Difference between revisions of "Research"

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(→‎Industrial Research Projects: not hidden in my vanilla 1.3.3200 game; can't speak to Idealogy/Royalty DLC's, that needs to be checked)
(They're no longer hidden now they list the prereqs, but it might still be good to have it clear that the tree isn't the be all and end all of pre-reqs for noobs.)
Tag: Undo
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:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked  
 
:{{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||Classic Start|B}} The Classic Start begin with this research unlocked  
:{{note label||Hidden Prerequisite|C}} This research requirement is a hidden prerequisite.
+
:{{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===
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:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked  
 
:{{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||Classic Start|B}} The Classic Start begin with this research unlocked  
:{{note label||Hidden Prerequisite|C}} This research requirement is a hidden prerequisite.
+
:{{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===
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| [[#Electricity|Electricity]]</Br >[[#Complex furniture|Complex furniture]]{{ref label|Workbench Prerequisite|C}}
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| [[#Machining|Machining]]</Br >[[#Plate armor|Plate armor]]  
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| Simple
 
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| [[#Microelectronics|Microelectronics]]</Br >[[#Machining|Machining]]  
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| [[#Microelectronics|Microelectronics]]</Br >[[#Sterile materials|Sterile materials]]</Br >[[#Complex furniture|Complex furniture]]
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| [[#Microelectronics|Microelectronics]]</Br >[[#Sterile materials|Sterile materials]]{{ref label|Hidden Prerequisite|C}}</Br >[[#Complex furniture|Complex furniture]]{{ref label|Hidden Prerequisite|C}}
 
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| [[#Microelectronics|Microelectronics]]</Br >[[#Biofuel refining|Biofuel refining]] </Br >[[#Machining|Machining]]  
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| [[#Microelectronics|Microelectronics]]</Br >[[#Biofuel refining|Biofuel refining]] {{ref label|Hidden Prerequisite|C}}</Br >[[#Machining|Machining]] {{ref label|Hidden Prerequisite|C}}
 
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| [[#Microelectronics|Microelectronics]]</Br >[[#Machining|Machining]]
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|[[#Multi-analyzer|Multi-analyzer]]<br />[[#Autocannon turret|Autocannon turret]] <br />[[#Precision rifling|Precision rifling]]  
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|[[#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)
  
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:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked  
 
:{{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||Classic Start|B}} The Classic Start begin with this research unlocked  
:{{note label||Hidden Prerequisite|C}} This research requirement is a hidden prerequisite.
+
:{{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===
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:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked  
 
:{{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||Classic Start|B}} The Classic Start begin with this research unlocked  
:{{note label||Hidden Prerequisite|C}} This research requirement is a hidden prerequisite.
+
:{{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{{RoyaltyIcon}}===
 
===Ultra Research Projects{{RoyaltyIcon}}===
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:{{note label||Tribal Start|A}} Tribal starts begin with this research unlocked  
 
:{{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||Classic Start|B}} The Classic Start begin with this research unlocked  
:{{note label||Hidden Prerequisite|C}} This research requirement is a hidden prerequisite.
+
:{{note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
  
 
==Version History==
 
==Version History==

Revision as of 15:13, 29 January 2022

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

Research is the primary method through which players can enhance and expand the abilities of their colony. Certain buildings 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 each research project is retained, and the project will be resumed from that point when research on it is restarted

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.


Suggested Research Paths

These are something of an "average" of what veteran players recommend. Variations exist, and should depending on your current map and personal playstyle and game goals.

  • The suggested research path for Industrials (i.e. a ""Crashlanded" start) is:
Notes:
1. If a river is nearby, skip these (for now) and just grab a watermill generator, which is a reliable, steady source of power for far fewer Research Points than Solar+Batteries (700 vs. 1,000). In theory, you could beeline to geothermal generator if you had a nearby geyser, but that's very expensive (3,200 RP), so a long delay, and not recommended for new players. Again, lots of variations are possible, depending on the specifics of your game and playstyle.
2. MicroE is powerful, not only getting you access to both the comms console and Orbital Trade Beacon, and EMP grenades for fighting mechanoids, but also the hi-tech research bench for faster research in general, which makes researching everything else easier. However, at 3,000 Research Points, it's also a long march, easily a week and possibly three (depending). One or two of the cheap, earlier techs might be useful to get you through, like Smithing for better melee weapons (and the novelty wooden gladius for trading with Arms Dealers), or beer brewing for better morale and valuable trade. This delays the rest, but getting there is safer/easier. As always... ymmv.
3. You probably will not have the raw materials to spare to build a multi-analyzer when you research that, but getting to Fabrication, so you can make your own components, and Advanced Fabrication for advanced components, is the goal here.
4. On a dangerous map, a quick detour to Gunsmithing (for basic rifles/shotguns/revolvers) may be desirable asap, immediately after your power needs are met.
  • For tribals (i.e. a "Lost Tribe" start), the research path should be something* like:
1) Recurve bow1, 2) Pemmican2, 3) Complex Clothing3, 4) Complex Furniture4. And, somewhere in there, possibly Stonecutting5 and/or the passive cooler6, and/or smithing7. Then the same as Industrial, but with Electricity prior to researching the rest.
Notes:
* The exact order will vary depending on your priorities. This is a cautious, conservative approach. Some players ignore quests and trade, scrape by on a minimal tribal morale and beeline straight to Electricity - a very long, very slow "beeline", but they swear by it. Many players fall in the middle, grabbing one or three key techs and then going straight to central air cooling. A very "ymmv" discussion.
1. A huge upgrade in firepower vs. your starter shortbows, and able to craft them with quality and in numbers. Before you win, you have to survive.
2. Pemmican does two important things: 1, it frees you from the "hand to mouth" cycle of food that quickly rots before freezers (Electricity), and 2, it allows you to send caravans (for both Trading and Quests) long distance across terrain that might not support Plant Gathering.
3. Unless you landed in a very forgiving climate, you'll need protective clothing against the Summer/Winter weather while you march toward Electricity.
4. Beds (to avoid "slept on the ground" moodlets), Tables and Chairs (to avoid "did not eat a table" moodlets), superior recreation (chess tables) - yes, please.
5. On some maps, it's quite possible to live underground (if you can mine that much) and/or make every building from wood (unless/until it burns down).
6. Extends the shelf life of foods, and reduces uncomfortable/dangerous temperatures inside buildings.
7. Superior melee weapons, which can also be traded. Visiting Weapons Traders are not interested in trading their toys for your fur clothing, quaint sculptures or Ur boards.
  • For hardcore 500% Randy runs, after finishing the battery and solar panel research, rush down machining to weapons before microelectronics. Firepower can be a life-/game-saver.

Research Projects

Neolithic Research Projects

Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.

Name Description Base cost Industrial start cost Tribal start cost Required Research Required Research Bench & Addon
Psychoid brewing Prepare psychoid leaves into a mildly euphoria-inducing and addictive tea at the campfire or cooking stove. 500 500 500 [A] None Simple
Tree sowing Sow the local biome's natural trees in your fields. 1000 1000 1000 [A] None Simple
Beer brewing Allows you to build a brewery and fermenting vats to transform hops into tasty, tasty beer. 400 400 400 None Simple
Passive cooler Make passive coolers, to cool indoor spaces without using electricity. 400 400 400 [A] None Simple
Cocoa Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too. 1000 1000 1000 Tree sowing Simple
Devilstrand Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, tear resistant plant fiber. 800 800 800 None Simple
Pemmican Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. 500 500 500 [A] None Simple
Recurve bow Build the recurve bow, an effective and inexpensive ranged weapon. 400 400 400 [A] None Simple
A Tribal starts begin with this research unlocked
B The Classic Start begin with this research unlocked
C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.

Medieval Research Projects

Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.

Name Description Base cost Industrial start cost Tribal start cost Required Research Required Research Bench & Addon
Complex clothing Tailor complicated garments like pants, dusters, and cowboy hats. 600 600 [B] 900 None Simple
Complex furniture Build complex furniture like beds, end tables, dining chairs, armchairs, dressers, tool cabinets, billiard tables[sic], and poker tables, vents, sarcophagi, and more. 300 300 [B] 450 None Simple
Carpet making Weave beautiful carpets from cloth. 800 800 1200 None Simple
Smithing Build smithies for crafting metal weapons and tools. Allows you to craft simple weapons like knives, gladii, and maces. Work metal into clean, beautiful floor tiles. 700 700 1050 None Simple
Stonecutting Cut rock chunks into stone blocks for use in construction. Build beautiful stone tile floors or ugly concrete walkways. 300 300 [B] 450 None Simple
Long blades Craft longswords and spears. 400 400 600 Smithing Simple
Plate armor Smith suits of plate armor from metal or wood. This heavy armor noticeably slows movement, but protects very effectively. 600 600 900 Smithing
Complex clothing
Simple
Greatbow Craft greatbows for killing enemies at great range. 600 600 900 Recurve bow Simple
Noble apparel Content added by the Royalty DLC Tailor noble-specific apparel like formal shirts and royal robes. 400 400 600 Complex clothing Simple
Royal apparel Content added by the Royalty DLC Tailor royal apparel of the highest tier, like royal robes and crowns. 400 400 600 Noble apparel
Smithing [C]
Simple
Harp Content added by the Royalty DLC Craft the harp, a simple stationary musical instrument popular among nobility in some cultures. 500 500 750 Complex furniture Simple
Harpsichord Content added by the Royalty DLC Craft the Harpsichord, a complex stationary musical instrument. 500 500 750 Harp
Smithing
Simple
A Tribal starts begin with this research unlocked
B The Classic Start begin with this research unlocked
C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.

Industrial Research Projects

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 Content added by the Royalty DLC Craft the piano, an advanced stationary musical instrument. 2000 2000 4000 Harpsichord Simple
Jump packs Content added by the Royalty DLC Build jump packs to perform aerial assaults during combat 2000 2000 4000 Microelectronics
Machining [C]
Hi-tech
1x Techprint
BiosculptingContent added by the Ideology DLC Construct Biosculpter pods which can perform various biological alterations to colonists. These are especially important to believers in transhumanism. 1500 1500 3000 Microelectronics Hi-tech
BioregenerationContent added by the Ideology DLC Unlock the biosculpter pod's bioregeneration cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age. 4000 4000 8000 Multi-analyzer
Biosculpting
Hi-tech
Neural superchargerContent added by the Ideology DLC Construct Neural supercharger devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice. 1500 1500 3000 Microelectronics Hi-tech
A Tribal starts begin with this research unlocked
B The Classic Start begin with this research unlocked
C This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.

Spacer Research Projects

Name Description Base cost Industrial start cost Tribal start cost Required Research Required Research Bench & Addon
Cryptosleep caskets Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation. 2000 2000 4000 Multi-analyzer Hi-tech (Multi-analyzer)
Recon armor Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components. 6000 6000 12000 Fabrication
Complex clothing [C]
Hi-tech (Multi-analyzer)
Marine armor Build marine armor. A general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components. 6000 6000 12000 Recon armor
Complex clothing [C]
Hi-tech (Multi-analyzer)
Pulse charged munitions Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. 3000 3000 6000 Fabrication
Precision rifling [C]
Hi-tech (Multi-analyzer)
Bionic replacements Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. 2000 2000 4000? Fabrication
Prosthetics[C]
Hi-tech (Multi-analyzer)
Starflight basics Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system. 4000 4000 8000 Advanced fabrication Hi-tech (Multi-analyzer)
Starflight sensors Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance. 4000 4000 8000 Starflight basics
Long-range mineral scanner
Hi-tech (Multi-analyzer)
Vacuum cryptosleep casket Construct hardened ship cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars. 2800 2800 5600 Starflight basics
Cryptosleep casket
Hi-tech (Multi-analyzer)
Starship reactor Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders. 6000 6000 12000 Starflight basics Hi-tech (Multi-analyzer)
Johnson-Tanaka drive Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere. 6000 6000 12000 Starflight basics Hi-tech (Multi-analyzer)
Machine persuasion Build a reward-signal system to persuade an existing AI persona into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight. 3000 3000 6000 Starflight basics Hi-tech (Multi-analyzer)
Cataphract armor Content added by the Royalty DLC Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. 6000 6000 12000 Marine armor
x2 Cataphract Armor Techprint
Hi-tech (Multi-analyzer)
Brain wiring Content added by the Royalty DLC Craft brain implants that induce or prevent blunt sensations like joy or pain. 2000 2000 4000 Microelectronics
Prosthetics[C]
1x Brain Wiring Techprint
Hi-tech
Specialized limbs Content added by the Royalty DLC Craft specialized bionic limbs built for specific purposes - both combat and labor. 2000 2000 4000 Microelectronics
Prosthetics
1x Specialized Limbs Techprint
Hi-tech
Compact weaponry Content added by the Royalty DLC Craft compact, concealable bionic weapons which can be embedded in various body parts. 2000 2000 4000 Microelectronics
Prosthetics
1x Compact Weaponry Techprint
Hi-tech
Poison synthesis Content added by the Royalty DLC Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks. 2000 2000 4000 Compact weaponry
1x Poison Synthesis Techprint
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 ProjectsContent added by the Royalty DLC

Name Description Base cost Industrial start cost Tribal start cost Required Research Required Research Bench & Addon
Artificial metabolism Content added by the Royalty DLC Craft bionics that process food more safely or efficiently than a biological stomach. 2000 2000 4000 Fabrication
Prosthetics [C]
1x Artificial Metabolism Techprint
Hi-tech (Multi-analyzer)
Neural computation Content added by the Royalty DLC Craft brain implants that assist thought and learning by use of a direct, shallow brain-computer interface. 2000 2000 4000 Fabrication
Prosthetics[C]
1x Neural Computation Techprint
Hi-tech (Multi-analyzer)
Skin hardening Content added by the Royalty DLC Craft bionic implants which induce the toughening of natural skin, producing an armor-like effect. 2000 2000 4000 Fabrication
Prosthetics[C]
1x Skin Hardening Techprint
Hi-tech (Multi-analyzer)
Healing factors Content added by the Royalty DLC Craft bionics that enhance natural healing processes. 2000 2000 4000 Fabrication
Prosthetics[C]
1x Healing Factors Techprint
Hi-tech (Multi-analyzer)
Flesh shaping Content added by the Royalty DLC Craft bionics which induce the reshaping of natural flesh, usually for the purposes of aesthetic enhancement or personal pleasure. 2000 2000 4000 Fabrication
Prosthetics[C]
1x Flesh Shaping Techprint
Hi-tech (Multi-analyzer)
Molecular analysis Content added by the Royalty DLC Craft bionics with molecular analyzers for assisting the immune system or analyzing food. 2000 2000 4000 Fabrication
Prosthetics[C]
1x Molecular Analysis Techprint
Hi-tech (Multi-analyzer)
Circadian influence Content added by the Royalty DLC Craft brain implants that chemically manipulate the circadian rhythm, reducing or altering the need to sleep. 2000 2000 4000 Fabrication
Prosthetics[C]
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 not displayed in the branching tree diagram, and is only visible in the project description.

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.