Difference between revisions of "Research"

From RimWorld Wiki
Jump to navigation Jump to search
(removed pre-A13 research; it is now obsolete)
m (the research amount was wrong for the wastepack atomizer. its 8k, not 5k.)
 
(234 intermediate revisions by 43 users not shown)
Line 1: Line 1:
 
<!--Top Nav Box-->
 
<!--Top Nav Box-->
 
{| align=center
 
{| align=center
| {{Menus_Nav}}
+
| {{Menus Nav}}
 
|}
 
|}
<hr>
+
----
 
<!-- End of Nav -->
 
<!-- End of Nav -->
 +
{{TOCright}}
 +
'''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.
  
'''Research''' is the primary method through which players can enhance and expand the abilities of their colony. Certain [[buildings]] require research in order to be built.
+
== Mechanics ==
 +
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]], and [[Biotech DLC]] require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed.  
  
Once a player constructs a [[research bench]], and selects a project from the list of available research topics, a [[Menus#Research|researcher]] will work at the bench to generate research points. The rate at which points are generated depends on the researcher's skill level. Multiple research benches worked by researchers will further increase the speed at which points are generated.
+
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.
  
{{asof|A14}} research difficulty is now related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching spaceflight will be difficult.
+
Your faction's [[tech level]] determines research point costs, and therefore time spent researching. [[New Arrivals]] start at an Industrial level, and have normal costs for all research. [[New Tribe]]s 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 for tribes to complete.
 +
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.
 +
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.
  
{{asof|A16}} research is now presented in a tech tree as opposed to a list, with earlier research placed to the left and later research more dependent on the earlier ones placed on the right. 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.
+
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.
  
{{asof|A17}} modders can add separate research tabs for their research projects, so any new research projects appear there instead of in the main research tab along with base game research.
+
=== Research speed ===
 
+
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.
==Research Projects==
+
{{Research Points Table/explanation}}
As of Alpha 17, the following research projects are available.  Prerequisite research listed in (parentheses) is not officially a prerequisite, but is required for the necessary research bench.
+
{{Research Points Table|2500}}
  
 +
== Research Projects ==
 +
=== Neolithic Research Projects ===
 +
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Name
 
! Name
 
! Description
 
! Description
! Tech level
 
 
! Base cost
 
! Base cost
 
! Industrial start cost
 
! Industrial start cost
 
! Tribal start cost
 
! Tribal start cost
 
! Required Research
 
! Required Research
! Required Research Bench
+
! Required Research Bench & Addon
! Required Facilities
+
! width="250px" | Unlocks
 +
 
 +
|- id="Psychoid brewing"
 +
! Psychoid brewing
 +
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.
 +
| 500
 +
| 500
 +
| 500 {{Ref label|Tribal Start|A}}
 +
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Psychoid brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Tree sowing"
 +
! Tree sowing
 +
| Sow the local biome's natural [[trees]] in your fields.
 +
| 1000
 +
| 1000
 +
| 1000 {{Ref label|Tribal Start|A}}
 +
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Tree sowing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Beer brewing"
! Batteries
+
! Beer brewing
| Build [[Battery|batteries]] for storing [[Power|electricity]]. (Needed for tribal starts only)
+
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].
| Industrial
 
 
| 400
 
| 400
 
| 400
 
| 400
| 1200
+
| 400
| Electricity
+
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Beer brewing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Passive cooler"
 +
! Passive cooler
 +
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].
 +
| 400
 +
| 400 {{Ref label|Classic Start|B}}
 +
| 400 {{Ref label|Tribal Start|A}}
 +
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Passive cooler]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Cocoa"
 +
! Cocoa
 +
| Sow [[Cocoa tree|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|Tree sowing]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Cocoa]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Devilstrand"
 +
! Devilstrand
 +
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].
 +
| 800
 +
| 800
 +
| 800
 +
| None
 
| Simple
 
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Devilstrand]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Pemmican"
 +
! 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 {{Ref label|Tribal Start|A}}
 
| None
 
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Recurve bow"
! Autodoors
+
! Recurve bow
| Build [[Autodoor|autodoors]] which open to permit movement without slowing anyone down.
+
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.
| Industrial
 
 
| 400
 
| 400
 
| 400
 
| 400
 +
| 400 {{Ref label|Tribal Start|A}}
 +
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
|}
 +
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 +
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 +
:{{Note label||Hidden Prerequisite|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.
 +
{| {{STDT| sortable c_07 text-center}}
 +
! Name
 +
! Description
 +
! Base cost
 +
! Industrial start cost
 +
! Tribal start cost
 +
! Required Research
 +
! Required Research Bench & Addon
 +
! width="250px" | Unlocks
 +
 +
|- id="Complex clothing"
 +
! Complex clothing
 +
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.
 +
| 600
 +
| 600 {{Ref label|Classic Start|B}}
 +
| 900
 +
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Complex clothing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Complex furniture"
 +
! Complex furniture
 +
| Build complex [[furniture]] like [[bed]]s, [[end table]]s, [[dining chair]]s, [[armchair]]s, [[dresser]]s, [[tool cabinet]]s, [[billiards table|billiard table]]s{{Sic}}, and [[poker table]]s, [[vent]]s, [[sarcophagus|sarcophagi]], and more.
 +
| 300
 +
| 300 {{Ref label|Classic Start|B}}
 +
| 450
 +
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Complex furniture]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Carpet making"
 +
! Carpet making
 +
| Weave beautiful [[carpets]] from [[cloth]].
 +
| 800
 +
| 800
 
| 1200
 
| 1200
| Electricity
+
| None
 
| Simple
 
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Carpet making]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Smithing"
 +
! Smithing
 +
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].
 +
| 700
 +
| 700
 +
| 1050
 +
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Smithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Stonecutting"
 +
! Stonecutting
 +
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.
 +
| 300
 +
| 300 {{Ref label|Classic Start|B}}
 +
| 450
 
| None
 
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Stonecutting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Long blades"
! Passive cooler
+
! Long blades
| Make [[Passive_Cooler|passive coolers]], a way to cool indoor spaces without using [[Power|electricity]].
+
| Craft [[longsword]]s and [[spear]]s.
| Neolithic
+
| 400
 
| 400
 
| 400
 +
| 600
 +
| [[#Smithing|Smithing]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Long blades]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Plate armor"
 +
! 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|Smithing]]<br/>[[#Complex clothing|Complex clothing]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Plate armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Greatbow"
 +
! Greatbow
 +
| Craft [[greatbow]]s for killing enemies at great range.
 +
| 600
 +
| 600
 +
| 900
 +
| [[#Recurve bow|Recurve bow]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Greatbow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Noble apparel"
 +
! Noble apparel {{RoyaltyIcon}}
 +
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.
 
| 400
 
| 400
 
| 400
 
| 400
| None
+
| 600
 +
| [[#Complex clothing|Complex clothing]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Noble apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Royal apparel"
! Psychite refining
+
! Royal apparel {{RoyaltyIcon}}
| Learn to refine [[Psychoid_leaves|psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.
+
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.
| Industrial
 
 
| 400
 
| 400
 
| 400
 
| 400
| 1200
+
| 600
| Drug production
+
| [[#Noble apparel|Noble apparel]]<br/>[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Royal apparel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Harp"
! Devilstrand
+
! Harp {{RoyaltyIcon}}
| Allows colonists to plant [[Devilstrand_mushroom|devilstrand]], a slow-growing mushroom which yields a valuable plant fiber (also called [[devilstrand]]) that can be used to make [[Clothing|clothes]].
+
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.
| Neolithic
 
| 500
 
 
| 500
 
| 500
 
| 500
 
| 500
| None
+
| 750
 +
| [[#Complex furniture|Complex furniture]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Harp]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Harpsichord"
! Pemmican
+
! Harpsichord {{RoyaltyIcon}}
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. (Research needed only for non-tribal starts)
+
| Craft the [[Harpsichord]], a complex stationary musical instrument.
| Neolithic
 
| 500
 
 
| 500
 
| 500
 
| 500
 
| 500
| None
+
| 750
 +
| [[#Harp|Harp]]<br/>[[#Smithing|Smithing]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
|}
 +
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 +
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 +
:{{Note label||Hidden Prerequisite|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.
 +
{| {{STDT| sortable c_07 text-center}}
 +
! Name
 +
! Description
 +
! Base cost
 +
! Industrial start cost
 +
! Tribal start cost
 +
! Required Research
 +
! Required Research Bench & Addon
 +
! width="250px" | Unlocks
  
|-
+
|- id="Drug production"
! Complex clothing
+
! Drug production
| Sew complicated [[Clothing|garments]] like pants, dusters, and cowboy hats. (Research needed only for tribal starts)
+
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.
| Medieval
 
 
| 500
 
| 500
 
| 500
 
| 500
Line 105: Line 278:
 
| None
 
| None
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Drug production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Psychite refining"
 +
! Psychite refining
 +
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.
 +
| 400
 +
| 400
 +
| 800
 +
| [[#Drug production|Drug production]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Psychite refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Wake-up production"
 +
! Wake-up production
 +
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.
 +
| 600
 +
| 600
 +
| 1200
 +
| [[#Drug production|Drug production]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Wake-up production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Go-juice production"
 +
! 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|Drug production]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Go-juice production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Penoxycyline production"
! Electric cremation
+
! Penoxycyline production
| Build [[Crematorium|crematoriums]] that can vaporize unwanted corpses.
+
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.
| Industrial
 
 
| 500
 
| 500
 
| 500
 
| 500
| 1500
+
| 1000
| Electric Smelting
+
| [[#Drug production|Drug production]]
 
| Simple
 
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Penoxycyline production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Electricity"
 +
! Electricity
 +
| Harness the power of electricity for a hundred different tasks.
 +
| 1600
 +
| 1600 {{Ref label|Classic Start|B}}
 +
| 3200
 
| None
 
| None
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Electricity]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Battery"
 +
! Battery
 +
| Build [[Battery|batteries]] for storing [[Power|electricity]].
 +
| 400
 +
| 400
 +
| 800
 +
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Battery]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Biofuel refining"
 +
! Biofuel refining
 +
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].
 +
| 700
 +
| 700
 +
| 1400
 +
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Biofuel refining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Watermill generator"
 +
! Watermill generator
 +
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].
 +
| 700
 +
| 700
 +
| 1400
 +
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Watermill generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Nutrient paste"
 +
! Nutrient paste
 +
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.
 +
| 400
 +
| 400 {{Ref label|Classic Start|B}}
 +
| 800
 +
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Nutrient paste]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Solar panel"
 +
! Solar panel
 +
| Build [[solar panel]]s for electrical generation.
 +
| 600
 +
| 600
 +
| 1200
 +
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Solar panel]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Air conditioning"
! Colored lights
+
! Air conditioning
| Allows colonists to construct colored [[Standing_lamp|lights]] for decorative purposes.
+
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.
| Industrial
 
 
| 500
 
| 500
| 500
+
| 500 {{Ref label|Classic Start|B}}
| 1500
+
| 1000
| Electricity
+
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Air conditioning]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Autodoor"
 +
! Autodoor
 +
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.
 +
| 600
 +
| 600
 +
| 1200
 +
| [[#Electricity|Electricity]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Hydroponics"
! Microelectronics basics
+
! Hydroponics
| The basics of working with delicate, complex electronics.  This unlocks the [[Hi-tech research bench]], [[comms console]], [[orbital trade beacon]] and other research projects like [[joy|tube televisions]], and [[cryptosleep casket|cryptosleep caskets]].
+
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.
| Industrial
 
 
| 700
 
| 700
 
| 700
 
| 700
| 2100
+
| 1400
| Electricity
+
| [[#Electricity|Electricity]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Hydroponics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Tube television"
! Shipbuilding basics
+
! Tube television
| Allows you to start researching more advanced shipbuilding technologies and eventually build a [[ship]] to escape the planet.
+
| Produce [[tube television]]s for [[Recreation|recreational]] watching.
| Spacer
+
| 1000
 
| 1000
 
| 1000
 
| 2000
 
| 2000
| 4000
+
| [[#Electricity|Electricity]]<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}
| (Microelectronics basics)
+
| Simple
(Multi-analyzer)
+
| style="text-align:left;" | {{#ask: [[Required Research::Tube television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| Hi-tech
 
| Multi-analyzer
 
  
|-
+
|- id="Packaged survival meal"
! Drug production
+
! Packaged survival meal
| The basics of drug preparation and synthesis. Allows creation of the [[drug lab]]. Further research is required to make specific drugs.
+
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.
| Industrial
 
 
| 500
 
| 500
 
| 500
 
| 500
| 1500
+
| 1000
| None
+
| [[#Nutrient paste|Nutrient paste]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Packaged survival meal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Firefoam"
 +
! Firefoam
 +
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.
 +
| 600
 +
| 600
 +
| 1200
 +
| [[#Electricity|Electricity]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Firefoam]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="IEDs" id="Ieds"
! Penoxycyline production
+
! IEDs
| Learn to produce [[Penoxycyline]] which blocks against 3 diseases: [[malaria]], [[sleeping Sickness|sleeping sickness]], and the [[plague]]. Taken every 5 days for full protection.
+
| Build improvised traps from any kind of mortar shell.  
| Industrial
 
 
| 500
 
| 500
 
| 500
 
| 500
| 1500
+
| 1000
| Drug production
+
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::IEDs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Geothermal power"
 +
! Geothermal power
 +
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].
 +
| 3200
 +
| 3200
 +
| 6400
 +
| [[#Electricity|Electricity]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Geothermal power]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Sterile materials"
! Solar panels
+
! Sterile materials
| Build [[Solar_panel|solar panels]] for electrical generation. (Needed for tribal starts only)
+
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.
| Industrial
 
 
| 600
 
| 600
 
| 600
 
| 600
| 1800
+
| 1200
| Electricity
+
| [[#Electricity|Electricity]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Sterile materials]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Advanced lights"
! Air conditioning
+
! Advanced lights
| Build air conditions to cool rooms in the heat, or to keep freezers.
+
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.
| Industrial
+
| 300
 +
| 300
 
| 600
 
| 600
 +
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Advanced lights]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Machining"
 +
! Machining
 +
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].
 +
| 1000
 +
| 1000
 +
| 2000
 +
| [[#Electricity|Electricity]]<br/>[[#Smithing|Smithing]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Machining]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Smokepop packs"
 +
! Smokepop packs
 +
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.
 +
| 300
 +
| 300
 
| 600
 
| 600
| 1800
+
| [[#Machining|Machining]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
| Electricity
 
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Smokepop packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Prosthetics"
! Wake-up production
+
! Prosthetics
| Your chemists learn the formulas and techniques for synthesizing [[wake-up]], a work performance-enhancing drug.
+
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.
| Industrial
 
 
| 600
 
| 600
 
| 600
 
| 600
| 1800
+
| 1200
| Drug production
+
| [[#Machining|Machining]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Gunsmithing"
 +
! Gunsmithing
 +
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.
 +
| 500
 +
| 500
 +
| 1000
 +
| [[#Machining|Machining]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Gunsmithing]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Flak armor"
! Nutrient paste
+
! Flak armor
| Build [[nutrient paste dispenser|nutrient paste dispensers]] which efficiently produce edible meals from raw nutritive feedstocks.
+
| Craft [[Flak jacket|clothing]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.
| Industrial
+
| 1200
| 600
+
| 1200
| 600
+
| 2400
| 1800
+
| [[#Machining|Machining]]<br/>[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}
| Electricity
 
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Flak armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Mortars"
! Packaged survival meal
+
! Mortars
| Learn to produce [[packaged survival meal]]s, a preserved and sealed food that never goes bad. Great for travelling.
+
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.
| Industrial
 
 
| 2000
 
| 2000
 
| 2000
 
| 2000
| 6000
+
| 4000
| Nutrient paste
+
| [[#Gunsmithing|Gunsmithing]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Mortars]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Blowback operation"
! Hydroponics
+
! Blowback operation
| Allows you to build [[Hydroponics_basin|hydroponics basins]] to rapidly grow crops indoors regardless of the terrain or weather outside.
+
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.
| Industrial
+
| 500
| 700
+
| 500
| 700
+
| 1000
| 2100
+
| [[#Gunsmithing|Gunsmithing]]
| Electricity
 
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Blowback operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Gas operation"
! Brewing
+
! Gas operation
| Allows you to build a [[brewery]] to transform [[hops]] into tasty, tasty [[beer]].
+
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.
| Neolithic
+
| 1000
| 700
+
| 1000
| 700
+
| 2000
| 2100
+
| [[#Blowback operation|Blowback operation]]
| None
 
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Gas operation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Gun turrets"
! Smithing
+
! Gun turrets
| Build [[Electric_smithy|smithies]] for crafting metal weapons and tools.
+
| Produce simple [[Mini-turret|automated gun turrets]].
| Medieval
+
| 500
| 700
+
| 500
| 700
+
| 1000
| 2100
+
| [[#Blowback operation|Blowback operation]]
| None
 
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Gun turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Foam turret"
! Tube television
+
! Foam turret
| Allows the production of [[Joy|tube televisions]]
+
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].
| Industrial
 
 
| 800
 
| 800
 
| 800
 
| 800
| 2400
+
| 1600
| Microelectronics basics
+
| [[#Gun turrets|Gun turrets]]<br/>[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Microelectronics"
! Gun turrets
+
! Microelectronics
| Allows the production of [[Improvised turret|automated gun turrets]].
+
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].
| Industrial
+
| 3000
| 800
+
| 3000
| 800
+
| 6000
| 2400
+
| [[#Electricity|Electricity]]
| Microelectronics basics
 
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Microelectronics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Flatscreen television"
! Firefoam
+
! Flatscreen television
| Allows the construction of [[Firefoam_popper|firefoam poppers]]; fire-safety buildings which spread fire-resistant foam in response to encroaching flames.
+
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].
| Industrial
+
| 2000
| 800
+
| 2000
| 800
+
| 4000
| 2400
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Tube television|Tube television]]
| (Microelectronics basics)
 
 
| Hi-tech
 
| Hi-tech
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Flatscreen television]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Moisture pump"
! Multi-analyzer
+
! Moisture pump
| Allows colonists to build [[multi-analyzer|multi-analyzers]] which increase research speed, and allow higher level research projects, if placed near a [[Hi-tech research bench|research bench]].
+
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.
| Industrial
+
| 1200
| 800
+
| 1200
| 800
 
 
| 2400
 
| 2400
| Microelectronics basics
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
 
| Hi-tech
 
| Hi-tech
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Moisture pump]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Hospital bed"
! Go-juice production
+
! Hospital bed
| Learn to produce the synthetic combat-performance-enhancing drug [[go-juice]].
+
| Construct [[hospital bed]]s which improve medical outcomes.
| Industrial
 
| 1000
 
| 1000
 
| 3000
 
| Drug production
 
| Simple
 
| None
 
 
 
|-
 
! Carpet making
 
| Allows colonists to build [[carpets]] to increase the quality of their environments.
 
| Medieval
 
 
| 1200
 
| 1200
 
| 1200
 
| 1200
 
| 2400
 
| 2400
| None
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}
| Simple
+
| Hi-tech
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Hospital bed]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Deep drilling"
! Electricity
+
! Deep drilling
| Generate and use [[Power|electricity]] for cooking and other simple tasks. (Research only needed for tribal starts)
+
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.
| Industrial
+
| 4000
| 1200
+
| 4000
| 1200
+
| 8000
| 3600
+
| [[#Microelectronics|Microelectronics]]
| None
+
| Hi-tech
| Simple
+
| style="text-align:left;" | {{#ask: [[Required Research::Deep drilling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| None
 
  
|-
+
|- id="Ground-penetrating scanner"
! Moisture pump
+
! Ground-penetrating scanner
| Allows the construction of [[Moisture_pump|moisture pumps]], which turn wet ground dry.
+
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.
| Industrial
+
| 1000
| 1200
+
| 1000
| 1200
+
| 2000
| 3600
+
| [[#Deep drilling|Deep drilling]]
| (Microelectronics basics)
 
 
| Hi-tech
 
| Hi-tech
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Ground-penetrating scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Transport pod"
! Machining
+
! Transport pod
| Build [[machining table|machining tables]] to craft [[Modern_Weapons|guns]] and machinery or disassemble dead [[mechanoid|mechanoids]].
+
| Construct launchable [[transport pod]]s 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.
| Industrial
+
| 1000
| 1500
+
| 1000
| 1500
+
| 2000
| 4500
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
| Smithing<br>Electricity
+
| Hi-tech
| Simple
+
| style="text-align:left;" | {{#ask: [[Required Research::Transport pod]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| None
 
  
|-
+
|- id="Medicine production"
 
! Medicine production
 
! Medicine production
| Produce medicine from [[herbal medicine]], [[neutroamine]], and [[cloth]].
+
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].
| Industrial
 
 
| 1500
 
| 1500
 
| 1500
 
| 1500
| 4500
+
| 3000
| Drug production<br \>Microelectronics basics
+
| [[#Drug production|Drug production]]<br/>[[#Microelectronics|Microelectronics]]
 +
| Hi-tech
 +
| style="text-align:left;" | {{#ask: [[Required Research::Medicine production]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Long-range mineral scanner"
 +
! Long-range mineral scanner
 +
| Construct [[long-range mineral scanner]]s 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|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
 
| Hi-tech
 
| Hi-tech
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Long-range mineral scanner]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Shields"
! Deep drilling
+
! Shields
| Allows you to build [[Deep_drill|deep drills]] for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.
+
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.
| Industrial
+
| 1000
| 1500
+
| 1000
| 1500
+
| 2000
| 4500
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
| Microelectronics basics<br \>(Multi-analyzer)
 
 
| Hi-tech
 
| Hi-tech
| Multi-analyzer
+
| style="text-align:left;" | {{#ask: [[Required Research::Shields]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Precision rifling"
! Ship cryptosleep caskets
+
! Precision rifling
| Allows you to construct [[ship cryptosleep casket|ship cryptosleep caskets]] for transporting cryptosleeping colonists between the stars.
+
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.
| Spacer
+
| 1400
| 1200
+
| 1400
| 2400
+
| 2800
| 4800
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Gas operation|Gas operation]]
| Shipbuilding basics
 
Cryptosleep casket
 
Microelectronics basics
 
(Multi-analyzer)
 
 
| Hi-tech
 
| Hi-tech
| Multi-analyzer
+
| style="text-align:left;" | {{#ask: [[Required Research::Precision rifling]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Autocannon turret"
! Explosive IEDs
+
! Autocannon turret
| Allows colonists to build [[IED_trap|improvised explosive device-based traps]] from [[mortar shell]]s.
+
| Produce the heavy, long-ranged [[autocannon turret]].
| Industrial
 
 
| 1600
 
| 1600
 
| 1600
 
| 1600
| 4800
+
| 3200
| Electricity
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Gun turrets|Gun turrets]]<br/>[[#Gas operation|Gas operation]]
 +
| Hi-tech
 +
| style="text-align:left;" | {{#ask: [[Required Research::Autocannon turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Multibarrel weapons"
 +
! Multibarrel weapons
 +
| Assemble [[minigun]]s.
 +
| 2600
 +
| 2600
 +
| 5200
 +
| [[#Microelectronics|Microelectronics]]<br/>[[#Gas operation|Gas operation]]
 +
| Hi-tech
 +
| style="text-align:left;" | {{#ask: [[Required Research::Multibarrel weapons]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Multi-analyzer"
 +
! Multi-analyzer
 +
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.
 +
| 4000
 +
| 4000
 +
| 8000
 +
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech
 +
| style="text-align:left;" | {{#ask: [[Required Research::Multi-analyzer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Vitals monitor"
 +
! Vitals monitor
 +
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.
 +
| 2500
 +
| 2500
 +
| 5000
 +
| [[#Multi-analyzer|Multi-analyzer]]<br/>[[#Hospital bed|Hospital bed]]
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Vitals monitor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Fabrication"
 +
! Fabrication
 +
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.
 +
| 4000
 +
| 4000
 +
| 8000
 +
| [[#Multi-analyzer|Multi-analyzer]]
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Advanced fabrication"
 +
! Advanced fabrication
 +
| Fabricate [[advanced component]]s from standard [[components]] and other materials.
 +
| 4000
 +
| 4000
 +
| 8000
 +
| [[#Multi-analyzer|Multi-analyzer]]
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Advanced fabrication]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Uranium slug turret"
 +
! 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|Multi-analyzer]]<br/>[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Rocketswarm launcher"
 +
! Rocketswarm launcher
 +
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.
 +
| 3000
 +
| 3000
 +
| 6000
 +
|[[#Multi-analyzer|Multi-analyzer]]<br/>[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Rocketswarm launcher]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Piano"
 +
! Piano {{RoyaltyIcon}}
 +
| Craft the [[piano]], an advanced stationary musical instrument.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Harpsichord|Harpsichord]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Piano]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Jump packs"
! Incendiary IEDs
+
! Jump packs {{RoyaltyIcon}}
| Allows colonists to build [[IED_incendiary_trap|incendiary explosive traps]] from [[mortar shell]]s.
+
| Build [[jump pack]]s to perform aerial assaults during combat
| Industrial
+
| 2000
| 1600
+
| 2000
| 1600
+
| 4000
| 4800
+
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
| Electricity
+
| Hi-tech<br/>1x Jump packs [[Techprint]]
| Simple
+
| style="text-align:left;" | {{#ask: [[Required Research::Jump packs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| None
 
  
|-
+
|- id="Gunlink"
! Vitals monitor
+
! Gunlink {{RoyaltyIcon}}
| Allows colonists to build [[vitals monitor|vitals monitors]] which increase treatment quality if placed next to [[Hospital_bed|medical beds]].
+
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].
| Industrial
+
| 2000
| 1600
+
| 2000
| 1600
+
| 4000
| 4800
+
| [[#Fabrication|Fabrication]]
| Microelectronics basics
 
Hospital bed
 
(Multi-analyzer)
 
 
| Hi-tech
 
| Hi-tech
| Multi-analyzer
+
| style="text-align:left;" | {{#ask: [[Required Research::Gunlink]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Biosculpting"
! Electric smelting
+
! Biosculpting {{IdeologyIcon}}
| Build electric smithy and smelters.
+
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].
 +
| 1500
 +
| 1500
 +
| 3000
 +
| [[#Microelectronics|Microelectronics]]
 +
| Hi-tech
 +
| style="text-align:left;" | {{#ask: [[Required Research::Biosculpting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
The [[Electric_smithy|electric smithy]] allows smithing items without fuel. The electric smelters uses heat and powerful electromagnets to extract useful metal from slag chunks and other items.
+
|- id="Bioregeneration"
| Industrial
+
! Bioregeneration {{IdeologyIcon}}
| 1700
+
| Unlock the [[biosculpter pod]]'s [[Biosculpter pod#Bioregeneration|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.
| 1700
+
| 4000
| 5100
+
| 4000
| Electricity
+
| 8000
| Simple
+
| [[#Multi-analyzer|Multi-analyzer]]<br/>[[#Biosculpting|Biosculpting]]
| None
+
| Hi-tech
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bioregeneration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Neural supercharger"
! Geothermal power
+
! Neural supercharger {{IdeologyIcon}}
| Allows you to build [[Geothermal_generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].
+
| 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.
| Industrial
+
| 1500
| 1800
+
| 1500
| 1800
+
| 3000
| 5400
+
| [[#Microelectronics|Microelectronics]]
| (Microelectronics basics)
 
 
| Hi-tech
 
| Hi-tech
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Neural supercharger]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Toxifier generator"
! Refining
+
! Toxifier generator {{BiotechIcon}}
| Build [[refinery|refineries]] to make [[chemfuel]] from [[wood]].
+
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.
| Industrial
+
| 500
| 1200
+
| 500
| 1200
+
| 1000
| 3600
+
| [[#Electricity|Electricity]]
| Electricity
 
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Toxifier generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Xenogenetics"
! Smokepop belts
+
! Xenogenetics {{BiotechIcon}}
| Learn to build [[smokepop belt]]s which can provide an automatic defensive smokescreen.
+
| Create [[xenogerm]]s which can be implanted in a person to genetically modify them. Extract [[genepack]]s from living people using a [[gene extractor]] so you can reimplant their [[genes]] into someone else.
| Industrial
 
 
| 1000
 
| 1000
 
| 1000
 
| 1000
 +
| 2000
 +
| [[#Electricity|Electricity]]
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="Gene processor"
 +
! Gene processor {{BiotechIcon}}
 +
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.
 +
| 1500
 +
| 1500
 
| 3000
 
| 3000
| Refining<br>Machining
+
| [[#Xenogenetics|Xenogenetics]]<br/>[[#Microelectronics|Microelectronics]]
 +
| Hi-tech
 +
| style="text-align:left;" | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Archogenetics"
 +
! Archogenetics {{BiotechIcon}}
 +
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.
 +
| 2500
 +
| 2500
 +
| 5000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Gene Processor|Gene Processor]]
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Deathrest"
 +
! Deathrest {{BiotechIcon}}
 +
| 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|Electricity]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Deathrest]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Fertility procedures"
! Mortars
+
! Fertility procedures {{BiotechIcon}}
| Learn to build [[mortar|mortars]] which can lob [[mortar shell]]s long distances over walls.
+
| 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.
| Industrial
+
| 1000
 +
| 1000
 
| 2000
 
| 2000
| 2000
+
| [[#Electricity|Electricity]]
| 6000
+
| Simple
| Machining<br \>Electricity
+
| style="text-align:left;" | {{#ask: [[Required Research::Fertility procedures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Tox gas"
 +
! Tox gas {{BiotechIcon}}
 +
| Produce weapons that utilize caustic [[tox gas]].
 +
| 600
 +
| 600
 +
| 1200
 +
| [[#Machining|Machining]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Tox gas]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Basic mechtech"
 +
! Basic mechtech {{BiotechIcon}}
 +
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.
 +
| 200
 +
| 200
 +
| 400
 +
| [[#Electricity|Electricity]]
 +
| Simple (Mechanitor)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Standard mechtech"
! Hospital bed
+
! Standard mechtech {{BiotechIcon}}
| Allows colonists to construct [[hospital bed|hospital beds]] which increase the chance of successful medical work.
+
| 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.
| Industrial
+
| 1000
| 2000
+
| 1000
 
| 2000
 
| 2000
 +
| [[#Basic mechtech|Basic mechtech]]
 +
| Simple (Mechanitor)<br/>1x [[Signal chip]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 +
|- id="High mechtech"
 +
! High mechtech {{BiotechIcon}}
 +
| 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
 
| 6000
| (Microelectronics basics)
+
| [[#Standard mechtech|Standard mechtech]]<br/>[[#Multi-analyzer|Multi-analyzer]]
| Hi-tech
+
| Hi-tech (Multi-analyzer)<br/>1x [[Powerfocus chip]]
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::High mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Wastepack atomizer"
 +
! Wastepack atomizer {{BiotechIcon}}
 +
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.
 +
| 8000
 +
| 8000
 +
| 16000
 +
| [[#Advanced fabrication|Advanced fabrication]]
 +
| Simple<br/>1x [[Nano structuring chip]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Security door"
! Hydroponics
+
! Security door {{AnomalyIcon}}
| Allows you to build [[Hydroponics_basin|hydroponics basins]] to rapidly grow crops indoors regardless of the terrain or weather outside.
+
| Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in.
| Industrial
 
 
| 700
 
| 700
 
| 700
 
| 700
| 2100
+
| 1400
| Electricity
+
| [[#Autodoor|Autodoor]]
 
| Simple
 
| Simple
| None
+
| style="text-align:left;" | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
|-
 
! Cryptosleep caskets
 
| Allows colonists to construct [[cryptosleep casket|cryptosleep caskets]], which can put living beings in a state of suspended animation.
 
| Spacer
 
| 1100
 
| 2200
 
| 4400
 
| Microelecronics basics
 
(Multi-analyzer)
 
| Hi-tech
 
| Multi-analyzer
 
  
|-
+
|- id="Turret pack"
! Ship antimatter reactor
+
! Turret pack {{AnomalyIcon}}
| Allows you to use an antimatter containment core to build a working antimatter reactor to power a [[ship]].
+
| Build a wearable pack that allows a user to deploy a battery-powered turret.
| Spacer
+
| 1400
 
| 1400
 
| 1400
 
| 2800
 
| 2800
| 5600
+
| [[#Gun turrets|Gun turrets]]<br/>[[#Microelectronics|Microelectronics]]
| Shipbuilding basics
 
Microelectronics basics
 
(Multi-analyzer)
 
 
| Hi-tech
 
| Hi-tech
| Multi-analyzer
+
| style="text-align:left;" | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
|}
 +
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 +
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 +
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
  
|-
+
=== Spacer Research Projects ===
! Component assembly
+
{| {{STDT| sortable c_07 text-center}}
| Allows you to build the [[Component assembly bench]], where colonists can make [[components]] from simple materials.
+
! Name
| Industrial
+
! Description
 +
! Base cost
 +
! Industrial start cost
 +
! Tribal start cost
 +
! Required Research
 +
! Required Research Bench & Addon
 +
! width="250px" | Unlocks
 +
 
 +
|- id="Cryptosleep casket"
 +
! Cryptosleep casket
 +
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Multi-analyzer|Multi-analyzer]]
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Recon armor"
 +
! Recon armor
 +
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.
 +
| 6000
 +
| 6000
 +
| 12000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Recon armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Marine armor"
 +
! Marine armor
 +
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.
 +
| 6000
 +
| 6000
 +
| 12000
 +
| [[#Recon armor|Recon armor]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Marine armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Pulse charged munitions"
 +
! Pulse charged munitions
 +
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.
 
| 3000
 
| 3000
 
| 3000
 
| 3000
| 9000
+
| 6000
| Microelectronics basics
+
| [[#Fabrication|Fabrication]]<br/>[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}
(Multi-analyzer)
+
| Hi-tech (Multi-analyzer)
| Hi-tech
+
| style="text-align:left;" | {{#ask: [[Required Research::Pulse charged munitions]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| Multi-analyzer
+
 
 +
|- id="Bionic replacements"
 +
! Bionic replacements
 +
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.
 +
| 2000
 +
| 2000
 +
| 4000?
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bionic replacements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Starflight basics"
 +
! Starflight basics
 +
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.
 +
| 4000
 +
| 4000
 +
| 8000
 +
| [[#Advanced fabrication|Advanced fabrication]]
 +
| Hi-tech (Multi-analyzer)
 +
| style="text-align:left;" | {{#ask: [[Required Research::Starflight basics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Starflight sensors"
! Transport pods
+
! Starflight sensors
| Construct launchable [[transport pod]]s that you can use to launch people and supplies long distances across the planet's surface.
+
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.
| Industrial
+
| 4000
| 1100
+
| 4000
| 1100
+
| 8000
| 3300
+
| [[#Starflight basics|Starflight basics]]<br/>[[#Long-range mineral scanner|Long-range mineral scanner]]
| Microelectronics Basics
+
| Hi-tech (Multi-analyzer)
| Hi-tech
+
| style="text-align:left;" | {{#ask: [[Required Research::Starflight sensors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| None
 
  
|-
+
|- id="Vacuum cryptosleep casket"
! Powered armor
+
! Vacuum cryptosleep casket
| Neuro-mimetic robotics and advanced [[plasteel]] weaving technologies allow you to build the [[Armor|power armor]] and power armor helmets.
+
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.
| Spacer
+
| 2800
| 1600
+
| 2800
| 3200
+
| 5600
| 6400
+
| [[#Starflight basics|Starflight basics]]<br/>[[#Cryptosleep casket|Cryptosleep casket]]
| Microelectronics basics
+
| Hi-tech (Multi-analyzer)
(Multi-analyzer)
+
| style="text-align:left;" | {{#ask: [[Required Research::Vacuum cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| Hi-tech
 
| Multi-analyzer
 
  
|-
+
|- id="Starship reactor"
! Shield belt
+
! Starship reactor
| Momentum-repulsion field technology allows you to build [[shield belt]]s, which block ranged attacks coming in or going out.
+
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.
| Spacer
+
| 6000
| 1500
 
| 3000
 
 
| 6000
 
| 6000
| Microelectronics basics
+
| 12000
(Multi-analyzer)
+
| [[#Starflight basics|Starflight basics]]
| Hi-tech
+
| Hi-tech (Multi-analyzer)
| Multi-analyzer
+
| style="text-align:left;" | {{#ask: [[Required Research::Starship reactor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Johnson-Tanaka drive"
! Charged shot
+
! Johnson-Tanaka drive
| Understand the secrets of pulse-charged energy/projectile munitions. Allows you to build the [[R4_Charge_Rifle|charge rifle]].
+
| 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.
| Spacer
+
| 6000
| 1500
 
| 3000
 
 
| 6000
 
| 6000
| Microelectronics basics
+
| 12000
(Multi-analyzer)
+
| [[#Starflight basics|Starflight basics]]
| Hi-tech
+
| Hi-tech (Multi-analyzer)
| Multi-analyzer
+
| style="text-align:left;" | {{#ask: [[Required Research::Johnson-Tanaka drive]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Machine persuasion"
! Multibarrel weapons
+
! Machine persuasion
| Allows you to build [[weapons|miniguns]].
+
| Build a reward-signal system to persuade an existing [[persona core|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.
| Industrial
 
 
| 3000
 
| 3000
 
| 3000
 
| 3000
| 9000
+
| 6000
| Microelectronics basics
+
| [[#Starflight basics|Starflight basics]]
(Multi-analyzer)
+
| Hi-tech (Multi-analyzer)
| Hi-tech
+
| style="text-align:left;" | {{#ask: [[Required Research::Machine persuasion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| Multi-analyzer
 
  
|-
+
|- id="Cataphract armor"
! Ship computer core
+
! Cataphract armor {{RoyaltyIcon}}
| Allows coercing an existing [[AI persona core|AI persona]] into a usable AI computer core for [[ship]] guidance.
+
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.
| Spacer
+
| 6000
| 1500
 
| 3000
 
 
| 6000
 
| 6000
| Shipbuilding basics
+
| 12000
Microelectronics basics
+
| [[#Marine armor|Marine armor]]
(Multi-analyzer)
+
| Hi-tech (Multi-analyzer)<br/>2x Cataphract Armor [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Cataphract armor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Brain wiring"
 +
! Brain wiring {{RoyaltyIcon}}
 +
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech<br/>1x Brain Wiring [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Brain wiring]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Specialized limbs"
 +
! Specialized limbs {{RoyaltyIcon}}
 +
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]]
 +
| Hi-tech<br/>1x Specialized Limbs [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Specialized limbs]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Compact weaponry"
 +
! Compact weaponry {{RoyaltyIcon}}
 +
| Craft compact, concealable bionic weapons which can be embedded in various body parts.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]]
 +
| Hi-tech<br/>1x Compact Weaponry [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Compact weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Poison synthesis"
 +
! Poison synthesis {{RoyaltyIcon}}
 +
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Compact weaponry|Compact weaponry]]
 +
| Hi-tech<br/>1x Poison Synthesis [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Poison synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Toxin filtration"
 +
! Toxin filtration {{BiotechIcon}}
 +
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Simple
 +
| style="text-align:left;" | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Growth vats"
 +
! Growth vats {{BiotechIcon}}
 +
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.
 +
| 500
 +
| 500
 +
| 1000
 +
| [[#Microelectronics|Microelectronics]]
 
| Hi-tech
 
| Hi-tech
| Multi-analyzer
+
| style="text-align:left;" | {{#ask: [[Required Research::Growth vats]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
|}
 +
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 +
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 +
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
 +
 
 +
=== Ultra Research Projects ===
 +
{| {{STDT| sortable c_07 text-center}}
 +
! Name
 +
! Description
 +
! Base cost
 +
! Industrial start cost
 +
! Tribal start cost
 +
! Required Research
 +
! Required Research Bench & Addon
 +
! width="250px" | Unlocks
 +
 
 +
|- id="Artificial metabolism"
 +
! Artificial metabolism {{RoyaltyIcon}}
 +
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)<br/>1x Artificial Metabolism [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Artificial metabolism]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Neural computation"
 +
! Neural computation {{RoyaltyIcon}}
 +
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)<br/>1x Neural Computation [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Neural computation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Skin hardening"
 +
! Skin hardening {{RoyaltyIcon}}
 +
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)<br/>1x Skin Hardening [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Skin hardening]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Healing factors"
 +
! Healing factors {{RoyaltyIcon}}
 +
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)<br/>1x Healing Factors [[Techprint]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Healing factors]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Flesh shaping"
 +
! Flesh shaping {{RoyaltyIcon}}
 +
| Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)<br/>1x Flesh Shaping [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Flesh shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Molecular analysis"
 +
! Molecular analysis {{RoyaltyIcon}}
 +
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)<br/>1x Molecular Analysis [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Molecular analysis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Circadian influence"
 +
! Circadian influence {{RoyaltyIcon}}
 +
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.
 +
| 2000
 +
| 2000
 +
| 4000
 +
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 +
| Hi-tech (Multi-analyzer)<br/>1x Circadian Influence [[Techprint]]
 +
| style="text-align:left;" | {{#ask: [[Required Research::Circadian influence]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Ultra mechtech"
! Ship antimatter propulsion
+
! Ultra mechtech {{BiotechIcon}}
| Allows you to use an antimatter containment core to construct an antimatter drive for a [[ship]].
+
| 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.
| Spacer
+
| 5000
| 2500
 
 
| 5000
 
| 5000
 
| 10000
 
| 10000
| Shipbuilding basics
+
| [[#High mechtech|High mechtech]]<br/>[[#Fabrication|Fabrication]]
(Microelectronics basics)
+
| Hi-tech (Multi-analyzer)<br/>1x [[Nano structuring chip]]
(Multi-analyzer)
+
| style="text-align:left;" | {{#ask: [[Required Research::Ultra mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| Hi-tech
+
|}
| Multi-analyzer
+
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 +
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 +
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
 +
 
 +
== Anomaly ==
 +
{{Stub|section=1|reason=This System has way more to it than just the projects itself, and may even require splitting}} <!-- may be a good idea to split basic and advanced into two tables --> <!-- potentially make serums their own as well? -->
 +
Void-related technologies are unlocked by pawns with the Dark Study job studying ([[Void_monolith|Void monoliths]], or [[Entities|entities]]). Anomaly Research Projects are a completely separate technology tree from the normal research tree. Most Anomaly Research Projects can be researched after encountering its associated entity and completing any prerequisite projects.  One Basic and one Advanced research project can be studied simultaneously, and advanced research points gained with no project selected will benefit a basic project if one is selected.  Studying Anomaly objects  will produce research points depending on the type object studied. For example, studying a [[Gorehulk|Gorehulk]] might yield 0.30 basic research points, but studying a [[Revenant|Revenant]] might yield 0.45 advanced research points. For this reason, it is a good idea to have numerous entities in [[containment|containment]] in order to advance the Anomaly research tree.
 +
{| {{STDT| sortable c_07 text-center}}
 +
! Name
 +
! Description
 +
! Base cost <!-- knowledgeCost-->
 +
! Required Research <!-- prerequisites -->
 +
! Entity Codex Requirement
 +
! Category <!-- There are 6 categories of research, but only 5 listed --> <!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout -->
 +
! Required [[Entities|Entity]] Tier <!-- knowledgeCategory --> <!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech -->
 +
! width="250px" | Unlocks
 +
 
 +
<!-- Bioferrite content -->
 +
 
 +
|- id="Bioferrite harvesting"
 +
! Bioferrite harvesting {{AnomalyIcon}}
 +
| Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]].
 +
| 10
 +
| [[#Electricity|Electricity]]
 +
|
 +
| Bioferrite
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Bioferrite shaping"
 +
! Bioferrite shaping {{AnomalyIcon}}
 +
| Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more.
 +
| 20
 +
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 +
|
 +
| Bioferrite
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Bioferrite weaponry" <!-- for some reason its def name is BioferriteIgnition -->
 +
! Bioferrite weaponry {{AnomalyIcon}}
 +
| Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source.
 +
| 60
 +
| [[#Bioferrite shaping|Bioferrite shaping]]<br/>[[#Precision rifling|Precision rifling]]
 +
|
 +
| Bioferrite
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Bioferrite generator"
 +
! Bioferrite generator {{AnomalyIcon}}
 +
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.
 +
| 40
 +
| [[#Electroharvester|Electroharvester]]
 +
|
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Void sculptures"
 +
! Void sculptures {{AnomalyIcon}}
 +
| Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]].
 +
| 25
 +
| [[#Bioferrite harvesting|Bioferrite harvesting]]<br/>[[#Void provocation|Void provocation]]
 +
|
 +
| Bioferrite
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Insanity weaponry"
 +
! Insanity weaponry {{AnomalyIcon}}
 +
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].
 +
| 30
 +
| [[#Bioferrite shaping|Bioferrite shaping]]
 +
| [[Nociosphere]]
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Mutation weaponry"
 +
! Mutation weaponry {{AnomalyIcon}}
 +
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.
 +
| 35
 +
| [[#Bioferrite shaping|Bioferrite Shaping]]
 +
| [[Fleshmass nucleus]]
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Atmospheric heater"
 +
! Atmospheric heater {{AnomalyIcon}}
 +
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.
 +
| 60
 +
| [[#Bioferrite generator|Bioferrite generator]]
 +
|
 +
| Bioferrite
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Frenzy inducer"
 +
! Frenzy inducer {{AnomalyIcon}}
 +
| Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby.
 +
| 60
 +
| [[#Sleep suppressor|Sleep suppressor]]
 +
|
 +
| Bioferrite
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Sleep suppressor"
 +
! Sleep suppressor {{AnomalyIcon}}
 +
| Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby.
 +
| 30
 +
| [[#Bioferrite harvesting|Bioferrite harvesting]]<br/>[[#Entity containment|Entity containment]]
 +
|
 +
| Bioferrite
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
<!-- Containment content -->
 +
 
 +
|- id="Entity containment"
 +
! Entity containment {{AnomalyIcon}}
 +
| Build holding platforms and inhibitors to better contain [[Entities|entities]].
 +
| 10
 +
| [[#Electricity|Electricity]]
 +
|
 +
| Containment
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Electroharvester"
 +
! Electroharvester {{AnomalyIcon}}
 +
| Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain.
 +
| 30
 +
| [[#Entity containment|Entity containment]]
 +
|
 +
| Containment
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Disruptor flares"
 +
! Disruptor flares {{AnomalyIcon}}
 +
| Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area.
 +
| 30
 +
| [[#Entity containment|Entity Containment]]<br/>[[#Bioferrite shaping|Bioferrite Shaping]]
 +
|
 +
| Containment
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Proximity detector"
 +
! Proximity detector {{AnomalyIcon}}
 +
| Build a device that can detect invisible creatures.
 +
| 15
 +
| [[#Entity containment|Entity containment]]
 +
| [[Sightstealer]]
 +
| Containment
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
<!-- Psychic rituals -->
 +
 
 +
|- id="Void provocation" <!-- def name is BasicPsychicRituals -->
 +
! Void provocation {{AnomalyIcon}}
 +
| Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]].
 +
| 5
 +
| None
 +
|
 +
| Psychic ritual
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Draw animals" <!-- for some reason its def name is SummonAnimals -->
 +
! Draw animals {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]].
 +
| 20
 +
| [[#Void provocation|Void provocation]]
 +
|
 +
| Psychic ritual
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Draw shamblers" <!-- for some reason its def name is SummonShamblers -->
 +
! Draw shamblers {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study.
 +
| 25
 +
| [[#Draw animals|Draw animals]]
 +
| [[Shambler]]
 +
| Psychic ritual
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Chronophagy"
 +
! Chronophagy {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets.
 +
| 30
 +
| [[#Psychophagy|Psychophagy]]
 +
|
 +
| Psychic ritual
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Psychophagy"
 +
! Psychophagy {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect.
 +
| 20
 +
| [[#Void provocation|Void provocation]]
 +
|
 +
| Psychic ritual
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Skip abduction"
 +
! Skip abduction {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture.
 +
| 40
 +
| [[#Void provocation|Void provocation]]
 +
|
 +
| Psychic ritual
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Summon fleshbeasts"
 +
! Summon fleshbeasts {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby.
 +
| 30
 +
| [[#Draw animals|Draw animals]]
 +
| [[Fleshbeast]]
 +
| Psychic ritual
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
<!-- Advanced psychic rituals -->
 +
 
 +
|- id="Advanced psychic rituals"
 +
! Advanced psychic rituals {{AnomalyIcon}}
 +
| Perform advanced [[Psychic rituals|psychic rituals]].
 +
| 15
 +
| [[#Void provocation|Void provocation]]
 +
|
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Provoke pit gate" <!-- def name is SummonPitGate -->
 +
! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.
 +
| 80
 +
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 +
| [[Dreadmeld]]
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Death refusal"
 +
! Death refusal {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying.
 +
| 30
 +
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 +
| [[Unnatural corpse]]
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Philophagy"
 +
! Philophagy {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage.
 +
| 30
 +
| [[#Chronophagy|Chronophagy]]<br/>[[#Advanced psychic rituals|Advanced psychic rituals]]
 +
|
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Pleasure pulse"
 +
! Pleasure pulse {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work.
 +
| 30
 +
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 +
| [[Golden cube]]
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Neurosis pulse"
 +
! Neurosis pulse {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable.
 +
| 40
 +
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 +
| [[Blood rain]]
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Blood rain"
 +
! Blood rain {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.
 +
| 50
 +
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 +
| [[Blood rain]]
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Brainwipe"
 +
! Brainwipe {{AnomalyIcon}}
 +
| Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners.
 +
| 40
 +
| [[#Philophagy|Philophagy]]
 +
| [[Revenant]]
 +
| Psychic ritual
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
<!-- Serums -->
 +
 
 +
|- id="Serum synthesis"
 +
! Serum synthesis {{AnomalyIcon}}
 +
| Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user.
 +
| 15
 +
| [[#Bioferrite shaping|Bioferrite shaping]]
 +
|
 +
| Serums
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Metalblood serum"
 +
! Metalblood serum {{AnomalyIcon}}
 +
| Synthesize metalblood serums that make the user more resistant to damage.
 +
| 35
 +
| [[#Serum synthesis|Serum synthesis]]
 +
| [[Metalhorror]]
 +
| Serums
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Mind-numb serum"
 +
! Mind-numb serum {{AnomalyIcon}}
 +
| Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]].
 +
| 35
 +
| [[#Serum synthesis|Serum synthesis]]
 +
|
 +
| Serums
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Juggernaut serum"
 +
! Juggernaut serum {{AnomalyIcon}}
 +
| Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood.
 +
| 35
 +
| [[#Serum synthesis|Serum synthesis]]
 +
| [[Chimera]]
 +
| Serums
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
<!-- Misc -->
 +
 
 +
|- id="Bliss lobotomy"
 +
! Bliss lobotomy {{AnomalyIcon}}
 +
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.
 +
| 25
 +
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 +
| [[Gorehulk]]
 +
| Misc
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Ghoul infusion"
 +
! Ghoul infusion {{AnomalyIcon}}
 +
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.
 +
| 30
 +
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 +
| [[Ghoul]]
 +
| Misc
 +
| Basic
 +
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 +
 
 +
|- id="Ghoul enhancements"
 +
! Ghoul enhancements {{AnomalyIcon}}
 +
| Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger.
 +
| 40
 +
| [[#Ghoul infusion|Ghoul infusion]]
 +
| [[Ghoul]]
 +
| Misc
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
  
|-
+
|- id="Ghoul resurrection"
! Long-range mineral scanner
+
! Ghoul resurrection {{AnomalyIcon}}
| Allows the construction of [[long-ranged mineral scanner]]s which automatically detect precious minerals like gold or jade in the nearby areas (but not in which the scanners were built).
+
| Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life.
| Industrial
+
| 20
| 700
+
| [[#Serum synthesis|Serum synthesis]]<br/>[[#Ghoul infusion|Ghoul enhancements]]
| 700
+
| [[Ghoul]]
| 2100
+
| Misc <!-- says serum but it's considered misc in defs -->
| Microelectronics basics
+
| Advanced
| Hi-tech
+
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| Multi-analyzer
 
  
|-
+
|- id="Deadlife dust"
! Ground-penetrating scanner
+
! Deadlife dust {{AnomalyIcon}}
| Allows you to build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface.
+
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.
| Industrial
+
| 60
| 70000
+
| [[#Bioferrite shaping|Bioferrite shaping]]
| 700
+
| [[Death pall]]
| 21000
+
| Misc
| Microelectronics basics<br \>(Multi-analyzer)
+
| Basic
| Hi-tech
+
| style="text-align:left;" | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
| Multi-analyzer
 
  
 +
|- id="Revenant invisibility"
 +
! Revenant invisibility {{AnomalyIcon}}
 +
| Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible.
 +
| 40
 +
| [[#Disruptor flares|Disruptor flares]]
 +
| [[Revenant]]
 +
| Misc
 +
| Advanced
 +
| style="text-align:left;" | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|}
 
|}
 +
:{{Note label||Anomaly Research Points|A}} Progress towards anomaly research requires studying [[Entities|entities]], and is separate from normal research progress.
 +
:{{Note label||Anomaly Research Points|B}} Basic and advanced techs require their respective entity tier to progress research.
 +
:{{Note label||Anomaly Research Points|C}} "The Anomaly" scenario starts with a single [[holding platform]] and [[proximity detector]]
 +
:{{Note label||Anomaly Research Points|D}} Anomaly research tree can be unlocked upon investigating a "fallen monolith"
 +
 +
=== Void study ===
 +
{{Ideology|section=1}}
 +
The [[Ideoligion#Void_study|void study]] precept multiplies the amount of knowledge gained from studying by {{Bad|50%}}, {{Bad|75%}}, {{Good|125%}}, or {{Good|150%}}, depending on which level of the precept you have. For example, a [[sightstealer]] provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.
 +
 +
== Analysis ==
 +
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and [[biome]], colonist skill, personal playstyle/goals, and [[difficulty]].
 +
 +
The key criterion is what is most likely to affect your survivability right now. For example, for a [[New Tribe]] [[ice sheet]] colony, that may be getting [[#Complex clothing|Complex clothing]] for [[parka]]s to let you function outside for extended periods.
 +
 +
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing [[#Flak armor|Flak armor]] and [[#Gas operation|Gas operation]] a solid option as not only will they give you equipment that can carry you into the end game,  the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - [[#Smithing|Smithing]] unlocks [[mace]]s for good early melee, [[#Machining|Machining]] gives you [[frag grenades]] to dominate melee threats etc.
 +
 +
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression.
 +
 +
This may look something like this:
 +
# One of:{{Ref label|Power|1}}
 +
#* [[Batteries]] and [[solar generator]]s
 +
#* [[Watermill generator]]s
 +
#* [[Geothermal generator]]
 +
# [[#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}
 +
# [[Multi-analyzer]] {{Ref label|Multi|3}}
 +
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}
 +
 +
'''Notes:'''
 +
:{{Note label|Power|1}} You'll want some better source of [[power]]. Solar generators are easy to use, and with batteries, are a consistent source of power. [[Watermill generator]]s can only be used if a [[World_generation#Rivers|river]] (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar.
 +
:In theory, [[geothermal generator]]s provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on [[wind turbine]]s or [[wood-fired generator]]s initially.
 +
:{{Note label|Micro|2}} Microelectronics gives access to [[hi-tech research bench]], which makes research 33% faster. It ''also'' gives access to the [[comms console]], an easy source for tradable items, and [[EMP grenades]], which are very powerful against [[mechanoid]]s.
 +
:{{Note label|Multi|3}} A [[multi-analyzer]] boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's [[fabrication bench]] yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own [[component]]s.
 +
 +
== Gallery ==
 +
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]
 +
 +
== Version history ==
 +
* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research
 +
* Beta 19/1.0 - Split "Hospital beds" into [[#Sterile materials|Sterile materials]] and [[#Hospital bed|Hospital beds]] research projects.
 +
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|Bioregeneration]] research project added.
 +
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.
 +
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].
 +
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -> [[#Machining|Machining]].
 +
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.
 +
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.
  
 
[[Category:Research]]
 
[[Category:Research]]

Latest revision as of 05:16, 23 November 2024

Basics Menus Game Creation Gameplay Pawns Plants Resources Gear Mods
Menus Architect Work Schedule Assign Animals Wildlife Research Quests World History Factions Menu

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[edit]

A research bench is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the Royalty DLC, and Biotech DLC require additional unlocking using items such as techprints and mechanoid chips respectively, and only then would research be allowed.

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. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.

Your faction's tech level determines research point costs, and therefore time spent researching. New Arrivals start at an Industrial level, and have normal costs for all research. 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 for tribes to complete.
  • Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.

Both New Arrivals and New Tribes start with certain projects already researched. Specific 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.

Research speed[edit]

The number of research points gained is based on the researcher's research speed factor, which is largely 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:
  • 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[edit]

Neolithic Research Projects[edit]

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 Unlocks
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 [B] 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[edit]

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 Unlocks
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 Content added by the Royalty DLC Tailor noble-specific apparel like formal shirts and royal robes. 400 400 600 Complex clothing Simple
Royal apparel Content added by the Royalty DLC Tailor royal apparel of the highest tier, like royal robes and crowns. 400 400 600 Noble apparel
Smithing [C]
Simple
Harp Content added by the Royalty DLC Craft the harp, a simple stationary musical instrument popular among nobility in some cultures. 500 500 750 Complex furniture Simple
Harpsichord Content added by the Royalty DLC 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[edit]

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 Unlocks
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 Build powerful outdoors lights. Additionally, customize the color of 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
Foam turret Produce a turret which can be activated to spray fire-extinguishing foam. 800 800 1600 Gun turrets
Firefoam [C]
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)
Rocketswarm launcher Produce rocketswarm launchers, single-burst turrets which can devastate a wide area at a key moment in battle. 3000 3000 6000 Multi-analyzer
Autocannon turret [C]
Hi-tech (Multi-analyzer)
Piano Content added by the Royalty DLC Craft the piano, an advanced stationary musical instrument. 2000 2000 4000 Harpsichord Simple
Jump packs Content added by the Royalty DLC Build jump packs to perform aerial assaults during combat 2000 2000 4000 Microelectronics
Machining [C]
Hi-tech
1x Jump packs Techprint
Biosculpting Content added by the Ideology DLC 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 Content added by the Ideology DLC 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 Content added by the Ideology DLC 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 Content added by the Biotech DLC Create toxifier generators which generate electricity, but also spread pollution around themselves. 500 500 1000 Electricity Simple
Xenogenetics Content added by the Biotech DLC 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 Content added by the Biotech DLC Build gene processors, which allow a gene assembler to create xenogerms of higher genetic complexity. 1500 1500 3000 Xenogenetics
Microelectronics
Hi-tech
Archogenetics Content added by the Biotech DLC 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 Content added by the Biotech DLC 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 Content added by the Biotech DLC 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 Content added by the Biotech DLC Produce weapons that utilize caustic tox gas. 600 600 1200 Machining Simple
Basic mechtech Content added by the Biotech DLC The technology needed for your mechanitor to create and control basic-tier mechanoids. 200 200 400 Electricity Simple (Mechanitor)
Standard mechtech Content added by the Biotech DLC 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 Content added by the Biotech DLC 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 Content added by the Biotech DLC Build wastepack atomizers which can safely dispose of toxic wastepacks by decomposing them at the molecular level. 8000 8000 16000 Advanced fabrication Simple
1x Nano structuring chip
Security door Content added by the Anomaly DLC Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in. 700 700 1400 Autodoor Simple
Turret pack Content added by the Anomaly DLC Build a wearable pack that allows a user to deploy a battery-powered turret. 1400 1400 2800 Gun turrets
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.

Spacer Research Projects[edit]

Name Description Base cost Industrial start cost Tribal start cost Required Research Required Research Bench & Addon Unlocks
Cryptosleep casket 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 Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Biotech DLC 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 Content added by the Biotech DLC 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[edit]

Name Description Base cost Industrial start cost Tribal start cost Required Research Required Research Bench & Addon Unlocks
Artificial metabolism Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Royalty DLC Craft bionics that enhance natural healing processes. 2000 2000 4000 Fabrication
Prosthetics [C]
Hi-tech (Multi-analyzer)
1x Healing Factors [[Techprint]
Flesh shaping Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Royalty DLC 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 Content added by the Biotech DLC 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.

Anomaly[edit]

Void-related technologies are unlocked by pawns with the Dark Study job studying (Void monoliths, or entities). Anomaly Research Projects are a completely separate technology tree from the normal research tree. Most Anomaly Research Projects can be researched after encountering its associated entity and completing any prerequisite projects. One Basic and one Advanced research project can be studied simultaneously, and advanced research points gained with no project selected will benefit a basic project if one is selected. Studying Anomaly objects will produce research points depending on the type object studied. For example, studying a Gorehulk might yield 0.30 basic research points, but studying a Revenant might yield 0.45 advanced research points. For this reason, it is a good idea to have numerous entities in containment in order to advance the Anomaly research tree.

Name Description Base cost Required Research Entity Codex Requirement Category Required Entity Tier Unlocks


Bioferrite harvesting Content added by the Anomaly DLC Build bioferrite harvesters to generate bioferrite from captured entities contained in holding platforms. 10 Electricity Bioferrite Basic
Bioferrite shaping Content added by the Anomaly DLC Shape and re-form bioferrite into useful tools, weapons, flooring, and more. 20 Bioferrite harvesting Bioferrite Basic
Bioferrite weaponry Content added by the Anomaly DLC Create advanced weapons that use bioferrite as a fuel source. 60 Bioferrite shaping
Precision rifling
Bioferrite Basic
Bioferrite generator Content added by the Anomaly DLC Build power generators that burn bioferrite as a fuel. 40 Electroharvester Bioferrite Advanced
Void sculptures Content added by the Anomaly DLC Craft special void sculptures from bioferrite to enhance the quality of psychic rituals. 25 Bioferrite harvesting
Void provocation
Bioferrite Basic
Insanity weaponry Content added by the Anomaly DLC Restructure archotech shards into limited-use weapons that shock, manipulate, and destroy enemies using archotechnology. 30 Bioferrite shaping Nociosphere Bioferrite Advanced
Mutation weaponry Content added by the Anomaly DLC Restructure archotech shards into limited-use weapons that twist living targets into terrifying creatures. 35 Bioferrite Shaping Fleshmass nucleus Bioferrite Advanced
Atmospheric heater Content added by the Anomaly DLC Build bioferrite-powered heaters that produce enough heat to warm an entire region. 60 Bioferrite generator Bioferrite Advanced
Frenzy inducer Content added by the Anomaly DLC Build shard-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby. 60 Sleep suppressor Bioferrite Basic
Sleep suppressor Content added by the Anomaly DLC Build shard-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby. 30 Bioferrite harvesting
Entity containment
Bioferrite Basic


Entity containment Content added by the Anomaly DLC Build holding platforms and inhibitors to better contain entities. 10 Electricity Containment Basic
Electroharvester Content added by the Anomaly DLC Build a generator that draws electricity from contained entities. This process aggravates entities, making them harder to contain. 30 Entity containment Containment Basic
Disruptor flares Content added by the Anomaly DLC Build bioferrite-based flare packs that reveal invisible creatures and light up an area. 30 Entity Containment
Bioferrite Shaping
Containment Basic
Proximity detector Content added by the Anomaly DLC Build a device that can detect invisible creatures. 15 Entity containment Sightstealer Containment Basic


Void provocation Content added by the Anomaly DLC Build a psychic ritual spot and perform psychic rituals. Use the void provocation ritual to discover new entities. 5 None Psychic ritual Basic
Draw animals Content added by the Anomaly DLC Perform a psychic ritual which will draw a herd of animals. 20 Void provocation Psychic ritual Basic
Draw shamblers Content added by the Anomaly DLC Perform a psychic ritual which will draw a horde of animated corpses. While hostile, the corpses won't attack your colony directly. They can be captured for study. 25 Draw animals Shambler Psychic ritual Basic
Chronophagy Content added by the Anomaly DLC Perform a psychic ritual that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets. 30 Psychophagy Psychic ritual Basic
Psychophagy Content added by the Anomaly DLC Perform a psychic ritual which deadens a target's psychic sensitivity and temporarily boosts the ritual invoker's psychic sensitivity. The target will suffer brain damage as a side-effect. 20 Void provocation Psychic ritual Basic
Skip abduction Content added by the Anomaly DLC Perform a psychic ritual that abducts a random hostile person from anywhere in the world, putting them in a short-term coma for capture. 40 Void provocation Psychic ritual Basic
Summon fleshbeasts Content added by the Anomaly DLC Perform a psychic ritual which provokes fleshbeasts to emerge from the ground near enemies, attacking anyone nearby. 30 Draw animals Fleshbeast Psychic ritual Basic


Advanced psychic rituals Content added by the Anomaly DLC Perform advanced psychic rituals. 15 Void provocation Psychic ritual Advanced
Provoke pit gate Content added by the Anomaly DLC Perform a psychic ritual which causes underground fleshbeasts to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources. 80 Advanced psychic rituals Dreadmeld Psychic ritual Advanced
Death refusal Content added by the Anomaly DLC Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. 30 Advanced psychic rituals Unnatural corpse Psychic ritual Advanced
Philophagy Content added by the Anomaly DLC Perform a psychic ritual that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage. 30 Chronophagy
Advanced psychic rituals
Psychic ritual Advanced
Pleasure pulse Content added by the Anomaly DLC Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. 30 Advanced psychic rituals Golden cube Psychic ritual Advanced
Neurosis pulse Content added by the Anomaly DLC Perform a psychic ritual that makes everyone in the region work faster but become more irritable. 40 Advanced psychic rituals Blood rain Psychic ritual Advanced
Blood rain Content added by the Anomaly DLC Perform a psychic ritual which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage. 50 Advanced psychic rituals Blood rain Psychic ritual Advanced
Brainwipe Content added by the Anomaly DLC Perform a psychic ritual which erases much of a person's episodic memories. Traumatic events will be forgotten. Resistant prisoners will become easier to recruit. Allows recruiting unwaveringly loyal prisoners. 40 Philophagy Revenant Psychic ritual Advanced


Serum synthesis Content added by the Anomaly DLC Build a serum lab to synthesize high-tech serums. Serums harness archotechnological power to bestow a temporary effect on the user. 15 Bioferrite shaping Serums Advanced
Metalblood serum Content added by the Anomaly DLC Synthesize metalblood serums that make the user more resistant to damage. 35 Serum synthesis Metalhorror Serums Advanced
Mind-numb serum Content added by the Anomaly DLC Synthesize a serum that stabilizes a person's mood, preventing mental breaks. 35 Serum synthesis Serums Advanced
Juggernaut serum Content added by the Anomaly DLC Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood. 35 Serum synthesis Chimera Serums Advanced


Bliss lobotomy Content added by the Anomaly DLC Perform a surgery that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor. 25 Bioferrite harvesting Gorehulk Misc Basic
Ghoul infusion Content added by the Anomaly DLC Perform a surgery that infuses a living person with an archotech shard, transforming them into a terrifying ghoul. Ghouls are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat. 30 Bioferrite harvesting Ghoul Misc Basic
Ghoul enhancements Content added by the Anomaly DLC Craft bioferrite prosthetics to make ghouls stronger. 40 Ghoul infusion Ghoul Misc Advanced
Ghoul resurrection Content added by the Anomaly DLC Synthesize a serum that can bring dead ghouls back to life. 20 Serum synthesis
Ghoul enhancements
Ghoul Misc Advanced
Deadlife dust Content added by the Anomaly DLC Craft devices that produce clouds of microscopic archites. The archites can reanimate corpses to produce deadly shamblers that will only attack your enemies. 60 Bioferrite shaping Death pall Misc Basic
Revenant invisibility Content added by the Anomaly DLC Modify a revenant spine so that it can be implanted in a human, allowing them to become temporarily invisible. 40 Disruptor flares Revenant Misc Advanced
A Progress towards anomaly research requires studying entities, and is separate from normal research progress.
B Basic and advanced techs require their respective entity tier to progress research.
C "The Anomaly" scenario starts with a single holding platform and proximity detector
D Anomaly research tree can be unlocked upon investigating a "fallen monolith"

Void study[edit]

The void study precept multiplies the amount of knowledge gained from studying by 50%, 75%, 125%, or 150%, depending on which level of the precept you have. For example, a sightstealer provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.

Analysis[edit]

This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and biome, colonist skill, personal playstyle/goals, and difficulty.

The key criterion is what is most likely to affect your survivability right now. For example, for a New Tribe ice sheet colony, that may be getting Complex clothing for parkas to let you function outside for extended periods.

Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing Flak armor and Gas operation a solid option as not only will they give you equipment that can carry you into the end game, the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - Smithing unlocks maces for good early melee, Machining gives you frag grenades to dominate melee threats etc.

Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression.

This may look something like this:

  1. One of:[1]
  2. Microelectronics [2]
  3. Multi-analyzer [3]
  4. Fabrication [3]

Notes:

1 You'll want some better source of power. Solar generators are easy to use, and with batteries, are a consistent source of power. Watermill generators can only be used if a river (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar.
In theory, geothermal generators provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on wind turbines or wood-fired generators initially.
2 Microelectronics gives access to hi-tech research bench, which makes research 33% faster. It also gives access to the comms console, an easy source for tradable items, and EMP grenades, which are very powerful against mechanoids.
3 A multi-analyzer boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's fabrication bench yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own components.

Gallery[edit]

All research projects in the base game

Version history[edit]