Difference between revisions of "Research"
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'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built. | '''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. | ||
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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. | 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. | ||
− | 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. | + | 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. |
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: | 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 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. | + | * 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. | Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s 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. | 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. | ||
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{{Research Points Table|2500}} | {{Research Points Table|2500}} | ||
− | ==Research Projects== | + | == Research Projects == |
− | + | === Neolithic Research Projects === | |
− | ===Neolithic Research Projects=== | ||
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate. | 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}} | ||
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! Required Research | ! Required Research | ||
! Required Research Bench & Addon | ! Required Research Bench & Addon | ||
+ | ! width="250px" | Unlocks | ||
|- id="Psychoid brewing" | |- id="Psychoid brewing" | ||
! Psychoid brewing | ! Psychoid brewing | ||
− | | Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove. | + | | Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove. |
| 500 | | 500 | ||
| 500 | | 500 | ||
− | | 500 {{ | + | | 500 {{Ref label|Tribal Start|A}} |
| None | | None | ||
| Simple | | 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" | |- id="Tree sowing" | ||
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| 1000 | | 1000 | ||
| 1000 | | 1000 | ||
− | | 1000 {{ | + | | 1000 {{Ref label|Tribal Start|A}} |
| None | | None | ||
| Simple | | 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" | |- id="Beer brewing" | ||
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| None | | None | ||
| Simple | | 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" | |- id="Passive cooler" | ||
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| 400 | | 400 | ||
| 400 | | 400 | ||
− | | 400 {{ | + | | 400 {{Ref label|Tribal Start|A}} |
| None | | None | ||
| Simple | | 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" | |- id="Cocoa" | ||
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| [[#Tree sowing|Tree sowing]] | | [[#Tree sowing|Tree sowing]] | ||
| Simple | | 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" | |- id="Devilstrand" | ||
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| None | | 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" | |- id="Pemmican" | ||
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| 500 | | 500 | ||
| 500 | | 500 | ||
− | | 500 {{ | + | | 500 {{Ref label|Tribal Start|A}} |
| None | | None | ||
| Simple | | 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" | |- id="Recurve bow" | ||
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| 400 | | 400 | ||
| 400 | | 400 | ||
− | | 400 {{ | + | | 400 {{Ref label|Tribal Start|A}} |
| None | | None | ||
| Simple | | 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=== | + | === 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. | 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}} | {| {{STDT| sortable c_07 text-center}} | ||
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! Required Research | ! Required Research | ||
! Required Research Bench & Addon | ! Required Research Bench & Addon | ||
+ | ! width="250px" | Unlocks | ||
|- id="Complex clothing" | |- id="Complex clothing" | ||
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| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s. | | Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s. | ||
| 600 | | 600 | ||
− | | 600 {{ | + | | 600 {{Ref label|Classic Start|B}} |
| 900 | | 900 | ||
| None | | None | ||
| Simple | | 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" | |- id="Complex furniture" | ||
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| 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. | | 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 | ||
− | | 300 {{ | + | | 300 {{Ref label|Classic Start|B}} |
| 450 | | 450 | ||
| None | | None | ||
| Simple | | 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" | |- id="Carpet making" | ||
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| None | | 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" | |- id="Smithing" | ||
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| None | | None | ||
| Simple | | 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" | |- id="Stonecutting" | ||
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| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways. | | Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways. | ||
| 300 | | 300 | ||
− | | 300 {{ | + | | 300 {{Ref label|Classic Start|B}} |
| 450 | | 450 | ||
| None | | None | ||
| Simple | | 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" | |- id="Long blades" | ||
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| [[#Smithing|Smithing]] | | [[#Smithing|Smithing]] | ||
| Simple | | 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" | |- id="Plate armor" | ||
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| 600 | | 600 | ||
| 900 | | 900 | ||
− | | [[#Smithing|Smithing]]</ | + | | [[#Smithing|Smithing]]<br/>[[#Complex clothing|Complex clothing]] |
| Simple | | 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" | |- id="Greatbow" | ||
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| [[#Recurve bow|Recurve bow]] | | [[#Recurve bow|Recurve bow]] | ||
| Simple | | 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" | |- id="Noble apparel" | ||
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| [[#Complex clothing|Complex clothing]] | | [[#Complex clothing|Complex clothing]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Royal apparel" | ||
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| 400 | | 400 | ||
| 600 | | 600 | ||
− | | [[#Noble apparel|Noble apparel]]<br />[[#Smithing|Smithing]] {{ | + | | [[#Noble apparel|Noble apparel]]<br/>[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}} |
| Simple | | Simple | ||
+ | | 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" | |- id="Harp" | ||
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| [[#Complex furniture|Complex furniture]] | | [[#Complex furniture|Complex furniture]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Harpsichord" | ||
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| 500 | | 500 | ||
| 750 | | 750 | ||
− | | [[#Harp|Harp]]</ | + | | [[#Harp|Harp]]<br/>[[#Smithing|Smithing]] |
| Simple | | Simple | ||
+ | | 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=== | + | === 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. | 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}} | {| {{STDT| sortable c_07 text-center}} | ||
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! Required Research | ! Required Research | ||
! Required Research Bench & Addon | ! Required Research Bench & Addon | ||
+ | ! width="250px" | Unlocks | ||
|- id="Drug production" | |- id="Drug production" | ||
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| None | | None | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Psychite refining" | ||
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| [[#Drug production|Drug production]] | | [[#Drug production|Drug production]] | ||
| Simple | | 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" | |- id="Wake-up production" | ||
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| [[#Drug production|Drug production]] | | [[#Drug production|Drug production]] | ||
| Simple | | 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" | |- id="Go-juice production" | ||
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| [[#Drug production|Drug production]] | | [[#Drug production|Drug production]] | ||
| Simple | | 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" | |- id="Penoxycyline production" | ||
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| [[#Drug production|Drug production]] | | [[#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" | |- id="Electricity" | ||
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| Harness the power of electricity for a hundred different tasks. | | Harness the power of electricity for a hundred different tasks. | ||
| 1600 | | 1600 | ||
− | | 1600 {{ | + | | 1600 {{Ref label|Classic Start|B}} |
| 3200 | | 3200 | ||
| None | | None | ||
| Simple | | 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" | |- id="Battery" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Biofuel refining" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Watermill generator" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Nutrient paste" | ||
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| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all. | | Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all. | ||
| 400 | | 400 | ||
− | | 400 {{ | + | | 400 {{Ref label|Classic Start|B}} |
| 800 | | 800 | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Solar panel" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Air conditioning" | ||
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| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods. | | Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods. | ||
| 500 | | 500 | ||
− | | 500 {{ | + | | 500 {{Ref label|Classic Start|B}} |
| 1000 | | 1000 | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Autodoor" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Hydroponics" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Tube television" | ||
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| 1000 | | 1000 | ||
| 2000 | | 2000 | ||
− | | [[#Electricity|Electricity]]</ | + | | [[#Electricity|Electricity]]<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}} |
| Simple | | Simple | ||
+ | | 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}} | ||
|- id="Packaged survival meal" | |- id="Packaged survival meal" | ||
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| [[#Nutrient paste|Nutrient paste]] | | [[#Nutrient paste|Nutrient paste]] | ||
| Simple | | 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" | |- id="Firefoam" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="IEDs" id="Ieds" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Geothermal power" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Sterile materials" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Advanced lights" | ||
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| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Machining" | ||
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| 1000 | | 1000 | ||
| 2000 | | 2000 | ||
− | | [[#Electricity|Electricity]]</ | + | | [[#Electricity|Electricity]]<br/>[[#Smithing|Smithing]] |
| Simple | | 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" | |- id="Smokepop packs" | ||
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| 300 | | 300 | ||
| 600 | | 600 | ||
− | | [[#Machining|Machining]]</ | + | | [[#Machining|Machining]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}} |
| Simple | | Simple | ||
+ | | 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" | |- id="Prosthetics" | ||
Line 464: | Line 508: | ||
| [[#Machining|Machining]] | | [[#Machining|Machining]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Gunsmithing" | ||
Line 473: | Line 518: | ||
| [[#Machining|Machining]] | | [[#Machining|Machining]] | ||
| Simple | | 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" | |- id="Flak armor" | ||
! Flak armor | ! Flak armor | ||
− | | Craft [[Flak jacket|clothing]] | + | | 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. |
| 1200 | | 1200 | ||
| 1200 | | 1200 | ||
| 2400 | | 2400 | ||
− | | [[#Machining|Machining]]</ | + | | [[#Machining|Machining]]<br/>[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}} |
| Simple | | Simple | ||
+ | | 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" | |- id="Mortars" | ||
Line 491: | Line 538: | ||
| [[#Gunsmithing|Gunsmithing]] | | [[#Gunsmithing|Gunsmithing]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Blowback operation" | ||
Line 500: | Line 548: | ||
| [[#Gunsmithing|Gunsmithing]] | | [[#Gunsmithing|Gunsmithing]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Gas operation" | ||
Line 509: | Line 558: | ||
| [[#Blowback operation|Blowback operation]] | | [[#Blowback operation|Blowback operation]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Gun turrets" | ||
Line 518: | Line 568: | ||
| [[#Blowback operation|Blowback operation]] | | [[#Blowback operation|Blowback operation]] | ||
| Simple | | Simple | ||
+ | | 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 turrets" | |- id="Foam turrets" | ||
Line 525: | Line 576: | ||
| 800 | | 800 | ||
| 1600 | | 1600 | ||
− | | [[#Gun turrets|Gun turrets]]<br>[[#Firefoam|Firefoam]] {{ | + | | [[#Gun turrets|Gun turrets]]<br/>[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}} |
| Simple | | Simple | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Foam turrets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
|- id="Microelectronics" | |- id="Microelectronics" | ||
! Microelectronics | ! Microelectronics | ||
− | | Work with complex microelectronics. | + | | Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]]. |
| 3000 | | 3000 | ||
| 3000 | | 3000 | ||
Line 536: | Line 588: | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Flatscreen television" | ||
Line 545: | Line 598: | ||
| [[#Microelectronics|Microelectronics]]<br/>[[#Tube television|Tube television]] | | [[#Microelectronics|Microelectronics]]<br/>[[#Tube television|Tube television]] | ||
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Moisture pump" | ||
Line 552: | Line 606: | ||
| 1200 | | 1200 | ||
| 2400 | | 2400 | ||
− | | [[#Microelectronics|Microelectronics]]<br>[[#Machining|Machining]] {{ | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Hospital bed" | ||
Line 561: | Line 616: | ||
| 1200 | | 1200 | ||
| 2400 | | 2400 | ||
− | | [[#Microelectronics|Microelectronics]]<br>[[#Sterile materials|Sterile materials]]{{ | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Deep drilling" | ||
Line 572: | Line 628: | ||
| [[#Microelectronics|Microelectronics]] | | [[#Microelectronics|Microelectronics]] | ||
| Hi-tech | | Hi-tech | ||
+ | | 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}} | ||
|- id="Ground-penetrating scanner" | |- id="Ground-penetrating scanner" | ||
Line 581: | Line 638: | ||
| [[#Deep drilling|Deep drilling]] | | [[#Deep drilling|Deep drilling]] | ||
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Transport pod" | ||
Line 588: | Line 646: | ||
| 1000 | | 1000 | ||
| 2000 | | 2000 | ||
− | | [[#Microelectronics|Microelectronics]]<br>[[#Biofuel refining|Biofuel refining]] {{ | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech | | Hi-tech | ||
+ | | 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}} | ||
|- id="Medicine production" | |- id="Medicine production" | ||
Line 597: | Line 656: | ||
| 1500 | | 1500 | ||
| 3000 | | 3000 | ||
− | | [[#Drug production|Drug production]]<br />[[#Microelectronics|Microelectronics]] | + | | [[#Drug production|Drug production]]<br/>[[#Microelectronics|Microelectronics]] |
| Hi-tech | | 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" | |- id="Long-range mineral scanner" | ||
Line 606: | Line 666: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Microelectronics|Microelectronics]]<br>[[#Machining|Machining]] {{ | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Shields" | ||
Line 615: | Line 676: | ||
| 1000 | | 1000 | ||
| 2000 | | 2000 | ||
− | | [[#Microelectronics|Microelectronics]]<br>[[#Complex clothing|Complex clothing]] {{ | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Precision rifling" | ||
Line 624: | Line 686: | ||
| 1400 | | 1400 | ||
| 2800 | | 2800 | ||
− | | [[#Microelectronics|Microelectronics]]<br />[[#Gas operation|Gas operation]] | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Gas operation|Gas operation]] |
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Autocannon turret" | ||
Line 633: | Line 696: | ||
| 1600 | | 1600 | ||
| 3200 | | 3200 | ||
− | | [[#Microelectronics|Microelectronics]]<br />[[#Gun turrets|Gun turrets]]<br />[[#Gas operation|Gas operation]] | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Gun turrets|Gun turrets]]<br/>[[#Gas operation|Gas operation]] |
| Hi-tech | | 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" | |- id="Multibarrel weapons" | ||
Line 642: | Line 706: | ||
| 2600 | | 2600 | ||
| 5200 | | 5200 | ||
− | | [[#Microelectronics|Microelectronics]]<br />[[#Gas operation|Gas operation]] | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Gas operation|Gas operation]] |
| Hi-tech | | 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" | |- id="Multi-analyzer" | ||
Line 651: | Line 716: | ||
| 4000 | | 4000 | ||
| 8000 | | 8000 | ||
− | | [[#Microelectronics|Microelectronics]]<br>[[#Machining|Machining]] {{ | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech | | 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" | |- id="Vitals monitor" | ||
Line 660: | Line 726: | ||
| 2500 | | 2500 | ||
| 5000 | | 5000 | ||
− | | [[#Multi-analyzer|Multi-analyzer]]<br />[[#Hospital bed|Hospital bed]] | + | | [[#Multi-analyzer|Multi-analyzer]]<br/>[[#Hospital bed|Hospital bed]] |
| Hi-tech (Multi-analyzer) | | 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" | |- id="Fabrication" | ||
Line 671: | Line 738: | ||
| [[#Multi-analyzer|Multi-analyzer]] | | [[#Multi-analyzer|Multi-analyzer]] | ||
| Hi-tech (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" | |- id="Advanced fabrication" | ||
Line 680: | Line 748: | ||
| [[#Multi-analyzer|Multi-analyzer]] | | [[#Multi-analyzer|Multi-analyzer]] | ||
| Hi-tech (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" | |- id="Uranium slug turret" | ||
Line 687: | Line 756: | ||
| 3000 | | 3000 | ||
| 6000 | | 6000 | ||
− | |[[#Multi-analyzer|Multi-analyzer]]<br />[[#Autocannon turret|Autocannon turret]] {{ | + | |[[#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) | | 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" | |- id="Rocketswarm launcher" | ||
Line 696: | Line 766: | ||
| 3000 | | 3000 | ||
| 6000 | | 6000 | ||
− | |[[#Multi-analyzer|Multi-analyzer]]<br />[[#Autocannon turret|Autocannon turret]] {{ | + | |[[#Multi-analyzer|Multi-analyzer]]<br/>[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech (Multi-analyzer) | | 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" | |- id="Piano" | ||
Line 707: | Line 778: | ||
| [[#Harpsichord|Harpsichord]] | | [[#Harpsichord|Harpsichord]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Jump packs" | ||
Line 714: | Line 786: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Microelectronics|Microelectronics]]<br />[[#Machining|Machining]] {{ | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech<br />1x Jump packs [[Techprint]] | + | | Hi-tech<br/>1x Jump packs [[Techprint]] |
+ | | 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}} | ||
|- id="Gunlink" | |- id="Gunlink" | ||
Line 725: | Line 798: | ||
| [[#Fabrication|Fabrication]] | | [[#Fabrication|Fabrication]] | ||
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Biosculpting" | ||
− | ! Biosculpting{{IdeologyIcon}} | + | ! Biosculpting {{IdeologyIcon}} |
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]]. | | Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]]. | ||
| 1500 | | 1500 | ||
Line 734: | Line 808: | ||
| [[#Microelectronics|Microelectronics]] | | [[#Microelectronics|Microelectronics]] | ||
| Hi-tech | | 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}} | ||
|- id="Bioregeneration" | |- id="Bioregeneration" | ||
− | ! Bioregeneration{{IdeologyIcon}} | + | ! Bioregeneration {{IdeologyIcon}} |
| 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. | | 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. | ||
| 4000 | | 4000 | ||
| 4000 | | 4000 | ||
| 8000 | | 8000 | ||
− | | [[#Multi-analyzer|Multi-analyzer]]<br />[[#Biosculpting|Biosculpting]] | + | | [[#Multi-analyzer|Multi-analyzer]]<br/>[[#Biosculpting|Biosculpting]] |
| Hi-tech | | 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" | |- id="Neural supercharger" | ||
− | ! Neural supercharger{{IdeologyIcon}} | + | ! Neural supercharger {{IdeologyIcon}} |
| 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. | | 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 | ||
Line 752: | Line 828: | ||
| [[#Microelectronics|Microelectronics]] | | [[#Microelectronics|Microelectronics]] | ||
| Hi-tech | | Hi-tech | ||
+ | | 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" | |- id="Toxifier generator" | ||
− | ! Toxifier generator{{BiotechIcon}} | + | ! Toxifier generator {{BiotechIcon}} |
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves. | | Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves. | ||
| 500 | | 500 | ||
Line 761: | Line 838: | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Xenogenetics" | ||
− | ! Xenogenetics{{BiotechIcon}} | + | ! Xenogenetics {{BiotechIcon}} |
| 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. | | 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. | ||
| 1000 | | 1000 | ||
Line 770: | Line 848: | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | 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" | |- id="Gene processor" | ||
− | ! Gene processor{{BiotechIcon}} | + | ! Gene processor {{BiotechIcon}} |
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity. | | Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity. | ||
| 1500 | | 1500 | ||
| 1500 | | 1500 | ||
| 3000 | | 3000 | ||
− | | [[#Xenogenetics|Xenogenetics]]<br>[[#Microelectronics|Microelectronics]] | + | | [[#Xenogenetics|Xenogenetics]]<br/>[[#Microelectronics|Microelectronics]] |
| Hi-tech | | 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" | |- id="Archogenetics" | ||
− | ! Archogenetics{{BiotechIcon}} | + | ! 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. | | 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 | ||
| 2500 | | 2500 | ||
| 5000 | | 5000 | ||
− | | [[#Fabrication|Fabrication]]<br>[[#Gene Processor|Gene Processor]] | + | | [[#Fabrication|Fabrication]]<br/>[[#Gene Processor|Gene Processor]] |
− | | Hi-tech (Multi-analyzer) | + | | 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" | |- id="Deathrest" | ||
− | ! Deathrest{{BiotechIcon}} | + | ! 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. | | 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 | ||
Line 797: | Line 878: | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Fertility procedures" | ||
− | ! Fertility procedures{{BiotechIcon}} | + | ! Fertility procedures {{BiotechIcon}} |
| 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. | | 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 | ||
Line 806: | Line 888: | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Tox gas" | ||
− | ! Tox gas{{BiotechIcon}} | + | ! Tox gas {{BiotechIcon}} |
| Produce weapons that utilize caustic [[tox gas]]. | | Produce weapons that utilize caustic [[tox gas]]. | ||
| 600 | | 600 | ||
Line 815: | Line 898: | ||
| [[#Machining|Machining]] | | [[#Machining|Machining]] | ||
| Simple | | Simple | ||
+ | | 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" | |- id="Basic mechtech" | ||
− | ! Basic mechtech{{BiotechIcon}} | + | ! Basic mechtech {{BiotechIcon}} |
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids. | | The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids. | ||
| 200 | | 200 | ||
Line 824: | Line 908: | ||
| [[#Electricity|Electricity]] | | [[#Electricity|Electricity]] | ||
| Simple (Mechanitor) | | 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" | |- id="Standard mechtech" | ||
− | ! Standard mechtech{{BiotechIcon}} | + | ! Standard mechtech {{BiotechIcon}} |
| 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. | | 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 | ||
Line 833: | Line 917: | ||
| 2000 | | 2000 | ||
| [[#Basic mechtech|Basic mechtech]] | | [[#Basic mechtech|Basic mechtech]] | ||
− | | Simple (Mechanitor)<br>1x [[Signal chip]] | + | | 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" | |- id="High mechtech" | ||
− | ! High mechtech{{BiotechIcon}} | + | ! 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. | | 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 | ||
| 3000 | | 3000 | ||
| 6000 | | 6000 | ||
− | | [[#Standard mechtech|Standard mechtech]]<br>[[#Multi-analyzer|Multi-analyzer]] | + | | [[#Standard mechtech|Standard mechtech]]<br/>[[#Multi-analyzer|Multi-analyzer]] |
− | | Hi-tech (Multi-analyzer)<br>1x [[Powerfocus chip]] | + | | Hi-tech (Multi-analyzer)<br/>1x [[Powerfocus chip]] |
+ | | 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" | |- id="Wastepack atomizer" | ||
− | ! Wastepack atomizer{{BiotechIcon}} | + | ! Wastepack atomizer {{BiotechIcon}} |
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level. | | Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level. | ||
| 5000 | | 5000 | ||
Line 851: | Line 937: | ||
| 10000 | | 10000 | ||
| [[#Advanced fabrication|Advanced fabrication]] | | [[#Advanced fabrication|Advanced fabrication]] | ||
− | | Simple<br>1x [[Nano structuring chip]] | + | | 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}} | ||
|} | |} | ||
− | :{{ | + | :{{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=== | + | === Spacer Research Projects === |
{| {{STDT| sortable c_07 text-center}} | {| {{STDT| sortable c_07 text-center}} | ||
! Name | ! Name | ||
Line 866: | Line 953: | ||
! Required Research | ! Required Research | ||
! Required Research Bench & Addon | ! Required Research Bench & Addon | ||
+ | ! width="250px" | Unlocks | ||
|- id="Cryptosleep caskets" | |- id="Cryptosleep caskets" | ||
Line 875: | Line 963: | ||
| [[#Multi-analyzer|Multi-analyzer]] | | [[#Multi-analyzer|Multi-analyzer]] | ||
| Hi-tech (Multi-analyzer) | | Hi-tech (Multi-analyzer) | ||
+ | | style="text-align:left;" | {{#ask: [[Required Research::Cryptosleep caskets]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}} | ||
|- id="Recon armor" | |- id="Recon armor" | ||
Line 882: | Line 971: | ||
| 6000 | | 6000 | ||
| 12000 | | 12000 | ||
− | | [[#Fabrication|Fabrication]] <br /> [[#Complex clothing|Complex clothing]] {{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech (Multi-analyzer) | | 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" | |- id="Marine armor" | ||
Line 891: | Line 981: | ||
| 6000 | | 6000 | ||
| 12000 | | 12000 | ||
− | | [[#Recon armor|Recon armor]] <br /> [[#Complex clothing|Complex clothing]] {{ | + | | [[#Recon armor|Recon armor]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech (Multi-analyzer) | | 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" | |- id="Pulse charged munitions" | ||
Line 900: | Line 991: | ||
| 3000 | | 3000 | ||
| 6000 | | 6000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Precision rifling|Precision rifling]] {{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech (Multi-analyzer) | | Hi-tech (Multi-analyzer) | ||
+ | | 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}} | ||
|- id="Bionic replacements" | |- id="Bionic replacements" | ||
Line 909: | Line 1,001: | ||
| 2000 | | 2000 | ||
| 4000? | | 4000? | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]]{{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
| Hi-tech (Multi-analyzer) | | 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" | |- id="Starflight basics" | ||
Line 920: | Line 1,013: | ||
| [[#Advanced fabrication|Advanced fabrication]] | | [[#Advanced fabrication|Advanced fabrication]] | ||
| Hi-tech (Multi-analyzer) | | 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" | |- id="Starflight sensors" | ||
Line 927: | Line 1,021: | ||
| 4000 | | 4000 | ||
| 8000 | | 8000 | ||
− | | [[#Starflight basics|Starflight basics]]<br />[[#Long-range mineral scanner|Long-range mineral scanner]] | + | | [[#Starflight basics|Starflight basics]]<br/>[[#Long-range mineral scanner|Long-range mineral scanner]] |
| Hi-tech (Multi-analyzer) | | Hi-tech (Multi-analyzer) | ||
+ | | 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}} | ||
|- id="Vacuum cryptosleep casket" | |- id="Vacuum cryptosleep casket" | ||
Line 936: | Line 1,031: | ||
| 2800 | | 2800 | ||
| 5600 | | 5600 | ||
− | | [[#Starflight basics|Starflight basics]]<br />[[#Cryptosleep casket|Cryptosleep casket]] | + | | [[#Starflight basics|Starflight basics]]<br/>[[#Cryptosleep casket|Cryptosleep casket]] |
| Hi-tech (Multi-analyzer) | | Hi-tech (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}} | ||
|- id="Starship reactor" | |- id="Starship reactor" | ||
Line 947: | Line 1,043: | ||
| [[#Starflight basics|Starflight basics]] | | [[#Starflight basics|Starflight basics]] | ||
| Hi-tech (Multi-analyzer) | | Hi-tech (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" | |- id="Johnson-Tanaka drive" | ||
Line 956: | Line 1,053: | ||
| [[#Starflight basics|Starflight basics]] | | [[#Starflight basics|Starflight basics]] | ||
| Hi-tech (Multi-analyzer) | | Hi-tech (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" | |- id="Machine persuasion" | ||
Line 965: | Line 1,063: | ||
| [[#Starflight basics|Starflight basics]] | | [[#Starflight basics|Starflight basics]] | ||
| Hi-tech (Multi-analyzer) | | Hi-tech (Multi-analyzer) | ||
+ | | 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}} | ||
|- id="Cataphract armor" | |- id="Cataphract armor" | ||
Line 973: | Line 1,072: | ||
| 12000 | | 12000 | ||
| [[#Marine armor|Marine armor]] | | [[#Marine armor|Marine armor]] | ||
− | | Hi-tech (Multi-analyzer) <br />2x Cataphract Armor [[Techprint]] | + | | 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" | |- id="Brain wiring" | ||
Line 981: | Line 1,081: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Microelectronics|Microelectronics]] | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech <br /> 1x Brain Wiring [[Techprint]] | + | | 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" | |- id="Specialized limbs" | ||
Line 990: | Line 1,091: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Microelectronics|Microelectronics]] <br /> [[#Prosthetics|Prosthetics]] | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]] |
− | | Hi-tech<br /> 1x Specialized Limbs [[Techprint]] | + | | 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" | |- id="Compact weaponry" | ||
Line 999: | Line 1,101: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Microelectronics|Microelectronics]] <br /> [[#Prosthetics|Prosthetics]] | + | | [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]] |
− | | Hi-tech<br /> 1x Compact Weaponry [[Techprint]] | + | | 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" | |- id="Poison synthesis" | ||
Line 1,009: | Line 1,112: | ||
| 4000 | | 4000 | ||
| [[#Compact weaponry|Compact weaponry]] | | [[#Compact weaponry|Compact weaponry]] | ||
− | | Hi-tech<br /> 1x Poison Synthesis [[Techprint]] | + | | 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" | |- id="Toxin filtration" | ||
Line 1,017: | Line 1,121: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]</ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
| Simple | | 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" | |- id="Growth vats" | ||
Line 1,028: | Line 1,133: | ||
| [[#Microelectronics|Microelectronics]] | | [[#Microelectronics|Microelectronics]] | ||
| Hi-tech | | Hi-tech | ||
+ | | 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=== | + | === Ultra Research Projects === |
{| {{STDT| sortable c_07 text-center}} | {| {{STDT| sortable c_07 text-center}} | ||
! Name | ! Name | ||
Line 1,042: | Line 1,148: | ||
! Required Research | ! Required Research | ||
! Required Research Bench & Addon | ! Required Research Bench & Addon | ||
+ | ! width="250px" | Unlocks | ||
|- id="Artificial metabolism" | |- id="Artificial metabolism" | ||
Line 1,049: | Line 1,156: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]] {{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech (Multi-analyzer)<br />1x Artificial Metabolism [[Techprint]] | + | | 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" | |- id="Neural computation" | ||
Line 1,058: | Line 1,166: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]]{{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech (Multi-analyzer)<br />1x Neural Computation [[Techprint]] | + | | 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" | |- id="Skin hardening" | ||
Line 1,067: | Line 1,176: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]]{{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech (Multi-analyzer)<br />1x Skin Hardening [[Techprint]] | + | | 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" | |- id="Healing factors" | ||
Line 1,076: | Line 1,186: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]]{{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech (Multi-analyzer)<br />1x Healing Factors [[Techprint] | + | | 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" | |- id="Flesh shaping" | ||
! Flesh shaping {{RoyaltyIcon}} | ! Flesh shaping {{RoyaltyIcon}} | ||
− | | Craft bionics which induce the reshaping of natural flesh, usually for the purposes of [[aesthetic shaper|aesthetic]] | + | | 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 | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]]{{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech (Multi-analyzer)<br />1x Flesh Shaping [[Techprint]] | + | | 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" | |- id="Molecular analysis" | ||
Line 1,094: | Line 1,206: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]]{{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech (Multi-analyzer)<br />1x Molecular Analysis [[Techprint]] | + | | 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" | |- id="Circadian influence" | ||
Line 1,103: | Line 1,216: | ||
| 2000 | | 2000 | ||
| 4000 | | 4000 | ||
− | | [[#Fabrication|Fabrication]]<br />[[#Prosthetics|Prosthetics]]{{ | + | | [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}} |
− | | Hi-tech (Multi-analyzer)<br />1x Circadian Influence [[Techprint]] | + | | 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" | |- id="Ultra mechtech" | ||
− | ! Ultra mechtech{{BiotechIcon}} | + | ! Ultra mechtech {{BiotechIcon}} |
| 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. | | 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 | ||
| 5000 | | 5000 | ||
| 10000 | | 10000 | ||
− | | [[#High mechtech|High mechtech]]<br>[[#Fabrication|Fabrication]] | + | | [[#High mechtech|High mechtech]]<br/>[[#Fabrication|Fabrication]] |
− | | Hi-tech (Multi-analyzer)<br>1x [[Nano structuring chip]] | + | | Hi-tech (Multi-analyzer)<br/>1x [[Nano structuring chip]] |
+ | | 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}} | ||
|} | |} | ||
− | :{{ | + | :{{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. |
== Analysis == | == Analysis == | ||
Line 1,124: | Line 1,239: | ||
=== Industrial start === | === Industrial start === | ||
The suggested research path for Industrials (i.e. a "Crashlanded" start) is: | The suggested research path for Industrials (i.e. a "Crashlanded" start) is: | ||
− | # One of:{{ | + | # One of:{{Ref label|Power|1}} |
#* [[Batteries]] and [[solar generator]]s | #* [[Batteries]] and [[solar generator]]s | ||
#* [[Watermill generator]]s | #* [[Watermill generator]]s | ||
#* [[Geothermal generator]] | #* [[Geothermal generator]] | ||
− | # [[Research#Microelectronics|Microelectronics]]{{ | + | # [[Research#Microelectronics|Microelectronics]] {{Ref label|Micro|2}} |
− | # [[Multi-analyzer]]{{ | + | # [[Multi-analyzer]] {{Ref label|Multi|3}} |
− | # [[Fabrication bench|Fabrication]]{{ | + | # [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}} |
− | At any point, modern weapons{{ | + | At any point, modern weapons{{Ref label|Weapons|4}} (Smithing, Machining, Gunsmithing, etc.) should be researched, up to a certain level. You may want to research towards guns as soon as you finish power. The rest is up to you. |
'''Notes:''' | '''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. | :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. | ||
− | :{{ | + | :{{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. |
− | :{{ | + | :{{Note label|Weapons|4}} Defense. On a dangerous map, a quick detour to [[Research#Gunsmithing|Gunsmithing]] (for basic rifles/shotguns/revolvers) may be desirable as soon as possible. The ideal is to get to Gas Operation and/or Precision Rifling, and make guns unlocked from these research. The weapons given from the Crashlanded start, and any guns held by [[raider]]s, should suffice until then. |
=== Tribal start === | === Tribal start === | ||
For tribals (i.e. a "Lost Tribe" start), the research path should be ''something''* like: | For tribals (i.e. a "Lost Tribe" start), the research path should be ''something''* like: | ||
− | # [[Clothing|Complex Clothing]]{{ | + | # [[Clothing|Complex Clothing]] {{Ref label|Clothing|1}} |
− | # | + | # [[Furniture|Complex Furniture]] {{Ref label|Furniture|2}} |
# One or both of: | # One or both of: | ||
− | #* Stonecutting{{ | + | #* Stonecutting{{Ref label|Stone|3}} |
− | #* [[Fueled smithy|Smithing]]{{ | + | #* [[Fueled smithy|Smithing]] {{Ref label|Smithing|4}} |
Then the same as Industrial (above), but with Electricity prior to researching the rest. Air Conditioning is often a priority, too. | Then the same as Industrial (above), but with Electricity prior to researching the rest. Air Conditioning is often a priority, too. | ||
Line 1,152: | Line 1,267: | ||
'''Notes: ''' | '''Notes: ''' | ||
The exact order will vary depending on your priorities. This is a cautious, conservative approach. Some players will rush to Electricity. Many players fall in the middle, grabbing one or three key techs and ''then'' going straight to central air cooling. | The exact order will vary depending on your priorities. This is a cautious, conservative approach. Some players will rush to Electricity. Many players fall in the middle, grabbing one or three key techs and ''then'' going straight to central air cooling. | ||
− | :{{ | + | :{{Note label|Clothing|1}} Unless you landed in a ''very'' forgiving climate, you'll need protective clothing against the Summer/Winter weather while you march toward Electricity. |
− | :{{ | + | :{{Note label|Furniture|2}} Increases comfort of your colonists. [[Bed]]s, [[end table]]s and [[dresser]]s, [[dining chair]]s, and [[poker table]]s are very useful for mood and other general buffs. |
− | :{{ | + | :{{Note label|Stone|3}} Stone is a common and nonflammable material, great for [[wall]]s. On some maps, it's quite possible to live underground (if you can mine that much). You can also use the very limited stone from [[ruin]]s, and/or make every building from wood (until it burns down). |
− | :{{ | + | :{{Note label|Smithing|4}} Superior melee weapons. Smithing is also a prerequisite for Machining. |
=== Extreme starts === | === Extreme starts === | ||
Line 1,161: | Line 1,276: | ||
== Gallery == | == Gallery == | ||
− | [[File:Research tree core.png|thumb|center|All research projects in the base game]] | + | [[File:Research tree core.png|thumb|800px|center|All research projects in the base game]] |
− | |||
== Version history == | == Version history == | ||
Line 1,171: | Line 1,285: | ||
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]]. | * [[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/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -> [[#Machining|Machining]]. | ||
+ | |||
[[Category:Research]] | [[Category:Research]] |
Revision as of 12:33, 15 November 2023
|
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
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.
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
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:
- Simple research bench: ×0.75
- Hi-tech research bench: ×1.00
- Hi-tech research bench with Multi-analyzer: ×1.10
- Difficulty Factor is the multiplier from the chosen difficulty settings. The factors for the default difficulties are:
- Peaceful and Community Builder (Easy) - x1.2
- Adventure Story (Normal) and Strive to Survive (Rough) - x1
- Blood and Dust (Hard) - x0.95
- Losing is Fun (Extreme) - x0.9
Research Speed Per Level | Points Per 2,500 ticks (1 in-game hour) Per Difficulty | ||||
---|---|---|---|---|---|
Skill | Research Speed | Peaceful/Easy (x1.2) | Medium/Rough (x1) | Hard (x0.95) | Extreme (x0.9) |
0 | 8% | 1.98 | 1.65 | 1.568 | 1.485 |
1 | 19.5% | 4.826 | 4.022 | 3.821 | 3.62 |
2 | 31% | 7.673 | 6.394 | 6.074 | 5.754 |
3 | 42.5% | 10.519 | 8.766 | 8.327 | 7.889 |
4 | 54% | 13.365 | 11.138 | 10.581 | 10.024 |
5 | 65.5% | 16.211 | 13.509 | 12.834 | 12.158 |
6 | 77% | 19.058 | 15.881 | 15.087 | 14.293 |
7 | 88.5% | 21.904 | 18.253 | 17.34 | 16.428 |
8 | 100% | 24.75 | 20.625 | 19.594 | 18.563 |
9 | 111.5% | 27.596 | 22.997 | 21.847 | 20.697 |
10 | 123% | 30.443 | 25.369 | 24.1 | 22.832 |
11 | 134.5% | 33.289 | 27.741 | 26.354 | 24.967 |
12 | 146% | 36.135 | 30.113 | 28.607 | 27.101 |
13 | 157.5% | 38.981 | 32.484 | 30.86 | 29.236 |
14 | 169% | 41.828 | 34.856 | 33.113 | 31.371 |
15 | 180.5% | 44.674 | 37.228 | 35.367 | 33.505 |
16 | 192% | 47.52 | 39.6 | 37.62 | 35.64 |
17 | 203.5% | 50.366 | 41.972 | 39.873 | 37.775 |
18 | 215% | 53.213 | 44.344 | 42.127 | 39.909 |
19 | 226.5% | 56.059 | 46.716 | 44.38 | 42.044 |
20 | 238% | 58.905 | 49.088 | 46.633 | 44.179 |
Research Projects
Neolithic Research Projects
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | 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 | 400 [A] | None | Simple | |
Cocoa | Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too. | 1000 | 1000 | 1000 | Tree sowing | Simple | |
Devilstrand | Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, tear resistant plant fiber. | 800 | 800 | 800 | None | Simple | |
Pemmican | Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. | 500 | 500 | 500 [A] | None | Simple | |
Recurve bow | Build the recurve bow, an effective and inexpensive ranged weapon. | 400 | 400 | 400 [A] | None | Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Medieval Research Projects
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | 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 | Tailor noble-specific apparel like formal shirts and royal robes. | 400 | 400 | 600 | Complex clothing | Simple | |
Royal apparel | Tailor royal apparel of the highest tier, like royal robes and crowns. | 400 | 400 | 600 | Noble apparel Smithing [C] |
Simple | |
Harp | Craft the harp, a simple stationary musical instrument popular among nobility in some cultures. | 500 | 500 | 750 | Complex furniture | Simple | |
Harpsichord | Craft the Harpsichord, a complex stationary musical instrument. | 500 | 500 | 750 | Harp Smithing |
Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Industrial Research Projects
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | 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 | Change the color of standard electric lights, and reduce their power consumption by half. This does not affect sun lamps. | 300 | 300 | 600 | Electricity | Simple | |
Machining | Build machining tables to craft guns, grenades, flak armor, and to shred dead mechanoids for resources. | 1000 | 1000 | 2000 | Electricity Smithing |
Simple | |
Smokepop packs | Build smokepop packs which allow the wearer to deploy a defensive smokescreen. | 300 | 300 | 600 | Machining Complex clothing [C] |
Simple | |
Prosthetics | Build inexpensive prosthetic body parts to replace lost limbs. Requires a skilled doctor to attach. | 600 | 600 | 1200 | Machining | Simple | |
Gunsmithing | Craft simple manually operated guns like revolvers, pump shotguns, bolt-action rifles, and incendiary launchers. | 500 | 500 | 1000 | Machining | Simple | |
Flak armor | Craft clothing with metal armor sewn in to resist bullets and explosions. This weighty armor slows movement slightly. | 1200 | 1200 | 2400 | Machining Plate armor [C] |
Simple | |
Mortars | Build mortars which can lob mortar shells long distances - even over walls. | 2000 | 2000 | 4000 | Gunsmithing | Simple | |
Blowback operation | Craft low-power blowback-operated guns like autopistols and machine pistols. | 500 | 500 | 1000 | Gunsmithing | Simple | |
Gas operation | Craft high-power guns like chain shotguns, LMGs, and heavy SMGs. | 1000 | 1000 | 2000 | Blowback operation | Simple | |
Gun turrets | Produce simple automated gun turrets. | 500 | 500 | 1000 | Blowback operation | Simple | |
Foam turrets | 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 | Craft the piano, an advanced stationary musical instrument. | 2000 | 2000 | 4000 | Harpsichord | Simple | |
Jump packs | Build jump packs to perform aerial assaults during combat | 2000 | 2000 | 4000 | Microelectronics Machining [C] |
Hi-tech 1x Jump packs Techprint |
|
Gunlink | Build wearable gunlinks to enhance your soldiers' shooting accuracy. | 2000 | 2000 | 4000 | Fabrication | Hi-tech | |
Biosculpting | Construct Biosculpter pods which can perform various biological alterations to colonists. These are especially important to believers in transhumanism. | 1500 | 1500 | 3000 | Microelectronics | Hi-tech | |
Bioregeneration | Unlock the biosculpter pod's bioregeneration cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age. | 4000 | 4000 | 8000 | Multi-analyzer Biosculpting |
Hi-tech | |
Neural supercharger | Construct Neural supercharger devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice. | 1500 | 1500 | 3000 | Microelectronics | Hi-tech | |
Toxifier generator | Create toxifier generators which generate electricity, but also spread pollution around themselves. | 500 | 500 | 1000 | Electricity | Simple | |
Xenogenetics | Create xenogerms which can be implanted in a person to genetically modify them. Extract genepacks from living people using a gene extractor so you can reimplant their genes into someone else. | 1000 | 1000 | 2000 | Electricity | Simple | |
Gene processor | Build gene processors, which allow a gene assembler to create xenogerms of higher genetic complexity. | 1500 | 1500 | 3000 | Xenogenetics Microelectronics |
Hi-tech | |
Archogenetics | Allows a gene assembler to use archite capsules to create seemingly-impossible genes. Archite genes and archite capsules can be obtained from traders. | 2500 | 2500 | 5000 | Fabrication Gene Processor |
Hi-tech (Multi-analyzer) | |
Deathrest | Those with the deathrest gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple. | 1000 | 1000 | 2000 | Electricity | Simple | |
Fertility procedures | Perform the surgeries necessary to create a test tube embryo from a fertile man and woman, then implant the embryo in a surrogate mother or growth vat. Also, perform sterilization surgeries on men and women. | 1000 | 1000 | 2000 | Electricity | Simple | |
Tox gas | Produce weapons that utilize caustic tox gas. | 600 | 600 | 1200 | Machining | Simple | |
Basic mechtech | The technology needed for your mechanitor to create and control basic-tier mechanoids. | 200 | 200 | 400 | Electricity | Simple (Mechanitor) | |
Standard mechtech | The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a diabolus threat. | 1000 | 1000 | 2000 | Basic mechtech | Simple (Mechanitor) 1x Signal chip |
|
High mechtech | The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a war queen threat. | 3000 | 3000 | 6000 | Standard mechtech Multi-analyzer |
Hi-tech (Multi-analyzer) 1x Powerfocus chip |
|
Wastepack atomizer | Build wastepack atomizers which can safely dispose of toxic wastepacks by decomposing them at the molecular level. | 5000 | 5000 | 10000 | Advanced fabrication | Simple 1x Nano structuring chip |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Spacer Research Projects
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | Unlocks |
---|---|---|---|---|---|---|---|
Cryptosleep caskets | Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation. | 2000 | 2000 | 4000 | Multi-analyzer | Hi-tech (Multi-analyzer) | |
Recon armor | Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components. | 6000 | 6000 | 12000 | Fabrication Complex clothing [C] |
Hi-tech (Multi-analyzer) | |
Marine armor | Build marine armor. A general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components. | 6000 | 6000 | 12000 | Recon armor Complex clothing [C] |
Hi-tech (Multi-analyzer) | |
Pulse charged munitions | Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. | 3000 | 3000 | 6000 | Fabrication Precision rifling [C] |
Hi-tech (Multi-analyzer) | |
Bionic replacements | Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. | 2000 | 2000 | 4000? | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) | |
Starflight basics | Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system. | 4000 | 4000 | 8000 | Advanced fabrication | Hi-tech (Multi-analyzer) | |
Starflight sensors | Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance. | 4000 | 4000 | 8000 | Starflight basics Long-range mineral scanner |
Hi-tech (Multi-analyzer) | |
Vacuum cryptosleep casket | Construct hardened ship cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars. | 2800 | 2800 | 5600 | Starflight basics Cryptosleep casket |
Hi-tech (Multi-analyzer) | |
Starship reactor | Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) | |
Johnson-Tanaka drive | Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) | |
Machine persuasion | Build a reward-signal system to persuade an existing AI persona into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight. | 3000 | 3000 | 6000 | Starflight basics | Hi-tech (Multi-analyzer) | |
Cataphract armor | Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. | 6000 | 6000 | 12000 | Marine armor | Hi-tech (Multi-analyzer) 2x Cataphract Armor Techprint |
|
Brain wiring | Craft brain implants that induce or prevent blunt sensations like joy or pain. | 2000 | 2000 | 4000 | Microelectronics Prosthetics [C] |
Hi-tech 1x Brain Wiring Techprint |
|
Specialized limbs | Craft specialized bionic limbs built for specific purposes - both combat and labor. | 2000 | 2000 | 4000 | Microelectronics Prosthetics |
Hi-tech 1x Specialized Limbs Techprint |
|
Compact weaponry | Craft compact, concealable bionic weapons which can be embedded in various body parts. | 2000 | 2000 | 4000 | Microelectronics Prosthetics |
Hi-tech 1x Compact Weaponry Techprint |
|
Poison synthesis | Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks. | 2000 | 2000 | 4000 | Compact weaponry | Hi-tech 1x Poison Synthesis Techprint |
|
Toxin filtration | Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Simple | |
Growth vats | Construct growth vats which can gestate an embryo or accelerate a child's growth. | 500 | 500 | 1000 | Microelectronics | Hi-tech |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Ultra Research Projects
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon | Unlocks |
---|---|---|---|---|---|---|---|
Artificial metabolism | Craft bionics that process food more safely or efficiently than a biological stomach. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Artificial Metabolism Techprint |
|
Neural computation | Craft brain implants that assist thought and learning by use of a direct, shallow brain-computer interface. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Neural Computation Techprint |
|
Skin hardening | Craft bionic implants which induce the toughening of natural skin, producing an armor-like effect. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Skin Hardening Techprint |
|
Healing factors | Craft bionics that enhance natural healing processes. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Healing Factors [[Techprint] |
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Flesh shaping | Craft bionics which induce the reshaping of natural flesh, usually for the purposes of aesthetic enhancement or personal pleasure. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Flesh Shaping Techprint |
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Molecular analysis | Craft bionics with molecular analyzers for assisting the immune system or analyzing food. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Molecular Analysis Techprint |
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Circadian influence | Craft brain implants that chemically manipulate the circadian rhythm, reducing or altering the need to sleep. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] |
Hi-tech (Multi-analyzer) 1x Circadian Influence Techprint |
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Ultra mechtech | The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an apocriton threat. | 5000 | 5000 | 10000 | High mechtech Fabrication |
Hi-tech (Multi-analyzer) 1x Nano structuring chip |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
Analysis
This 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.
Industrial start
The suggested research path for Industrials (i.e. a "Crashlanded" start) is:
At any point, modern weapons[4] (Smithing, Machining, Gunsmithing, etc.) should be researched, up to a certain level. You may want to research towards guns as soon as you finish power. The rest is up to you.
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.
- 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.
- 4 Defense. On a dangerous map, a quick detour to Gunsmithing (for basic rifles/shotguns/revolvers) may be desirable as soon as possible. The ideal is to get to Gas Operation and/or Precision Rifling, and make guns unlocked from these research. The weapons given from the Crashlanded start, and any guns held by raiders, should suffice until then.
Tribal start
For tribals (i.e. a "Lost Tribe" start), the research path should be something* like:
- Complex Clothing [1]
- Complex Furniture [2]
- One or both of:
Then the same as Industrial (above), but with Electricity prior to researching the rest. Air Conditioning is often a priority, too.
Notes: The exact order will vary depending on your priorities. This is a cautious, conservative approach. Some players will rush to Electricity. Many players fall in the middle, grabbing one or three key techs and then going straight to central air cooling.
- 1 Unless you landed in a very forgiving climate, you'll need protective clothing against the Summer/Winter weather while you march toward Electricity.
- 2 Increases comfort of your colonists. Beds, end tables and dressers, dining chairs, and poker tables are very useful for mood and other general buffs.
- 3 Stone is a common and nonflammable material, great for walls. On some maps, it's quite possible to live underground (if you can mine that much). You can also use the very limited stone from ruins, and/or make every building from wood (until it burns down).
- 4 Superior melee weapons. Smithing is also a prerequisite for Machining.
Extreme starts
For hardcore 500% Randy runs, you may want to get to Greatbows. These are effectively cheap, low-wealth bolt-action rifles, which can take out early sieges and other threats you need to snipe. Then, you'll want to get to Machining, Gas Operation, and Mortars.
Gallery
Version history
- 0.3.410 - Stonecutter's table now requires research
- Beta 19/1.0 - Split "Hospital beds" into Sterile materials and Hospital beds research projects.
- 1.3.3101 - Bioregeneration research project added.
- 1.3.3200 - Brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis projects now require hi-tech research bench.
- 1.4.3523 - The Colored lights research reworked and renamed to Advanced lights.
- 1.4.3527 - Tox gas research prerequisite: Electricity -> Machining.