Kingdom reference

Research Tree

Understand Hearth and Hamlet research, permanent technologies, Advisor research, advanced buildings, policies, magic, and upgrade unlocks.

What research unlocks

Research provides permanent technologies and is a major bridge between simple resource gathering and a more complex kingdom. Official descriptions connect technologies to advanced buildings, policies, magic, and upgrades. New research choices appear as the settlement advances.

Demo v1.0.46 expanded the available options and added Advisor research through the Leader's Hut or Manor. The official patch summary describes these as largely quality-of-life improvements. Exact node costs, prerequisites, and effects must still be read from the current build rather than reconstructed from old screenshots.

Hearth and Hamlet Guards Upgrades screen showing armour and training research choices
Research branches can contain several parallel upgrades, here covering armour and training. Official pre-release screenshot; costs are not treated as launch values.

Research is an opportunity-cost decision

A permanent benefit can still be badly timed. Before choosing a technology, compare its effect with the kingdom's present constraint:

  • Production research matters most when its resource is actually limiting progress.
  • Capacity improvements matter when stockpiles repeatedly hit their limit.
  • Policy unlocks matter when population and happiness need active governance.
  • Building unlocks matter only if the settlement can afford and staff the new structure.
  • Defense or magic choices can be urgent when raids or later systems are approaching.

The best choice may therefore differ between two saves even at similar progression. One kingdom may be Food-limited while another has enough Food but cannot supply Stone or workers.

Choose by outcome, not by position

Current problemResearch outcome to favour
A core resource cannot meet normal demandProduction efficiency or a new production building
Workers sit against a storage capCapacity before further output
Progress requires a new systemThe building, policy, expedition, or magic unlock on that path
Raids consume too much of the economyDefensive strength, armour, training, or preparation capacity
The kingdom is stableA long-term branch that would be too expensive during a shortage
Hearth and Hamlet Magic Academy and Library in a developed settlement
Research becomes useful when the settlement can build and staff what it unlocks, such as the Library or Magic Academy. Official pre-release screenshot.

Version warning for old research lists

Older Demo screenshots show named church-related options, but v1.0.46 changed research pacing and added more nodes. A screenshot proves that a label existed in that build; it does not prove the full-release effect, duration, cost, or prerequisite.

Use pre-release research screenshots to understand branch roles, not as a final launch tree. Demo v1.0.46 changed research pacing and the full release can change names, costs, requirements, or effects.

Sources