Part of the Research & Upgrades Series:

Quick Answer

Research is the slowest system in the game and the one that separates accounts of the same age most. It runs in the background, it compounds, and it never stops mattering.

The lab holds three trees, not the loose list of branches most guides describe:

Tree Tiers What's in it
Development I–VII Hospital capacity, Troop Marches (march slots), healing timers, research / training / construction speed
Battle I–VI Troop attack, defence, health, lethality, march capacity, troop training, trap stats
Economic I–V Gathering speed, settlement production, Alliance Honor earned

Rally Enhancements and Potent Healing sit alongside them.

Priority order for most accounts:

  1. Development, and the Leadership line within it, to unlock additional march slots. Multiplies everything else you do.
  2. Economic, early. Funds the rest.
  3. Troop-tier prerequisites. Classic T1–T10 access comes from the corresponding troop-building level; later tiers have separate research paths.
  4. Battle combat bonuses, steadily and permanently.
  5. Development convenience lines, last.

The habit that matters: never let the lab sit idle. A cheap research running beats an expensive one you're saving toward.

Overview

Nobody gets excited about research. It has no animation worth watching, the individual percentages look trivial, and the timers get absurd. It is also, quietly, where the gap between a good account and an average one of identical age mostly lives.

What you'll find is that research compounds in a way nothing else does. A 5% troop damage bonus applies to every fight you take for the rest of the account's life. Multiply that across dozens of completed projects and the aggregate is enormous.

Here's the thing that catches people: research timers grow far faster than construction timers. By the mid game you're starting projects that run for days. That makes uptime discipline more important here than anywhere else, because a lab idle overnight costs you a meaningful slice of a multi-day project.

The Branches

Research is organised into three trees, each with its own tier depth. Getting the names right matters, because guides that describe five or six loose "branches" send you looking for menus that do not exist.

Development (Tiers I–VII)

The deepest tree and the one that decides your throughput. It carries hospital capacity, Troop Marches, healing timer reduction, and the speed multipliers for research, troop training and construction.

Your march slots live here, in the Leadership line. That is the single highest-return thing in the lab for a developing account, and it is worth knowing that Leadership IV requires Research Lab level 23, so the later slots are gated by your lab's own level rather than by resources alone.

Battle (Tiers I–VI)

Troop attack, defence, health and lethality, plus march capacity, troop training, and trap stats including trap capacity, trap build speed and trap attack.

The distinction people get wrong constantly: march slots are Development, march capacity is Battle. They are different trees, and researching one does nothing for the other. The march guide covers why the two stats behave so differently.

Classic T1–T10 troop tiers unlock through the corresponding troop-building levels. Later tiers use separate advanced research systems. Use the Plasma progression guide for the Institute path rather than looking for every tier in the ordinary Battle tree.

Economic (Tiers I–V)

Gathering speed in the wilderness, production inside the settlement, and Alliance Honor earned. The shallowest tree and the one that funds everything else, so front-loading it pays for itself.

That third item is quietly good value: more Alliance Honor per donation compounds into speed-ups and fragments you would otherwise buy with biocaps.

[!IMPORTANT] Push the Development tree's Leadership line toward your next march slot before almost anything else. An additional march can increase your gathering throughput when you have the heroes, troops and available tiles to use it. Moving from two otherwise equivalent gathering marches to three adds 50% capacity, not three times the previous throughput. The ceiling is six marches: five from research, the sixth from VIP 8.

Priority in Practice

Early game (HQ 1–15): Development's Leadership line for march slots, then Economic for gathering and production. You need throughput before you need combat bonuses, because nothing is attacking you yet and everything is bottlenecked by resources.

Mid game (HQ 16–25): coordinate Research Lab progress with the troop-building levels that unlock your next classic tiers. Combat bonuses become more useful as you participate in PvP.

Late game: combat branches, permanently. By this point the tiers are unlocked and the incremental percentages are where remaining growth lives.

Always: whatever is cheap and running when you'd otherwise be idle.

Keeping the Lab Busy

Same principle as builders and training queues, and more valuable here because the timers are longer.

  • Start something before every logout. Match project length roughly to how long you'll be away.
  • Don't save toward a big project with the lab idle. Run cheap ones in the gaps.
  • Bank completed research for scoring events. Have prerequisites and resources ready, then fire during a research phase.
  • Use alliance help and speed-ups on the long projects, where they save the most absolute time.

That fourth point deserves emphasis. Research scoring phases in SvS are among the most generous, and a stockpile of ready-to-start research fired inside one is a large payout for work you were doing regardless.

F2P vs Spender

F2P accounts should treat research as their main long-run investment. It costs resources and time rather than money, both of which a free account has. An account that never lets the lab idle and always banks for research phases stays competitive well past where people expect.

Spending accounts get the most from speed-ups on the long late-game projects, and from making sure their banked research lands inside scoring windows rather than whenever it happens to finish.

Common Mistakes

Letting the lab sit idle. The costliest habit here, because timers are long. Fix: always have something running.

Saving for a big project while idle. You lose more to the gap than you gain from the project. Fix: fill gaps with cheap research.

Neglecting the Leadership line early. March slots multiply everything. Fix: push Development toward the next slot first.

Confusing tier access with a combat-stat node. Classic tiers need the appropriate troop-building levels; later tiers need their own advanced research. Fix: map the actual prerequisite chain and compare the attainable upgrade instead of treating both as ordinary Battle-tree choices.

Researching outside events. Same time, no milestone rewards. Fix: bank ready-to-start projects for scoring phases.

Ignoring economy early. Everything downstream runs on resources. Fix: front-load gathering and production.

Related Progression

Before a long research start, prepare Chief Talents and Rapid Development so the start occurs inside the ability window. For alliance-wide research benefits, inspect Analysis Center levels and stacking; duplicate centers of the same type and level do not provide another copy of the bonus.

Plasma Material Planning

Use the Purification Center walkthrough to protect ordinary cores reserved for the Institute and its research before converting them into polymers. A cheaper-looking conversion does not bypass a missing research prerequisite.

FAQ

What research should I do first in State of Survival? The Development tree's Leadership line, to unlock your next march slot, then the Economic tree to fund everything else.

What does Leadership research unlock? Additional march slots, and only slots. It sits in the Development tree. March capacity is a separate thing in the Battle tree, which is the most common mix-up in the game.

How do I get more march slots? The Leadership line in the Development tree, up to five. Leadership IV needs Research Lab 23. The sixth and final slot comes from reaching VIP 8 with VIP active.

Is research more important than troops? They're complementary, but research is more often neglected. It applies permanently to every fight, which makes it the larger long-run contributor.

How do I speed up research? Alliance help and speed-ups, best spent on long projects. Ideally fire the research inside a scoring event so it also pays milestones.

Should I research combat bonuses or troop tiers first? Tiers first. A higher tier outweighs incremental percentage bonuses on a lower one, and both sit in the Battle tree.

How many research trees are there? Three. Development (Tiers I–VII), Battle (I–VI) and Economic (I–V), plus Rally Enhancements and Potent Healing alongside them.

Why are my research timers so long? They scale steeply by design. That's exactly why lab uptime matters more than picking the perfect project.

Key Takeaways

  • Research compounds permanently and is the biggest hidden gap between accounts of similar age.
  • Three trees: Development (I–VII), Battle (I–VI), Economic (I–V).
  • Leadership sits in Development and gives march slots. Leadership IV needs Research Lab 23.
  • March slots are Development; march capacity is Battle. Different trees entirely.
  • Order: Development/Leadership → Economic → Battle tiers → Battle combat → convenience.
  • Unlock tiers before chasing percentage combat bonuses.
  • Never let the lab idle. Run cheap projects in the gaps rather than saving toward big ones.
  • Bank ready-to-start research for scoring phases. Research events are among the most generous.
  • Spend speed-ups on long projects, where absolute time saved is greatest.