Devlog #17: Research and unlocks
Greetings!
This months devlog will dive deeper into the second part of the upcoming major update for Folklands: the Research Tree.
By the way, if you haven't read last months devlog detailing how education and job effectiveness will work, check it out here: https://store.steampowered.com/news/app/2282890/view/524212840420081671

Researching upgrades and improvements for your folks will be crucial as you grow from a small camp to a bigger settlement. Gone are the days when you could simply throw up 60 houses and call it a kingdom. In the next update, we’re introducing a system that brings structure, purpose, and a touch of personality to your growing village. The research is not just a checkbox — it’s a living, branching path that defines how your settlement grows, looks, and thrives.
[h2]🧠 Knowledge is power (and sometimes speed)[/h2]
As your settlement grows, you will unlock the ability to research certain technologies, improvements or upgrades. They can be visual changes, functional improvements or even unlock entire new technologies. We've split the research into four categories: one for "General research", and one for each of the in-game factions. Each research path has their own specialized bonuses and traits, and has been designed to emphasize the features of each kingdom or faction.
So what about "General research"? Think of this path as your town’s collective common sense slowly leveling up. Start with the basics: Stone Tools may help your workers gather resources faster, Trail Paths will help your citizens move faster between jobs. Shoes (yes, actual shoes) let your people walk faster on roads.
These are like universal truths of a civilization: simple discoveries that will increase and improve your efficiency.
[h2]🛤 Choose your path — or follow someone else's[/h2]
Here’s where things get interesting. As your settlement develops, you’ll gain the opportunity to align with one of the neighboring kingdoms and follow specialized research paths based on their culture. Each research path unlocks unique research opportunities — and with them, unique advantages, aesthetics, and strategies.
Each in-game faction will have its own available research path, but lets use the Rutai Kingdom as an example: as a stoic mountain people with a proud military tradition, their research path might reveal:
Prefer a more mercantile route? The Highwinds merchants offer research in caravans, trade outposts, and advanced warehousing — their buildings reflect their focus, and their bonuses support a bustling economy.
Or maybe you’d rather live in harmony with the land? Align with the Hologev resistance - rooted in natural balance - to gain knowledge in irrigation, crop biodiversity, or even tree farming, ensuring sustainable growth through the ages.
Each choice isn’t just functional — your buildings will look different, your villagers may dress differently, and your settlement will feel unique based on the path you take.
[h2]🏗 It’s not just about building[/h2]
With the new research system in place, you’ll notice that building tiers are now locked behind your research progression. This means no more mindless expansion — you’ll need to invest in architecture, governance, and production advancements to unlock new housing types, larger storage buildings, or even just fancier walls.
Want bigger warehouses? Research it. Need tools for faster building? It’s on the tree. Dreaming of public schooling? You know where to look.

By progressing through the research tree, you’re not just unlocking features — you’re writing the story of your settlement, shaping its future with every choice.
[h2]🔧 But wait, there’s more...[/h2]
This update also brings a slew of new building animations, production overviews, and improved feedback systems — we’ll cover that in the next devlog.
For now, we want to leave you with this:
What kind of settlement do you want to build?
A fortified mountain hold? A vibrant trade hub? A peaceful farmers community?
With the new Research Tree, it’s not just about what you build — it’s about who you become.
Until next time!
This months devlog will dive deeper into the second part of the upcoming major update for Folklands: the Research Tree.
By the way, if you haven't read last months devlog detailing how education and job effectiveness will work, check it out here: https://store.steampowered.com/news/app/2282890/view/524212840420081671

Researching upgrades and improvements for your folks will be crucial as you grow from a small camp to a bigger settlement. Gone are the days when you could simply throw up 60 houses and call it a kingdom. In the next update, we’re introducing a system that brings structure, purpose, and a touch of personality to your growing village. The research is not just a checkbox — it’s a living, branching path that defines how your settlement grows, looks, and thrives.
[h2]🧠 Knowledge is power (and sometimes speed)[/h2]
As your settlement grows, you will unlock the ability to research certain technologies, improvements or upgrades. They can be visual changes, functional improvements or even unlock entire new technologies. We've split the research into four categories: one for "General research", and one for each of the in-game factions. Each research path has their own specialized bonuses and traits, and has been designed to emphasize the features of each kingdom or faction.
So what about "General research"? Think of this path as your town’s collective common sense slowly leveling up. Start with the basics: Stone Tools may help your workers gather resources faster, Trail Paths will help your citizens move faster between jobs. Shoes (yes, actual shoes) let your people walk faster on roads.
These are like universal truths of a civilization: simple discoveries that will increase and improve your efficiency.
[h2]🛤 Choose your path — or follow someone else's[/h2]
Here’s where things get interesting. As your settlement develops, you’ll gain the opportunity to align with one of the neighboring kingdoms and follow specialized research paths based on their culture. Each research path unlocks unique research opportunities — and with them, unique advantages, aesthetics, and strategies.
Each in-game faction will have its own available research path, but lets use the Rutai Kingdom as an example: as a stoic mountain people with a proud military tradition, their research path might reveal:
- Guard Tower Blueprints – Expand your influence and keep threats at bay
- Enhanced Ironworking – Supercharge your weapon and tool production
- Barracks Doctrine – Train guards or boost worker discipline
Prefer a more mercantile route? The Highwinds merchants offer research in caravans, trade outposts, and advanced warehousing — their buildings reflect their focus, and their bonuses support a bustling economy.
Or maybe you’d rather live in harmony with the land? Align with the Hologev resistance - rooted in natural balance - to gain knowledge in irrigation, crop biodiversity, or even tree farming, ensuring sustainable growth through the ages.
Each choice isn’t just functional — your buildings will look different, your villagers may dress differently, and your settlement will feel unique based on the path you take.
[h2]🏗 It’s not just about building[/h2]
With the new research system in place, you’ll notice that building tiers are now locked behind your research progression. This means no more mindless expansion — you’ll need to invest in architecture, governance, and production advancements to unlock new housing types, larger storage buildings, or even just fancier walls.
Want bigger warehouses? Research it. Need tools for faster building? It’s on the tree. Dreaming of public schooling? You know where to look.

By progressing through the research tree, you’re not just unlocking features — you’re writing the story of your settlement, shaping its future with every choice.
[h2]🔧 But wait, there’s more...[/h2]
This update also brings a slew of new building animations, production overviews, and improved feedback systems — we’ll cover that in the next devlog.
For now, we want to leave you with this:
What kind of settlement do you want to build?
A fortified mountain hold? A vibrant trade hub? A peaceful farmers community?
With the new Research Tree, it’s not just about what you build — it’s about who you become.
Until next time!