Difference between revisions of "Research"
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Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree. | Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree. | ||
+ | |||
+ | === Skill === | ||
+ | The number of research points gained is based on the researcher's [[research speed]] factor, which in turn is based on their [[intellectual]] skill. | ||
+ | {{Research Points Table/explanation}} | ||
+ | {{Research Points Table|2500}} | ||
==Research Projects== | ==Research Projects== |
Revision as of 21:31, 17 November 2022
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Research is the primary method through which players can enhance and expand the abilities of their colony. Certain buildings and gear require research in order to be built.
Mechanics
This section is a stub. You can help RimWorld Wiki by expanding it. Reason: General,also base research points/unit time for each researcher before modifiers like research speed. |
A research bench is required to conduct research; some projects require more tech. Once a project is selected, a researcher will work at the bench to generate research points. Research Speed is primarily determined by the Intellectual skill. Multiple benches can be used simultaneously with no penalties.
Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained.
Your faction's tech level determines research point costs, and therefore time. New Arrivals start at an Industrial level, and have normal costs. New Tribes start at a Neolithic tech level, so certain research costs are increased. Researching Medieval-level tech, like Long Swords, takes 1.5x the research points to complete. Researching Industrial-level tech or above takes 2x the research. Tech levels also start with different research; Scenarios can add, but not remove, pre-researched topics.
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.
Skill
The number of research points gained is based on the researcher's research speed factor, which in turn is based on their intellectual skill. The number of research points gained per tick is calculated with the following equation:
0.00825 × Pawn Research Speed × Building Research Speed Factor × Difficulty Factor
Where:
- 0.00825 points/tick is the base research factor.[Note]
- Pawn Research Speed is the research speed stat from the researcher. This depends on other factors, like health capacities and global work speed.
- Building Research Speed Factor is the multiplier from the research station. This depends on other factors, like whether the building is outdoors, the temperature, the cleanliness of the room, and if any facilities are connected. The following are the base factors:
- Simple research bench: ×0.75
- Hi-tech research bench: ×1.00
- Hi-tech research bench with Multi-analyzer: ×1.10
- Difficulty Factor is the multiplier from the chosen difficulty settings. The factors for the default difficulties are:
- Peaceful and Community Builder (Easy) - x1.2
- Adventure Story (Normal) and Strive to Survive (Rough) - x1
- Blood and Dust (Hard) - x0.95
- Losing is Fun (Extreme) - x0.9
Research Speed Per Level | Points Per 2,500 ticks (1 in-game hour) Per Difficulty | ||||
---|---|---|---|---|---|
Skill | Research Speed | Peaceful/Easy (x1.2) | Medium/Rough (x1) | Hard (x0.95) | Extreme (x0.9) |
0 | 8% | 1.98 | 1.65 | 1.568 | 1.485 |
1 | 19.5% | 4.826 | 4.022 | 3.821 | 3.62 |
2 | 31% | 7.673 | 6.394 | 6.074 | 5.754 |
3 | 42.5% | 10.519 | 8.766 | 8.327 | 7.889 |
4 | 54% | 13.365 | 11.138 | 10.581 | 10.024 |
5 | 65.5% | 16.211 | 13.509 | 12.834 | 12.158 |
6 | 77% | 19.058 | 15.881 | 15.087 | 14.293 |
7 | 88.5% | 21.904 | 18.253 | 17.34 | 16.428 |
8 | 100% | 24.75 | 20.625 | 19.594 | 18.563 |
9 | 111.5% | 27.596 | 22.997 | 21.847 | 20.697 |
10 | 123% | 30.443 | 25.369 | 24.1 | 22.832 |
11 | 134.5% | 33.289 | 27.741 | 26.354 | 24.967 |
12 | 146% | 36.135 | 30.113 | 28.607 | 27.101 |
13 | 157.5% | 38.981 | 32.484 | 30.86 | 29.236 |
14 | 169% | 41.828 | 34.856 | 33.113 | 31.371 |
15 | 180.5% | 44.674 | 37.228 | 35.367 | 33.505 |
16 | 192% | 47.52 | 39.6 | 37.62 | 35.64 |
17 | 203.5% | 50.366 | 41.972 | 39.873 | 37.775 |
18 | 215% | 53.213 | 44.344 | 42.127 | 39.909 |
19 | 226.5% | 56.059 | 46.716 | 44.38 | 42.044 |
20 | 238% | 58.905 | 49.088 | 46.633 | 44.179 |
Research Projects
Neolithic Research Projects
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Psychoid brewing | Prepare psychoid leaves into a mildly euphoria-inducing and addictive tea at the campfire or cooking stove. | 500 | 500 | 500 [A] | None | Simple |
Tree sowing | Sow the local biome's natural trees in your fields. | 1000 | 1000 | 1000 [A] | None | Simple |
Beer brewing | Allows you to build a brewery and fermenting vats to transform hops into tasty, tasty beer. | 400 | 400 | 400 | None | Simple |
Passive cooler | Make passive coolers, to cool indoor spaces without using electricity. | 400 | 400 | 400 [A] | None | Simple |
Cocoa | Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too. | 1000 | 1000 | 1000 | Tree sowing | Simple |
Devilstrand | Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, tear resistant plant fiber. | 800 | 800 | 800 | None | Simple |
Pemmican | Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. | 500 | 500 | 500 [A] | None | Simple |
Recurve bow | Build the recurve bow, an effective and inexpensive ranged weapon. | 400 | 400 | 400 [A] | None | Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Medieval Research Projects
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats. | 600 | 600 [B] | 900 | None | Simple |
Complex furniture | Build complex furniture like beds, end tables, dining chairs, armchairs, dressers, tool cabinets, billiard tables[sic], and poker tables, vents, sarcophagi, and more. | 300 | 300 [B] | 450 | None | Simple |
Carpet making | Weave beautiful carpets from cloth. | 800 | 800 | 1200 | None | Simple |
Smithing | Build smithies for crafting metal weapons and tools. Allows you to craft simple weapons like knives, gladii, and maces. Work metal into clean, beautiful floor tiles. | 700 | 700 | 1050 | None | Simple |
Stonecutting | Cut rock chunks into stone blocks for use in construction. Build beautiful stone tile floors or ugly concrete walkways. | 300 | 300 [B] | 450 | None | Simple |
Long blades | Craft longswords and spears. | 400 | 400 | 600 | Smithing | Simple |
Plate armor | Smith suits of plate armor from metal or wood. This heavy armor noticeably slows movement, but protects very effectively. | 600 | 600 | 900 | Smithing Complex clothing |
Simple |
Greatbow | Craft greatbows for killing enemies at great range. | 600 | 600 | 900 | Recurve bow | Simple |
Noble apparel | Tailor noble-specific apparel like formal shirts and royal robes. | 400 | 400 | 600 | Complex clothing | Simple |
Royal apparel | Tailor royal apparel of the highest tier, like royal robes and crowns. | 400 | 400 | 600 | Noble apparel Smithing [C] |
Simple |
Harp | Craft the harp, a simple stationary musical instrument popular among nobility in some cultures. | 500 | 500 | 750 | Complex furniture | Simple |
Harpsichord | Craft the Harpsichord, a complex stationary musical instrument. | 500 | 500 | 750 | Harp Smithing |
Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Industrial Research Projects
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Drug production | Build a drug lab for basic drug synthesis. Further research is required to make specific drugs. | 500 | 500 | 1000 | None | Simple |
Psychite refining | Refine psychoid leaves into flake and yayo, different forms of the euphoric drug psychite. | 400 | 400 | 800 | Drug production | Simple |
Wake-up production | Synthesize wake-up, a work performance-enhancing drug which replaces the need for sleep. | 600 | 600 | 1200 | Drug production | Simple |
Go-juice production | Produce go-juice, a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain. | 1000 | 1000 | 2000 | Drug production | Simple |
Penoxycyline production | Produce Penoxycyline a disease prevention drug which blocks plague, malaria, and more before they start. | 500 | 500 | 1000 | Drug production | Simple |
Electricity | Harness the power of electricity for a hundred different tasks. | 1600 | 1600 [B] | 3200 | None | Simple |
Battery | Build batteries for storing electricity. | 400 | 400 | 800 | Electricity | Simple |
Biofuel refining | Build Biofuel refineries to make chemfuel from biological matter like wood or foodstuffs. | 700 | 700 | 1400 | Electricity | Simple |
Watermill generator | Build watermill generators on rivers to generate a steady supply of power. | 700 | 700 | 1400 | Electricity | Simple |
Nutrient paste | Build nutrient paste dispensers which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all. | 400 | 400 [B] | 800 | Electricity | Simple |
Solar panel | Build solar panels for electrical generation. | 600 | 600 | 1200 | Electricity | Simple |
Air conditioning | Build coolers to make people comfortable in hot weather or to construct freezers for storing perishable goods. | 500 | 500 [B] | 1000 | Electricity | Simple |
Autodoor | Build autodoors which automatically open when someone approaches without slowing anyone down. | 600 | 600 | 1200 | Electricity | Simple |
Hydroponics | Build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside. | 700 | 700 | 1400 | Electricity | Simple |
Tube television | Produce tube televisions for recreational watching. | 1000 | 1000 | 2000 | Electricity Complex furniture[C] |
Simple |
Packaged survival meal | Produce packaged survival meals, which never go bad. Great for traveling. | 500 | 500 | 1000 | Nutrient paste | Simple |
Firefoam | Construct firefoam poppers, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames. | 600 | 600 | 1200 | Electricity | Simple |
IEDs | Build improvised traps from any kind of mortar shell. | 500 | 500 | 1000 | Electricity | Simple |
Geothermal power | Build geothermal power plants on top of steam geysers, for uninterrupted power. | 3200 | 3200 | 6400 | Electricity | Simple |
Sterile materials | Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking. | 600 | 600 | 1200 | Electricity | Simple |
Advanced lights | Change the color of standard electric lights, and reduce their power consumption by half. This does not affect sun lamps. | 300 | 300 | 600 | Electricity | Simple |
Machining | Build machining tables to craft guns, grenades, flak armor, and to shred dead mechanoids for resources. | 1000 | 1000 | 2000 | Electricity Smithing |
Simple |
Smokepop packs | Build smokepop packs which allow the wearer to deploy a defensive smokescreen. | 300 | 300 | 600 | Machining Complex clothing[C] |
Simple |
Prosthetics | Build inexpensive prosthetic body parts to replace lost limbs. Requires a skilled doctor to attach. | 600 | 600 | 1200 | Machining | Simple |
Gunsmithing | Craft simple manually operated guns like revolvers, pump shotguns, bolt-action rifles, and incendiary launchers. | 500 | 500 | 1000 | Machining | Simple |
Flak armor | Craft clothing with metal armor sewn in to resist bullets and explosions. This weighty armor slows movement slightly. | 1200 | 1200 | 2400 | Machining Plate armor [C] |
Simple |
Mortars | Build mortars which can lob mortar shells long distances - even over walls. | 2000 | 2000 | 4000 | Gunsmithing | Simple |
Blowback operation | Craft low-power blowback-operated guns like autopistols and machine pistols. | 500 | 500 | 1000 | Gunsmithing | Simple |
Gas operation | Craft high-power guns like chain shotguns, LMGs, and heavy SMGs. | 1000 | 1000 | 2000 | Blowback operation | Simple |
Gun turrets | Produce simple automated gun turrets. | 500 | 500 | 1000 | Blowback operation | Simple
|
Microelectronics | Work with complex microelectronics. This unlocks the Hi-tech research bench and comms console. | 3000 | 3000 | 6000 | Electricity | Simple |
Flatscreen television | Produce high-resolution flatscreen televisions for greater enjoyment. | 2000 | 2000 | 4000 | Microelectronics Tube television |
Hi-tech |
Moisture pump | Construct moisture pumps, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand. | 1200 | 1200 | 2400 | Microelectronics Machining [C] |
Hi-tech |
Hospital bed | Construct hospital beds which improve medical outcomes. | 1200 | 1200 | 2400 | Microelectronics Sterile materials[C] Complex furniture[C] |
Hi-tech |
Deep drilling | Build deep drills for extracting resources from deep underground. You'll need a ground-penetrating scanner to find the resources. | 4000 | 4000 | 8000 | Microelectronics | Hi-tech |
Ground-penetrating scanner | Build ground-penetrating scanners that can detect drillable resources deep under the surface. Requires an advanced component to construct. | 1000 | 1000 | 2000 | Deep drilling | Hi-tech |
Transport pod | Construct launchable transport pods that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more. | 1000 | 1000 | 2000 | Microelectronics Biofuel refining [C] Machining [C] |
Hi-tech |
Medicine production | Produce standard industrial-tech medicine by combining herbal medicine, neutroamine, and cloth. | 1500 | 1500 | 3000 | Drug production Microelectronics |
Hi-tech |
Long-range mineral scanner | Construct long-range mineral scanners your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct. | 2000 | 2000 | 4000 | Microelectronics Machining [C] |
Hi-tech |
Shields | Build wearable shield gear. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary. | 1000 | 1000 | 2000 | Microelectronics Complex clothing [C] |
Hi-tech |
Precision rifling | Craft precisely-machined guns like assault rifles and sniper rifles. | 1400 | 1400 | 2800 | Microelectronics Gas operation |
Hi-tech |
Autocannon turret | Produce the heavy, long-ranged autocannon turret. | 1600 | 1600 | 3200 | Microelectronics Gun turrets Gas operation |
Hi-tech |
Multibarrel weapons | Assemble miniguns. | 2600 | 2600 | 5200 | Microelectronics Gas operation |
Hi-tech |
Multi-analyzer | Build multi-analyzers which increase research speed, and allow higher level research projects. | 4000 | 4000 | 8000 | Microelectronics Machining [C] |
Hi-tech |
Vitals monitor | Builds vitals monitors which improve medical outcomes when placed next to hospital beds. | 2500 | 2500 | 5000 | Multi-analyzer Hospital bed |
Hi-tech (Multi-analyzer) |
Fabrication | Build fabrication benches, capable of high-tech projects ranging from component assembly to power armor construction. | 4000 | 4000 | 8000 | Multi-analyzer | Hi-tech (Multi-analyzer) |
Advanced fabrication | Fabricate advanced components from standard components and other materials. | 4000 | 4000 | 8000 | Multi-analyzer | Hi-tech (Multi-analyzer) |
Uranium slug turret | Produce the armor-penetrating uranium slug turret. It fires uranium slugs which tear though plasteel like paper, but it's less effective at close range. | 3000 | 3000 | 6000 | Multi-analyzer Autocannon turret [C] Precision rifling [C] |
Hi-tech (Multi-analyzer) |
Piano | Craft the piano, an advanced stationary musical instrument. | 2000 | 2000 | 4000 | Harpsichord | Simple |
Jump packs | Build jump packs to perform aerial assaults during combat | 2000 | 2000 | 4000 | Microelectronics Machining [C] |
Hi-tech 1x Jump packs Techprint |
Gunlink | Build wearable gunlinks to enhance your soldiers' shooting accuracy. | 2000 | 2000 | 4000 | Fabrication | Hi-tech |
Biosculpting | Construct Biosculpter pods which can perform various biological alterations to colonists. These are especially important to believers in transhumanism. | 1500 | 1500 | 3000 | Microelectronics | Hi-tech |
Bioregeneration | Unlock the biosculpter pod's bioregeneration cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age. | 4000 | 4000 | 8000 | Multi-analyzer Biosculpting |
Hi-tech |
Neural supercharger | Construct Neural supercharger devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice. | 1500 | 1500 | 3000 | Microelectronics | Hi-tech |
Toxifier generator | Create toxifier generators which generate electricity, but also spread pollution around themselves. | 500 | 500 | 1000 | Electricity | Simple |
Xenogenetics | Create xenogerms which can be implanted in a person to genetically modify them. Extract genepacks from living people using a gene extractor so you can reimplant their genes into someone else. | 1000 | 1000 | 2000 | Electricity | Simple |
Gene processor | Build gene processors, which allow a gene assembler to create xenogerms of higher genetic complexity. | 1500 | 1500 | 3000 | Xenogenetics Microelectronics |
Hi-tech |
Archogenetics | Allows a gene assembler to use archite capsules to create seemingly-impossible genes. Archite genes and archite capsules can be obtained from traders. | 2500 | 2500 | 5000 | Fabrication Gene Processor |
Hi-tech (Multi-analyzer) |
Deathrest | Those with the deathrest gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple. | 1000 | 1000 | 2000 | Electricity | Simple |
Fertility procedures | Perform the surgeries necessary to create a test tube embryo from a fertile man and woman, then implant the embryo in a surrogate mother or growth vat. Also, perform sterilization surgeries on men and women. | 1000 | 1000 | 2000 | Electricity | Simple |
Tox gas | Produce weapons that utilize caustic tox gas. | 600 | 600 | 1200 | Electricity | Simple |
Basic mechtech | The technology needed for your mechanitor to create and control basic-tier mechanoids. | 200 | 200 | 400 | Electricity | Simple (Mechanitor)
|
Standard mechtech | The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a diabolus threat. | 1000 | 1000 | 2000 | Basic mechtech | Simple (Mechanitor) 1x Signal chip |
High mechtech | The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a war queen threat. | 3000 | 3000 | 6000 | Standard mechtech] Multi-analyzer |
Hi-tech (Multi-analyzer) 1x Powerfocus chip |
Wastepack atomizer | Build wastepack atomizers which can safely dispose of toxic wastepacks by decomposing them at the molecular level. | 5000 | 5000 | 10000 | Advanced fabrication | Simple 1x Nano structuring chip |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Spacer Research Projects
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Cryptosleep caskets | Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation. | 2000 | 2000 | 4000 | Multi-analyzer | Hi-tech (Multi-analyzer) |
Recon armor | Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components. | 6000 | 6000 | 12000 | Fabrication Complex clothing [C] |
Hi-tech (Multi-analyzer) |
Marine armor | Build marine armor. A general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components. | 6000 | 6000 | 12000 | Recon armor Complex clothing [C] |
Hi-tech (Multi-analyzer) |
Pulse charged munitions | Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. | 3000 | 3000 | 6000 | Fabrication Precision rifling [C] |
Hi-tech (Multi-analyzer) |
Bionic replacements | Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. | 2000 | 2000 | 4000? | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) |
Starflight basics | Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system. | 4000 | 4000 | 8000 | Advanced fabrication | Hi-tech (Multi-analyzer) |
Starflight sensors | Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance. | 4000 | 4000 | 8000 | Starflight basics Long-range mineral scanner |
Hi-tech (Multi-analyzer) |
Vacuum cryptosleep casket | Construct hardened ship cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars. | 2800 | 2800 | 5600 | Starflight basics Cryptosleep casket |
Hi-tech (Multi-analyzer) |
Starship reactor | Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) |
Johnson-Tanaka drive | Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) |
Machine persuasion | Build a reward-signal system to persuade an existing AI persona into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight. | 3000 | 3000 | 6000 | Starflight basics | Hi-tech (Multi-analyzer) |
Cataphract armor | Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. | 6000 | 6000 | 12000 | Marine armor | Hi-tech (Multi-analyzer) 2x Cataphract Armor Techprint |
Brain wiring | Craft brain implants that induce or prevent blunt sensations like joy or pain. | 2000 | 2000 | 4000 | Microelectronics Prosthetics[C] |
Hi-tech 1x Brain Wiring Techprint |
Specialized limbs | Craft specialized bionic limbs built for specific purposes - both combat and labor. | 2000 | 2000 | 4000 | Microelectronics Prosthetics |
Hi-tech 1x Specialized Limbs Techprint |
Compact weaponry | Craft compact, concealable bionic weapons which can be embedded in various body parts. | 2000 | 2000 | 4000 | Microelectronics Prosthetics |
Hi-tech 1x Compact Weaponry Techprint |
Poison synthesis | Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks. | 2000 | 2000 | 4000 | Compact weaponry | Hi-tech 1x Poison Synthesis Techprint |
Toxin filtration | Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] |
Simple |
Growth vats | Construct growth vats which can gestate an embryo or accelerate a child's growth. | 500 | 500 | 1000 | Microelectronics | Hi-tech |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Ultra Research Projects
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Artificial metabolism | Craft bionics that process food more safely or efficiently than a biological stomach. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Artificial Metabolism Techprint |
Neural computation | Craft brain implants that assist thought and learning by use of a direct, shallow brain-computer interface. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) 1x Neural Computation Techprint |
Skin hardening | Craft bionic implants which induce the toughening of natural skin, producing an armor-like effect. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) 1x Skin Hardening Techprint |
Healing factors | Craft bionics that enhance natural healing processes. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) 1x Healing Factors [[Techprint] |
Flesh shaping | Craft bionics which induce the reshaping of natural flesh, usually for the purposes of aesthetic enhancement or personal pleasure. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) 1x Flesh Shaping Techprint |
Molecular analysis | Craft bionics with molecular analyzers for assisting the immune system or analyzing food. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) 1x Molecular Analysis Techprint |
Circadian influence | Craft brain implants that chemically manipulate the circadian rhythm, reducing or altering the need to sleep. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) 1x Circadian Influence Techprint |
Ultra mechtech | The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an apocriton threat. | 5000 | 5000 | 10000 | High mechtech Fabrication |
Hi-tech (Multi-analyzer) 1x Nano structuring chip |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Analysis
This section is suggested to be rewritten. Reason: General, Cleanup, tone, etc. You can help the RimWorld Wiki by improving it. |
These are something of an "average" of what veteran players recommend. Variations exist, and should depending on your current map and personal playstyle and game goals.
Industrial start
The suggested research path for Industrials (i.e. a "Crashlanded" start) is:
After this, modern weapons4 (at some level) should be researched, and the rest is up to you.
- Notes:
- 1. If a river is nearby, the watermill generator should be prioritized instead of these two technologies. The watermill generator is a more reliable source of power for far fewer Research Points than Solar panel and Battery combined (700 vs. 1,000). In theory, researching the geothermal generator if you had a nearby geyser is also advisable. However, in terms of Research Points, the geothermal generator is very expensive (3,200 RP). This would create a long delay, and thus is not recommended for new players. Again, there are a variety of options depending on the specifics of your game and playstyle.
- 2. Microelectronics is one of the best technology in game, not only getting you access to both the comms console and Orbital Trade Beacon, and EMP grenades for fighting mechanoids, but also the hi-tech research bench for faster research in general, which makes researching everything else easier. However, at 3,000 Research Points, it's also a long march, easily a week and possibly three (depending). One or two of the cheap, earlier techs might be useful to get you through, like Smithing for better melee weapons (and the novelty wooden gladius for trading with Arms Dealers), or beer brewing for better morale and valuable trade. This delays the rest, but getting there is safer/easier. As always... ymmv.
- 3. You might not have the raw materials to build a multi-analyzer once you research that, and building one is a requisite to Advanced Fabrication, so you may have the opportunity to chase some other tribal/industrial research projects. But getting to Fabrication as soon as possible, so you can make your own components, and then to Advanced Fabrication for advanced components, is the goal here.
- 4. On a dangerous map, a quick detour to Gunsmithing (for basic rifles/shotguns/revolvers) may be desirable as soon as possible, immediately after your power needs are met.
Tribal start
For tribals (i.e. a "Lost Tribe" start), the research path should be something* like:
- Complex Clothing1
- Complex Furniture2
- One of:
- Stonecutting3
- Smithing4
Then the same as Industrial (above), but with Electricity prior to researching the rest.
- Notes:
- * The exact order will vary depending on your priorities. This is a cautious, conservative approach. Some players ignore quests and trade, scrape by on a minimal tribal morale and beeline straight to Electricity - a very long, very slow "beeline", but they swear by it. Many players fall in the middle, grabbing one or three key techs and then going straight to central air cooling. A very "ymmv" discussion.
- 1. Unless you landed in a very forgiving climate, you'll need protective clothing against the Summer/Winter weather while you march toward Electricity.
- 2. Beds (more comfortable than bedrolls, the latter may not be readily craftable), Dining Chairs, superior recreation (Poker tables) - yes, please.
- 3. Stone is a common and nonflammable material. On some maps, it's quite possible to live underground (if you can mine that much) and/or make every building from wood (unless/until it burns down).
- 4. Superior melee weapons, which can also be traded. Visiting Weapons Traders are not interested in trading their toys for your fur clothing, quaint sculptures or Ur boards. Smithing is also a prerequisite for Machining.
Extreme starts
- For hardcore 500% Randy runs, after finishing the battery and solar panel research, rush down machining to weapons before microelectronics. Firepower can be a life-/game-saver.
Gallery
Version history
- 0.3.410 - Stonecutter's table now requires research
- Beta 19/1.0 - Split hospital beds into "Sterile materials" and "Hospital beds" research projects
- 1.3.3101 - Bioregeneration research project added.
- 1.3.3200 - Brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis projects now require hi-tech research bench.
- 1.4.3523 - The Colored lights research reworked and renamed to Advanced Lighting.