Research Priority
There is no longer one research order that fits every account.
The modern research system branches into T10, Field and troop specialization, Army Building and Tactical Master, badge-free Army Expansion, support-focused Age of Steel, and ultra-endgame Leader's Will. Build the same foundation first—then choose the route that matches your badge income and account goals.
Research toward a breakpoint, not a percentage.
A player earning badges slowly and a player buying large badge packs should not follow the same endgame order. The first half of the guide is shared; the expensive branches are where strategy should split.
The shared research foundation
Before spending millions of badges on modern endgame trees, build the pieces that every account needs.
New Home
Complete New Home. It is the base progression tree and feeds multiple later unlocks. Do not leave basic account development unfinished just because badge trees become visible.
Elite Troops
Push Elite Troops to completion. It gives useful troop and training upgrades without consuming badges and 100% completion unlocks Military Strategies.
Alliance Recognition
If you play in an active alliance, make Alliance Recognition your main early badge investment. The Duel scoring and reward upgrades pay you back repeatedly, making every future week of progression more productive.
Military Strategies
Military Strategies is inexpensive compared with later badge trees and provides broad troop stats. Push to the important unlocks first, then come back and finish it as your badge economy allows.
Peace Shield → Urgent Rescue
Once Peace Shield opens, Urgent Rescue is one of the strongest practical midgame targets because it reduces permanent troop-loss pressure in PvP. Reach and max it before chasing expensive endgame branches.
Hero Training → Cockpit
Hero Training is a comparatively cheap badge tree. Reaching Cockpit is a useful checkpoint, and finishing the tree later is reasonable once Alliance Recognition and the key combat unlocks are secure.
Shelter Building → HQ Management → Rapid Growth
Keep the non-badge development chain moving whenever badges are tight. With two Labs, this is ideal parallel research while the other Lab handles badge trees.
Low / moderate spenders and high spenders should diverge
Both paths begin with the same foundation. The difference is how many expensive branches your badge economy can realistically support at the same time.
Protect badge efficiency
Finish meaningful checkpoints and avoid opening five long-term projects at once.
- 1Finish Alliance Recognition
The long-term reward engine matters more when your badge income is limited.
- 2Military Strategies 45% → Urgent Rescue
Secure the core combat bridge and troop-loss protection before endgame spending.
- 3Hero Training to Cockpit, then finish later
The tree is cheap enough to provide useful account value without becoming a major badge sink.
- 4Finish Military Strategies
It remains one of the better badge-to-combat-value trees available.
- 5Take efficient stats from Siege to Seize / Peace Shield
Prioritize universal troop ATK, DEF and HP rather than buying completion percentage for its own sake.
- 6Choose your long-term fork
At Lab 30 decide whether your next major commitment is T10 through Unit Special Training or broader incremental power through Field / Army Building.
- 7If you unlock troop-specific research, pick ONE
After Field 100%, invest in the tree matching the troop type used by your main formation. Do not try to fund all three at once.
- 8Use Army Expansion as badge-free background work
Once available, it costs no badges but has enormous timers and resource costs—excellent for a second Lab or low-badge periods, not something to speed-run casually.
Use parallel progression
Your advantage is the ability to open modern trees without abandoning the T10 path.
- 1Finish the shared foundation quickly
Alliance Recognition, Military Strategies, Urgent Rescue and Hero Training still matter even when badge income is high.
- 2Complete Siege to Seize and Peace Shield earlier
This opens Field and Army Building and gives you access to the modern late-game research network.
- 3Start Unit Special Training when Lab 30 opens
T10 is still a major long-term milestone. Higher badge income makes it much more realistic to progress UST without abandoning every other branch.
- 4Finish Field → specialize in your main troop
Field 100% unlocks Rider, Assaulter and Shooter Training. A single troop-specific tree costs roughly 1.44M badges, so start with the type used by F1.
- 5Finish Army Building → evaluate Tactical Master
Tactical Master is broad and powerful but costs roughly 6M badges. It is a true endgame commitment, not simply the automatic next tree.
- 6Run Army Expansion in parallel
It costs zero badges and adds troop capacity, troop-type ATK/DEF and training improvements, but its raw research time is enormous.
- 7Treat Age of Steel as optional support research
It improves economy, healing, hospital capacity and development speed, but has no direct troop ATK/DEF/HP payoff. Buy it for a purpose, not because it appears.
- 8Leader's Will is ultra-endgame
It requires Lab 35 and about 80% Tactical Master. This is whale/endgame territory and should not influence normal-account planning years earlier.
Badge costs are separated by orders of magnitude
The number that matters is not just how strong a tree is—it is what you are buying for the badges, time and resources required to reach the payoff.
Military Strategies is unusually cheap
For roughly 80K badges, the completed tree includes broad Troop ATK/DEF, field and siege modifiers, troop HP and troop-type HP/training bonuses. Peace Shield or Siege to Seize each cost more than 3× as many badges; Field costs about 7.5× as many.
Peace Shield and Siege to Seize are similar-cost forks
Both branches cost a little over three Military Strategies trees. Peace Shield earns its early priority through Urgent Rescue and the path to Army Building. Siege to Seize earns its cost through offensive/mobility research and the path to Field.
Fully Armed Alliance is no longer a casual side tree
The current tree is roughly six times the badge cost of Military Strategies. Its value is concentrated in war-oriented nodes such as Annihilation, troop-type combat research and Move Out rather than early account acceleration.
Age of Steel has a very different return
Its payoff is support: up to +30% construction speed, +30% research speed, +60% healing speed, +1,500 hospital capacity, Reservist Camp capacity and production improvements. It does not directly add troop ATK, DEF, HP or damage.
Army Expansion is free in badges—not free
The full tree has been mapped at roughly 19.06B Electricity and 17.16B Zents. In return it can add +2,500 troop capacity, troop-type ATK/DEF, training speed/capacity and lower training resource costs.
Leader's Will is a role-based investment
Leader's Will adds team, faction, siege and Team-Up bonuses and finishes with Urgent Rally. Its grouped-combat effects matter most when the researched account is leading rallies or reinforcement groups; they are not the same as universal solo-fight stats.
Why? Show me the math.Compare whole-tree badge costs against Military Strategies · Click to expand
Military Strategies is the baseline because it is a broad combat tree and costs only about 80K badges. The ratio column shows how many complete Military Strategies trees the same badge budget could buy. It is a cost comparison—not a claim that every tree gives the same kind of stats.
| Tree | Approx. full badge cost | Cost vs. Military Strategies |
|---|---|---|
| Hero Training | ~40K | 0.5× |
| Military Strategies | 80,116 | 1.0× |
| Peace Shield | ~268K | 3.3× |
| Siege to Seize | ~267K | 3.3× |
| Alliance Recognition | ~357K | 4.5× |
| Fully Armed Alliance | ~493K | 6.2× |
| Field | ~600K | 7.5× |
| Army Building | ~750K | 9.4× |
| Age of Steel | 1.079M | 13.5× |
| One troop-specific tree | ~1.44M | 18× |
| Unit Special Training | ~1.49M | 18.6× |
| Tactical Master | ~6.0M | ~75× |
| Leader's Will | ~6.09M | ~76× |
What the newer trees actually change
These are the branches missing from many older Last Z priority guides—and the reason a single numbered list no longer works.
Field
Unlocked by finishing Siege to Seize. Its early combat nodes can give relatively quick power, while 100% completion opens Rider, Assaulter and Shooter Training.
Best use:Bridge into your main troop specialization.Army Building
Unlocked by finishing Peace Shield. It adds another large layer of broad combat research and must be completed before Tactical Master appears.
Best use:Broad endgame stats and the Tactical Master path.Troop-Specific Training
Rider, Assaulter and Shooter Training unlock at Field 100%. These are enormous trees, so most players should choose the troop type used by their strongest formation first.
Best use:Deep F1 specialization.Unit Special Training
The dedicated T10 path. It gives useful combat stats while progressing, but the final T10 unlock only arrives after the entire branch is completed.
Best use:Long-term T10 commitment.Age of Steel
A support/economy tree that can add construction, research and healing speed, hospital/Reservist capacity and production improvements. It does not provide direct troop ATK, DEF or HP.
Best use:Advanced support accounts with a specific development or recovery bottleneck.Tactical Master
Unlocked after Army Building 100%. It contains huge faction, troop, siege and broad combat bonuses—but its badge and time requirements put it well beyond ordinary progression.
Best use:Very high badge income / mature accounts.Army Expansion
One of the newest trees. The mapped full cost is roughly 19.06B Electricity and 17.16B Zents, trading badges for an enormous time/resource wall while adding capacity and troop/training improvements.
Best use:Long-running background progression once unlocked.Leader's Will
Requires Lab 35 and roughly 80% Tactical Master. Team-Up, faction, siege and broad combat bonuses make it powerful, with outsized value for accounts that regularly lead rallies or grouped defenses.
Best use:Ultra-endgame rally leads and very high-spend accounts.The forks that actually deserve a decision
Community advice differs most at these points. That is because each choice trades a different kind of value—not because one side is universally wrong.
T10 first or Field / Army Building first?
There is real community disagreement here. UST gives the eventual T10 breakpoint, but it is a long 1.5M-badge campaign. Field and Army Building can provide quicker incremental combat gains, especially in their earlier nodes. Low spenders should consciously choose whether they value the long T10 destination or faster near-term stats; do not drift between all three and finish none.
Peace Shield or Siege to Seize?
Get Peace Shield far enough for Urgent Rescue first. After that, the choice becomes more play-style dependent. Siege to Seize leads to Field and troop-specific specialization; Peace Shield leads to Army Building and later Tactical Master.
Troop-specific tree or Tactical Master?
For almost everyone, one troop-specific tree matching F1 is the cleaner first specialization. Each troop tree is about 1.44M badges, while Tactical Master is about 6M. Tactical Master becomes more sensible for accounts with very high badge income and broad formations.
Age of Steel or Army Expansion?
They solve different problems. Army Expansion costs no badges and improves troop capacity/training/combat stats but consumes extraordinary time and resources. Age of Steel costs roughly 1.08M badges and is mainly support/economy research. For most combat-focused accounts, Army Expansion is easier to justify when a Lab is free.
All 21 current research trees
Badge costs are intentionally rounded. Community databases sometimes differ slightly after game updates; use the live game screen as the final authority before a major spend.
| Tree | Unlock | Badges | Role | SIN Command read |
|---|---|---|---|---|
| New Home | Lab 1 | No badges | Foundation | Complete early. Basic economy, buildings and progression. |
| Shelter Building | Lab 5 | No badges | Foundation | Development and shelter efficiency. Continue whenever badge income is low. |
| Elite Troops | Lab 8 | No badges | Core | Troop stats/training. 100% unlocks Military Strategies. |
| Hero Training | Lab 8 | ~40K | High value | Cheap hero/faction stats. Cockpit is the common early checkpoint. |
| Alliance Recognition | Lab 10 + New Home 50% | ~360K | Core | Alliance Duel scoring/reward engine. A top early badge priority. |
| Fully Armed Alliance | Lab 10 + New Home 50% | ~500K | Situational | Contains Annihilation and combat bonuses. War-focused, but usually not an early low-spender priority. |
| HQ Management | Lab 14 + Shelter Building 100% | No badges | Foundation | Badge-free account development; leads to Rapid Growth. |
| Military Strategies | Lab 16 + Elite Troops 100% | ~80K | Core | Broad troop value. 15% opens Siege to Seize; 45% opens Peace Shield. |
| Siege to Seize | Lab 18 + Military Strategies 15% | ~270K | Core / bridge | Combat, mobility and siege value. 100% unlocks Field. |
| Peace Shield | Lab 18 + Military Strategies 45% | ~270K | Core / bridge | Urgent Rescue is the key early target. 100% unlocks Army Building. |
| Rapid Growth | Lab 22 + HQ Management 100% | No badges | Development | Large badge-free growth tree. 50% later gates Army Expansion. |
| Field | Lab 22 + Siege to Seize 100% | ~600K | Late-game bridge | Broad combat stats with relatively accessible early nodes. 100% unlocks all three troop-specific trees. |
| Army Building | Lab 25 + Peace Shield 100% | ~750K | Late-game bridge | Broad combat research. 100% is required for Tactical Master. |
| Rider Training | Lab 25 + Field 100% | ~1.44M | Specialization | Large Rider-specific combat tree. Prioritize only if Riders are central to your main formation. |
| Assaulter Training | Lab 25 + Field 100% | ~1.44M | Specialization | Large Assaulter-specific combat tree. Prioritize only if Assaulters are central to your main formation. |
| Shooter Training | Lab 25 + Field 100% | ~1.44M | Specialization | Large Shooter-specific combat tree. Prioritize only if Shooters are central to your main formation. |
| Unit Special Training | Lab 30 | ~1.5M | Endgame milestone | Dedicated T10 path. Strong stats on the journey, but requires a long badge commitment. |
| Age of Steel | Lab 30 + Season 1 Day 49 | ~1.08M | Support / optional | Unlocks support structures and improves production, healing, hospital capacity, construction and research speed. No direct troop combat-stat payoff. |
| Tactical Master | Lab 31 + Army Building 100% | ~6.0M | Extreme endgame | Huge broad/faction/troop combat tree. Far beyond normal midgame planning. |
| Army Expansion | Lab 33 + Rapid Growth 50% + Season 2 Day 50 | No badges | Badge-free endgame | Troop capacity, troop-type ATK/DEF and training improvements. Free in badges, extremely expensive in time/resources. |
| Leader's Will | Lab 35 + Tactical Master 80% | ~6.1M | Ultra-endgame | Team, faction, siege and broad combat bonuses. Designed for accounts already deep into Tactical Master. |
Two Labs change the schedule—not the priorities
A second Laboratory is valuable because it lets you progress badge-free and badge-heavy paths at the same time.
One Laboratory
- Keep it running continuously.
- Use badges on the current target rather than spreading them randomly.
- When badges run low, switch to Shelter Building, HQ Management, Rapid Growth or later Army Expansion.
- Do not research a poor badge node simply because the Lab would otherwise wait.
Two Laboratories
- Use one Lab for the long badge project.
- Use the second for badge-free development, short prerequisite nodes, or Army Expansion when available.
- High spenders can eventually run two badge branches, but only when badge income actually supports both.
- Research speed and resource supply become meaningful bottlenecks long before every tree is complete.
- At Army Expansion / Tactical Master / Leader's Will scale, a second Lab does not remove the bottleneck—it simply gives you another place to spend speedups and resources.
This guide reflects the expanded modern research system, including Army Expansion and Leader's Will. Badge/resource/time totals were cross-checked against current community research databases and in-game-derived tables. Several databases differ slightly on some branch totals and unlock percentages, so rounded values are used where appropriate. When a live in-game requirement disagrees with this page, trust the game.