supports authority progression, with a 5% cost discount from Great Pack Compacts. Research tables list every unlock. Culture, ancestry and faith remain separate.

Dwarven development

Dwarven development emphasizes armored infantry, crossbows, mines, engineering and prepared hold defense. The ordinary and duchy guides above list all tiers and their scope.

Complete implemented building catalogue

The complete catalogue brings together all six implemented culture groups, shared holding foundations, all Source primary/support tiers, and shared camp levels plus elven facilities. Human families are registered in all four ordinary holding construction lists, subject to their existing regional and placement gates. Ordinary/duchy/Source tiers replace earlier totals; camp tiers accumulate. Existing saves suffice after a full CK3 restart.

systems/progression.txt · Last modified: by ck3wiki-maintenance

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