Difference between revisions of "Research"
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* [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research | * [[Version/0.3.410|0.3.410]] - [[Stonecutter's table]] now requires research | ||
* Beta 19/1.0 - Split hospital beds into "Sterile materials" and "Hospital beds" research projects | * Beta 19/1.0 - Split hospital beds into "Sterile materials" and "Hospital beds" research projects | ||
− | * [[Version/1.3.3101|1.3.3101]] - Bioregeneration research project | + | * [[Version/1.3.3101|1.3.3101]] - Bioregeneration research project added. |
+ | * [[Version/1.3.3200|1.3.3200]] - Brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis projects now require hi-tech research bench. | ||
[[Category:Research]] | [[Category:Research]] |
Revision as of 01:19, 2 December 2021
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Research is the primary method through which players can enhance and expand the abilities of their colony. Certain buildings require research in order to be built.
Once a player constructs a research bench, and selects a project from the list of available research topics, a researcher will work at the bench to generate research points. The rate at which points are generated depends on the researcher's skill level. Multiple research benches worked by researchers will further increase the speed at which points are generated.
Only one research project can be actively researched at a given time, regardless of the number of research facilities available. However, you can freely switch between research projects, even if another is already underway. The progress towards finishing the research project is retained.
Research difficulty is related to your faction's tech level. Researching techs above your level is harder. So if you're a tribe, researching electricity will be difficult, while industrial colonies will find mastering spaceflight harder.
Research is presented in a tech tree form, with earlier research placed to the left and later research more dependent on the earlier ones placed on the right. Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap.
Besides the main research tab, modders can add separate research tabs for their research projects, so any new research projects appear there instead.
The suggested research path for industrials is:
- 1. Battery, 2. Solar panels, 3. Microelectronics, 4. Multi-analyzer, 5. Fabrication, and 6. Advanced Fabrication. After this, weapons crafting should be researched, and the rest is up to you.
- For tribals, the research path should be the same, but with electricity prior to researching the battery.
- For hardcore 500% Randy runs, after finishing the battery and solar panel research, rush down machining and weapons to improve your weaponry before microelectronics.
- For tribal hardcore, researching recurve bows prior to electricity will help improve your odds of surviving.
Research Projects
Neolithic Research Projects
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Psychoid brewing | Prepare psychoid leaves into a mildly euphoria-inducing and addictive tea at the campfire or cooking stove. | 500 | 500 | 500 [A] | None | Simple |
Tree sowing | Sow the local biome's natural trees in your fields. | 1000 | 1000 | 1000 [A] | None | Simple |
Beer brewing | Allows you to build a brewery and fermenting vats to transform hops into tasty, tasty beer. | 400 | 400 | 400 | None | Simple |
Passive cooler | Make passive coolers, to cool indoor spaces without using electricity. | 400 | 400 | 400 [A] | None | Simple |
Cocoa | Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too. | 1000 | 1000 | 1000 | Tree sowing | Simple |
Devilstrand | Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, tear resistant plant fiber. | 800 | 800 | 800 | None | Simple |
Pemmican | Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. | 500 | 500 | 500 [A] | None | Simple |
Recurve bow | Build the recurve bow, an effective and inexpensive ranged weapon. | 400 | 400 | 400 [A] | None | Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is a hidden prerequisite.
Medieval Research Projects
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Complex clothing | Tailor complicated garments like pants, dusters, and cowboy hats. | 600 | 600 [B] | 900 | None | Simple |
Complex furniture | Build complex furniture like beds, end tables, dining chairs, armchairs, dressers, tool cabinets, billiard tables[sic], and poker tables, vents, sarcophagi, and more. | 300 | 300 [B] | 450 | None | Simple |
Carpet making | Weave beautiful carpets from cloth. | 800 | 800 | 1200 | None | Simple |
Smithing | Build smithies for crafting metal weapons and tools. Allows you to craft simple weapons like knives, gladii, and maces. Work metal into clean, beautiful floor tiles. | 700 | 700 | 1050 | None | Simple |
Stonecutting | Cut rock chunks into stone blocks for use in construction. Build beautiful stone tile floors or ugly concrete walkways. | 300 | 300 [B] | 450 | None | Simple |
Long blades | Craft longswords and spears. | 400 | 400 | 600 | Smithing | Simple |
Plate armor | Smith suits of plate armor from metal or wood. This heavy armor noticeably slows movement, but protects very effectively. | 600 | 600 | 900 | Smithing Complex clothing |
Simple |
Greatbow | Craft greatbows for killing enemies at great range. | 600 | 600 | 900 | Recurve bow | Simple |
Noble apparel | Tailor noble-specific apparel like formal shirts and royal robes. | 400 | 400 | 600 | Complex clothing | Simple |
Royal apparel | Tailor royal apparel of the highest tier, like royal robes and crowns. | 400 | 400 | 600 | Noble apparel Smithing [C] |
Simple |
Harp | Craft the harp, a simple stationary musical instrument popular among nobility in some cultures. | 500 | 500 | 750 | Complex furniture | Simple |
Harpsichord | Craft the Harpsichord, a complex stationary musical instrument. | 500 | 500 | 750 | Harp Smithing |
Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is a hidden prerequisite.
Industrial Research Projects
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost.
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Drug production | Build a drug lab for basic drug synthesis. Further research is required to make specific drugs. | 500 | 500 | 1000 | None | Simple |
Psychite refining | Refine psychoid leaves into flake and yayo, different forms of the euphoric drug psychite. | 400 | 400 | 800 | Drug production | Simple |
Wake-up production | Synthesize wake-up, a work performance-enhancing drug which replaces the need for sleep. | 600 | 600 | 1200 | Drug production | Simple |
Go-juice production | Produce go-juice, a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain. | 1000 | 1000 | 2000 | Drug production | Simple |
Penoxycyline production | Produce Penoxycyline a disease prevention drug which blocks plague, malaria, and more before they start. | 500 | 500 | 1000 | Drug production | Simple |
Electricity | Harness the power of electricity for a hundred different tasks. | 1600 | 1600 [B] | 3200 | None | Simple |
Battery | Build batteries for storing electricity. | 400 | 400 | 800 | Electricity | Simple |
Biofuel refining | Build Biofuel refineries to make chemfuel from biological matter like wood or foodstuffs. | 700 | 700 | 1400 | Electricity | Simple |
Watermill generator | Build watermill generators on rivers to generate a steady supply of power. | 700 | 700 | 1400 | Electricity | Simple |
Nutrient paste | Build nutrient paste dispensers which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all. | 400 | 400 [B] | 800 | Electricity | Simple |
Solar panel | Build solar panels for electrical generation. | 600 | 600 | 1200 | Electricity | Simple |
Air conditioning | Build coolers to make people comfortable in hot weather or to construct freezers for storing perishable goods. | 500 | 500 [B] | 1000 | Electricity | Simple |
Autodoor | Build autodoors which automatically open when someone approaches without slowing anyone down. | 600 | 600 | 1200 | Electricity | Simple |
Hydroponics | Build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside. | 700 | 700 | 1400 | Electricity | Simple |
Tube television | Produce tube televisions for recreational watching. | 1000 | 1000 | 2000 | Electricity Complex furniture[C] |
Simple |
Packaged survival meal | Produce packaged survival meals, which never go bad. Great for traveling. | 500 | 500 | 1000 | Nutrient paste | Simple |
Firefoam | Construct firefoam poppers, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames. | 600 | 600 | 1200 | Electricity | Simple |
IEDs | Build improvised traps from any kind of mortar shell. | 500 | 500 | 1000 | Electricity | Simple |
Geothermal power | Build geothermal power plants on top of steam geysers, for uninterrupted power. | 3200 | 3200 | 6400 | Electricity | Simple |
Sterile materials | Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking. | 600 | 600 | 1200 | Electricity | Simple |
Colored lights | Construct colored lights for decorative purposes. Cosmetic only. | 300 | 300 | 600 | Electricity | Simple |
Machining | Build machining tables to craft guns, grenades, flak armor, and to shred dead mechanoids for resources. | 1000 | 1000 | 2000 | Electricity Smithing |
Simple |
Smokepop packs | Build smokepop packs which allow the wearer to deploy a defensive smokescreen. | 300 | 300 | 600 | Machining Complex clothing[C] |
Simple |
Prosthetics | Build inexpensive prosthetic body parts to replace lost limbs. Requires a skilled doctor to attach. | 600 | 600 | 1200 | Machining | Simple |
Gunsmithing | Craft simple manually operated guns like revolvers, pump shotguns, bolt-action rifles, and incendiary launchers. | 500 | 500 | 1000 | Machining | Simple |
Flak armor | Craft clothing with metal armor sewn in to resist bullets and explosions. This weighty armor slows movement slightly. | 1200 | 1200 | 2400 | Machining Plate armor [C] |
Simple |
Mortars | Build mortars which can lob mortar shells long distances - even over walls. | 2000 | 2000 | 4000 | Gunsmithing | Simple |
Blowback operation | Craft low-power blowback-operated guns like autopistols and machine pistols. | 500 | 500 | 1000 | Gunsmithing | Simple |
Gas operation | Craft high-power guns like chain shotguns, LMGs, and heavy SMGs. | 1000 | 1000 | 2000 | Blowback operation | Simple |
Gun turrets | Produce simple automated gun turrets. | 500 | 500 | 1000 | Blowback operation | Simple
|
Microelectronics | Work with complex microelectronics. This unlocks the Hi-tech research bench and comms console. | 3000 | 3000 | 6000 | Electricity | Simple |
Flatscreen television | Produce high-resolution flatscreen televisions for greater enjoyment. | 2000 | 2000 | 4000 | Microelectronics Tube television |
Hi-tech |
Moisture pump | Construct moisture pumps, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand. | 1200 | 1200 | 2400 | Microelectronics Machining [C] |
Hi-tech |
Hospital bed | Construct hospital beds which improve medical outcomes. | 1200 | 1200 | 2400 | Microelectronics Sterile materials[C] Complex furniture[C] |
Hi-tech |
Deep drilling | Build deep drills for extracting resources from deep underground. You'll need a ground-penetrating scanner to find the resources. | 4000 | 4000 | 8000 | Microelectronics | Hi-tech |
Ground-penetrating scanner | Build ground-penetrating scanners that can detect drillable resources deep under the surface. Requires an advanced component to construct. | 1000 | 1000 | 2000 | Deep drilling | Hi-tech |
Transport pod | Construct launchable transport pods that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more. | 1000 | 1000 | 2000 | Microelectronics Biofuel refining [C] Machining [C] |
Hi-tech |
Medicine production | Produce standard industrial-tech medicine by combining herbal medicine, neutroamine, and cloth. | 1500 | 1500 | 3000 | Drug production Microelectronics |
Hi-tech |
Long-range mineral scanner | Construct long-range mineral scanners your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct. | 2000 | 2000 | 4000 | Microelectronics Machining [C] |
Hi-tech |
Shields | Build wearable shield gear. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary. | 1000 | 1000 | 2000 | Microelectronics Complex clothing [C] |
Hi-tech |
Precision rifling | Craft precisely-machined guns like assault rifles and sniper rifles. | 1400 | 1400 | 2800 | Microelectronics Gas operation |
Hi-tech |
Autocannon turret | Produce the heavy, long-ranged autocannon turret. | 1600 | 1600 | 3200 | Microelectronics Gun turrets Gas operation |
Hi-tech |
Multibarrel weapons | Assemble miniguns. | 2600 | 2600 | 5200 | Microelectronics Gas operation |
Hi-tech |
Multi-analyzer | Build multi-analyzers which increase research speed, and allow higher level research projects. | 4000 | 4000 | 8000 | Microelectronics Machining [C] |
Hi-tech |
Vitals monitor | Builds vitals monitors which improve medical outcomes when placed next to hospital beds. | 2500 | 2500 | 5000 | Multi-analyzer Hospital bed |
Hi-tech (Multi-analyzer) |
Fabrication | Build fabrication benches, capable of high-tech projects ranging from component assembly to power armor construction. | 4000 | 4000 | 8000 | Multi-analyzer | Hi-tech (Multi-analyzer) |
Advanced fabrication | Fabricate advanced components from standard components and other materials. | 4000 | 4000 | 8000 | Multi-analyzer | Hi-tech (Multi-analyzer) |
Uranium slug turret | Produce the armor-penetrating uranium slug turret. It fires uranium slugs which tear though plasteel like paper, but it's less effective at close range. | 3000 | 3000 | 6000 | Multi-analyzer Autocannon turret [C] Precision rifling [C] |
Hi-tech (Multi-analyzer) |
Piano | Craft the piano, an advanced stationary musical instrument. | 2000 | 2000 | 4000 | Harpsichord | Simple |
Jump packs | Build jump packs to perform aerial assaults during combat | 2000 | 2000 | 4000 | Microelectronics Machining [C] |
Hi-tech 1x 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 | Simple |
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 | Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is a hidden prerequisite.
Spacer Research Projects
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Cryptosleep caskets | Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation. | 2000 | 2000 | 4000 | Multi-analyzer | Hi-tech (Multi-analyzer) |
Recon armor | Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components. | 6000 | 6000 | 12000 | Fabrication Complex clothing [C] |
Hi-tech (Multi-analyzer) |
Marine armor | Build marine armor. A general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components. | 6000 | 6000 | 12000 | Recon armor Complex clothing [C] |
Hi-tech (Multi-analyzer) |
Pulse charged munitions | Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. | 3000 | 3000 | 6000 | Fabrication Precision rifling [C] |
Hi-tech (Multi-analyzer) |
Bionic replacements | Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. | 2000 | 2000 | 4000? | Fabrication Prosthetics[C] |
Hi-tech (Multi-analyzer) |
Starflight basics | Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system. | 4000 | 4000 | 8000 | Advanced fabrication | Hi-tech (Multi-analyzer) |
Starflight sensors | Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance. | 4000 | 4000 | 8000 | Starflight basics Long-range mineral scanner |
Hi-tech (Multi-analyzer) |
Vacuum cryptosleep casket | Construct hardened ship cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars. | 2800 | 2800 | 5600 | Starflight basics Cryptosleep casket |
Hi-tech (Multi-analyzer) |
Starship reactor | Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) |
Johnson-Tanaka drive | Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere. | 6000 | 6000 | 12000 | Starflight basics | Hi-tech (Multi-analyzer) |
Machine persuasion | Build a reward-signal system to persuade an existing AI persona into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight. | 3000 | 3000 | 6000 | Starflight basics | Hi-tech (Multi-analyzer) |
Cataphract armor | Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. | 6000 | 6000 | 12000 | Marine armor x2 Cataphract Armor Techprint |
Hi-tech (Multi-analyzer) |
Brain wiring | Craft brain implants that induce or prevent blunt sensations like joy or pain. | 2000 | 2000 | 4000 | Microelectronics Prosthetics[C] 1x Brain Wiring Techprint |
Simple |
Specialized limbs | Craft specialized bionic limbs built for specific purposes - both combat and labor. | 2000 | 2000 | 4000 | Microelectronics Prosthetics 1x Specialized Limbs Techprint |
Simple |
Compact weaponry | Craft compact, concealable bionic weapons which can be embedded in various body parts. | 2000 | 2000 | 4000 | Microelectronics Prosthetics 1x Compact Weaponry Techprint |
Simple |
Poison synthesis | Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks. | 2000 | 2000 | 4000 | Compact weaponry 1x Poison Synthesis Techprint |
Simple |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is a hidden prerequisite.
Ultra Research Projects
Name | Description | Base cost | Industrial start cost | Tribal start cost | Required Research | Required Research Bench & Addon |
---|---|---|---|---|---|---|
Artificial metabolism | Craft bionics that process food more safely or efficiently than a biological stomach. | 2000 | 2000 | 4000 | Fabrication Prosthetics [C] 1x Artificial Metabolism Techprint |
Hi-tech (Multi-analyzer) |
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] 1x Neural Computation Techprint |
Hi-tech (Multi-analyzer) |
Skin hardening | Craft bionic implants which induce the toughening of natural skin, producing an armor-like effect. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] 1x Skin Hardening Techprint |
Hi-tech (Multi-analyzer) |
Healing factors | Craft bionics that enhance natural healing processes. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] 1x Healing Factors Techprint |
Hi-tech (Multi-analyzer) |
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] 1x Flesh Shaping Techprint |
Hi-tech (Multi-analyzer) |
Molecular analysis | Craft bionics with molecular analyzers for assisting the immune system or analyzing food. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] 1x Molecular Analysis Techprint |
Hi-tech (Multi-analyzer) |
Circadian influence | Craft brain implants that chemically manipulate the circadian rhythm, reducing or altering the need to sleep. | 2000 | 2000 | 4000 | Fabrication Prosthetics[C] 1x Circadian Influence Techprint |
Hi-tech (Multi-analyzer) |
- A Tribal starts begin with this research unlocked
- B The Classic Start begin with this research unlocked
- C This research requirement is a hidden prerequisite.
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.