Difference between revisions of "Research"

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Research is the primary method of enhancing the efficiency of colonists and objects. Some constructions and furniture pieces have to be unlocked through research before they can be built. Once a research table and goal are built and set, a designated colonist will begin gathering Research points. The rate at which points are awarded depends on the researcher's skill.
 
Research is the primary method of enhancing the efficiency of colonists and objects. Some constructions and furniture pieces have to be unlocked through research before they can be built. Once a research table and goal are built and set, a designated colonist will begin gathering Research points. The rate at which points are awarded depends on the researcher's skill.
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Revision as of 07:27, 11 January 2014

<translate> Research is the primary method of enhancing the efficiency of colonists and objects. Some constructions and furniture pieces have to be unlocked through research before they can be built. Once a research table and goal are built and set, a designated colonist will begin gathering Research points. The rate at which points are awarded depends on the researcher's skill.

Current research options

There are currently seven research projects available, four of which unlock objects and three which upgrade both items and colonists. </translate>

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Research name</translate>

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Description</translate>

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Research points needed</translate>

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Hydroponics</translate>

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Allows you to build hydroponics tables to rapidly grow crops indoors.</translate>

2200
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Pneumatic picks</translate>

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Miner's picks are 20% more effective.</translate>

3000
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Nutrient resynthesis</translate>

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Nutrient paste dispensers consume 10% less food per meal produced.</translate>

2200
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Gun turret cooling</translate>

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Gun turrets fire four shots in a burst instead of three.</translate>

3500
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Blasting charges</translate>

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Allows building Blasting Charges, triggered explosives made to quickly reduce rock to rubble.</translate>

1500
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Carpet making</translate>

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Allows colonists to build carpets to increase the quality of their environments.</translate>

1500
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Fear Tech 1</translate>

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Research new ways to inspire fear. Allows the construction of Gibbet cages.</translate>

900