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== Mechanics ==
 
== Mechanics ==
A [[research bench]] is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the [[Royalty DLC]], and [[Biotech DLC]] require additional unlocking using items such as [[techprint|techprints]] and mechanoid chips respectively, and only then would research be allowed.  
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{{Stub|section=1|reason=General also base research points/unit time for each researcher before modifiers like research speed}}
 +
{{See also|Research Speed}}
 +
Once a player constructs a [[research bench]], and selects a project from the list of available research topics, a [[Work#Research|researcher]] will work at the bench to generate research points. The rate at which points are generated depends on the researcher's skill level. Multiple research benches worked by researchers will further increase the [[Research Speed|speed]] at which points are generated.
  
Once a project is selected, a [[Work#Research|researcher]] will work at the bench to generate research points. [[Research Speed]] is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.
+
Only one research project can be actively researched at a given time, regardless of the number of research facilities available.{{Check Tag|Multiple colonies?|Does this limit applies to all colonies or per colony? Regardless of answer, add clarification}} 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
  
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:
+
Research difficulty is related to your faction's [[tech level]]. [[Scenario_system#New_Tribe_vs_New_Arrivals|New Tribes]] start with a tech level of "Neolithic" while [[Scenario_system#New_Tribe_vs_New_Arrivals|New Arrivals]] begin with a tech level of "Industrial". Researching techs above your level is harder. So a neolithic tribe and an industrial colony will both find researching the Neolithic "Beer Brewing" project equally easy, but the new tribe will take 1.5x as long to research medieval "Plate Armor" and 2x as long to research any project in higher tech levels.{{Check Tag|Detail|How is the research penalty specifically implemented and applied - it appears to be a penalty to tribes for anything above neolithic (1.5 for medieval, 2 for above) and arrivals use the default values? What if a faction is defined as medieval but otherwise has no changes?}}
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete.
 
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.
 
Both New Arrivals and New Tribes start with certain projects already researched. Specific [[scenario]]s can add, but not remove, pre-researched topics.
 
  
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 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.
  
=== Research speed ===
+
Besides the main research tab, modders can add separate research tabs for their research projects, so any new research projects appear there instead.
The number of research points gained is based on the researcher's [[research speed]] factor, which is largely based on their [[intellectual]] skill.
 
{{Research Points Table/explanation}}
 
{{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 {{Ref label|Tribal Start|A}}
+
| 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 {{Ref label|Tribal Start|A}}
+
| 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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| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].
 
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].
 
| 400
 
| 400
| 400 {{Ref label|Classic Start|B}}
+
| 400
| 400 {{Ref label|Tribal Start|A}}
+
| 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 {{Ref label|Tribal Start|A}}
+
| 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 {{Ref label|Tribal Start|A}}
+
| 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||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 not displayed in the branching tree diagram, and is only visible in the project description.
+
:{{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 {{Ref label|Classic Start|B}}
+
| 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 {{Ref label|Classic Start|B}}
+
| 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 {{Ref label|Classic Start|B}}
+
| 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]]<br/>[[#Complex clothing|Complex clothing]]
+
| [[#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]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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]]<br/>[[#Smithing|Smithing]]
+
| [[#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||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 not displayed in the branching tree diagram, and is only visible in the project description.
+
:{{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 {{Ref label|Classic Start|B}}
+
| 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 {{Ref label|Classic Start|B}}
+
| 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 {{Ref label|Classic Start|B}}
+
| 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]]<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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"
Line 458: Line 414:
 
| [[#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"
Line 468: Line 423:
 
| [[#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="Colored lights"
! Advanced lights
+
! Colored lights
| Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps.
+
| Construct colored [[Standing lamp|lights]] for decorative purposes. Cosmetic only.
 
| 300
 
| 300
 
| 300
 
| 300
Line 478: Line 432:
 
| [[#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"
Line 486: Line 439:
 
| 1000
 
| 1000
 
| 2000
 
| 2000
| [[#Electricity|Electricity]]<br/>[[#Smithing|Smithing]]
+
| [[#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"
Line 496: Line 448:
 
| 300
 
| 300
 
| 600
 
| 600
| [[#Machining|Machining]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 508: Line 459:
 
| [[#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 518: Line 468:
 
| [[#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]] [[Flak vest|with metal]] [[Flak pants|armor]] sewn in to resist bullets and explosions. This weighty armor slows [[move speed|movement]] slightly.
+
| 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]]<br/>[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 538: Line 486:
 
| [[#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 548: Line 495:
 
| [[#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 558: Line 504:
 
| [[#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 568: Line 513:
 
| [[#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 turret"
 
! Foam turret
 
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].
 
| 800
 
| 800
 
| 1600
 
| [[#Gun turrets|Gun turrets]]<br/>[[#Firefoam|Firefoam]] {{Ref label|Hidden Prerequisite|C}}
 
| Simple
 
| style="text-align:left;" | {{#ask: [[Required Research::Foam turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
 
|- id="Microelectronics"
 
|- id="Microelectronics"
 
! Microelectronics  
 
! Microelectronics  
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].
+
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].
 
| 3000
 
| 3000
 
| 3000
 
| 3000
Line 588: Line 523:
 
| [[#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 596: Line 530:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#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 606: Line 539:
 
| 1200
 
| 1200
 
| 2400
 
| 2400
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 616: Line 548:
 
| 1200
 
| 1200
 
| 2400
 
| 2400
| [[#Microelectronics|Microelectronics]]<br/>[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 628: Line 559:
 
| [[#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 638: Line 568:
 
| [[#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 646: Line 575:
 
| 1000
 
| 1000
 
| 2000
 
| 2000
| [[#Microelectronics|Microelectronics]]<br/>[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 656: Line 584:
 
| 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 666: Line 593:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 676: Line 602:
 
| 1000
 
| 1000
 
| 2000
 
| 2000
| [[#Microelectronics|Microelectronics]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 686: Line 611:
 
| 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 696: Line 620:
 
| 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 706: Line 629:
 
| 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 716: Line 638:
 
| 4000
 
| 4000
 
| 8000
 
| 8000
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 726: Line 647:
 
| 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 738: Line 658:
 
| [[#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 748: Line 667:
 
| [[#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 756: Line 674:
 
| 3000
 
| 3000
 
| 6000
 
| 6000
|[[#Multi-analyzer|Multi-analyzer]]<br/>[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}
+
|[[#Multi-analyzer|Multi-analyzer]]<br />[[#Autocannon turret|Autocannon turret]] {{ref label|Hidden Prerequisite|C}}<br />[[#Precision rifling|Precision rifling]] {{ref label|Hidden Prerequisite|C}}
| Hi-tech (Multi-analyzer)
 
| style="text-align:left;" | {{#ask: [[Required Research::Uranium slug turret]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Rocketswarm launcher"
 
! Rocketswarm launcher
 
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.
 
| 3000
 
| 3000
 
| 6000
 
|[[#Multi-analyzer|Multi-analyzer]]<br/>[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}
 
 
| Hi-tech (Multi-analyzer)
 
| 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 778: Line 685:
 
| [[#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 786: Line 692:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 798: Line 703:
 
| [[#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 transhumanism.
 
| 1500
 
| 1500
 
| 1500
 
| 1500
Line 808: Line 712:
 
| [[#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 828: Line 730:
 
| [[#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"
 
! Toxifier generator {{BiotechIcon}}
 
| Create [[toxifier generator]]s which generate electricity, but also spread [[pollution]] around themselves.
 
| 500
 
| 500
 
| 1000
 
| [[#Electricity|Electricity]]
 
| 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"
 
! 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.
 
| 1000
 
| 1000
 
| 2000
 
| [[#Electricity|Electricity]]
 
| Simple
 
| style="text-align:left;" | {{#ask: [[Required Research::Xenogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Gene processor"
 
! Gene processor {{BiotechIcon}}
 
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.
 
| 1500
 
| 1500
 
| 3000
 
| [[#Xenogenetics|Xenogenetics]]<br/>[[#Microelectronics|Microelectronics]]
 
| Hi-tech
 
| style="text-align:left;" | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Archogenetics"
 
! Archogenetics {{BiotechIcon}}
 
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.
 
| 2500
 
| 2500
 
| 5000
 
| [[#Fabrication|Fabrication]]<br/>[[#Gene Processor|Gene Processor]]
 
| Hi-tech (Multi-analyzer)
 
| style="text-align:left;" | {{#ask: [[Required Research::Archogenetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Deathrest"
 
! Deathrest {{BiotechIcon}}
 
| Those with the [[deathrest]] gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.
 
| 1000
 
| 1000
 
| 2000
 
| [[#Electricity|Electricity]]
 
| Simple
 
| 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"
 
! 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.
 
| 1000
 
| 1000
 
| 2000
 
| [[#Electricity|Electricity]]
 
| 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"
 
! Tox gas {{BiotechIcon}}
 
| Produce weapons that utilize caustic [[tox gas]].
 
| 600
 
| 600
 
| 1200
 
| [[#Machining|Machining]]
 
| 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"
 
! Basic mechtech {{BiotechIcon}}
 
| The technology needed for your [[mechanitor]] to create and control basic-tier mechanoids.
 
| 200
 
| 200
 
| 400
 
| [[#Electricity|Electricity]]
 
| Simple (Mechanitor)
 
| style="text-align:left;" | {{#ask: [[Required Research::Basic mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Standard mechtech"
 
! 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.
 
| 1000
 
| 1000
 
| 2000
 
| [[#Basic mechtech|Basic mechtech]]
 
| Simple (Mechanitor)<br/>1x [[Signal chip]]
 
| style="text-align:left;" | {{#ask: [[Required Research::Standard mechtech]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="High mechtech"
 
! High mechtech {{BiotechIcon}}
 
| The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a [[war queen]] threat.
 
| 3000
 
| 3000
 
| 6000
 
| [[#Standard mechtech|Standard mechtech]]<br/>[[#Multi-analyzer|Multi-analyzer]]
 
| 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"
 
! Wastepack atomizer {{BiotechIcon}}
 
| Build [[wastepack atomizer]]s which can safely dispose of [[toxic wastepack]]s by decomposing them at the molecular level.
 
| 5000
 
| 5000
 
| 10000
 
| [[#Advanced fabrication|Advanced fabrication]]
 
| Simple<br/>1x [[Nano structuring chip]]
 
| style="text-align:left;" | {{#ask: [[Required Research::Wastepack atomizer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Security door"
 
! Security door {{AnomalyIcon}}
 
| Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in.
 
| 700
 
| 700
 
| 1400
 
| [[#Autodoor|Autodoor]]
 
| Simple
 
| style="text-align:left;" | {{#ask: [[Required Research::Security door]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Turret pack"
 
! Turret pack {{AnomalyIcon}}
 
| Build a wearable pack that allows a user to deploy a battery-powered turret.
 
| 1400
 
| 1400
 
| 2800
 
| [[#Gun turrets|Gun turrets]]<br/>[[#Microelectronics|Microelectronics]]
 
| Hi-tech
 
| style="text-align:left;" | {{#ask: [[Required Research::Turret pack]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|}
 
|}
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked  
+
:{{note label||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 not displayed in the branching tree diagram, and is only visible in the project description.
+
:{{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 973: Line 744:
 
! Required Research
 
! Required Research
 
! Required Research Bench & Addon
 
! Required Research Bench & Addon
! width="250px" | Unlocks
 
  
|- id="Cryptosleep casket"
+
|- id="Cryptosleep caskets"
! Cryptosleep casket
+
! Cryptosleep caskets
 
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.
 
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.
 
| 2000
 
| 2000
Line 983: Line 753:
 
| [[#Multi-analyzer|Multi-analyzer]]
 
| [[#Multi-analyzer|Multi-analyzer]]
 
| Hi-tech (Multi-analyzer)
 
| Hi-tech (Multi-analyzer)
| style="text-align:left;" | {{#ask: [[Required Research::Cryptosleep casket]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
 
|- id="Recon armor"
 
|- id="Recon armor"
Line 991: Line 760:
 
| 6000
 
| 6000
 
| 12000
 
| 12000
| [[#Fabrication|Fabrication]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,001: Line 769:
 
| 6000
 
| 6000
 
| 12000
 
| 12000
| [[#Recon armor|Recon armor]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,011: Line 778:
 
| 3000
 
| 3000
 
| 6000
 
| 6000
| [[#Fabrication|Fabrication]]<br/>[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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"
 
! Bionic replacements
 
! Bionic replacements
| Build high-tech [[bionic]] body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.
+
| Build high-tech bionic body parts to replace [[Bionic arm|lost]] [[Bionic leg|limbs]] and [[Bionic eye|eyes]]. Requires a skilled [[Skills#Medical|doctor]] to attach.
 
| 2000
 
| 2000
 
| 2000
 
| 2000
 
| 4000?
 
| 4000?
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,033: Line 798:
 
| [[#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 1,041: Line 805:
 
| 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 1,051: Line 814:
 
| 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 1,063: Line 825:
 
| [[#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 1,073: Line 834:
 
| [[#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"
 
! Machine persuasion
 
! Machine persuasion
| Build a reward-signal system to persuade an existing [[persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.
+
| Build a reward-signal system to persuade an existing [[AI persona core|AI persona]] into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.
 
| 3000
 
| 3000
 
| 3000
 
| 3000
Line 1,083: Line 843:
 
| [[#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 1,092: Line 851:
 
| 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 1,101: Line 859:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,111: Line 868:
 
| 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 1,121: Line 877:
 
| 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 1,132: Line 887:
 
| 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"
 
! Toxin filtration {{BiotechIcon}}
 
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.
 
| 2000
 
| 2000
 
| 4000
 
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| Simple
 
| style="text-align:left;" | {{#ask: [[Required Research::Toxin filtration]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Growth vats"
 
! Growth vats {{BiotechIcon}}
 
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.
 
| 500
 
| 500
 
| 1000
 
| [[#Microelectronics|Microelectronics]]
 
| Hi-tech
 
| 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||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 not displayed in the branching tree diagram, and is only visible in the project description.
+
:{{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{{RoyaltyIcon}}===
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Name
 
! Name
Line 1,168: Line 902:
 
! Required Research
 
! Required Research
 
! Required Research Bench & Addon
 
! Required Research Bench & Addon
! width="250px" | Unlocks
 
  
 
|- id="Artificial metabolism"
 
|- id="Artificial metabolism"
 
! Artificial metabolism {{RoyaltyIcon}}
 
! Artificial metabolism {{RoyaltyIcon}}
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.
+
| Craft bionics that process food [[Detoxifier stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.
 
| 2000
 
| 2000
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,186: Line 918:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,196: Line 927:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,206: Line 936:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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]] [[aesthetic nose|enhancement]] or [[love enhancer|personal pleasure]].
+
| 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]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,226: Line 954:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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 1,236: Line 963:
 
| 2000
 
| 2000
 
| 4000
 
| 4000
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| [[#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"
 
! 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.
 
| 5000
 
| 5000
 
| 10000
 
| [[#High mechtech|High mechtech]]<br/>[[#Fabrication|Fabrication]]
 
| 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||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 not displayed in the branching tree diagram, and is only visible in the project description.
+
:{{note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
  
== Anomaly ==
+
== Analysis ==
{{Stub|section=1|reason=This System has way more to it than just the projects itself, and may even require splitting}} <!-- may be a good idea to split basic and advanced into two tables --> <!-- potentially make serums their own as well? -->
+
{{Rewrite|section=1|reason=General, Cleanup, tone, etc}}
Void-related technologies are unlocked by pawns with the Dark Study job studying ([[Void_monolith|Void monoliths]], or [[Entities|entities]]). Anomaly Research Projects are a completely separate technology tree from the normal research tree. Most Anomaly Research Projects can be researched after encountering its associated entity and completing any prerequisite projects. One Basic and one Advanced research project can be studied simultaneously, and advanced research points gained with no project selected will benefit a basic project if one is selected.  Studying Anomaly objects  will produce research points depending on the type object studied. For example, studying a [[Gorehulk|Gorehulk]] might yield 0.30 basic research points, but studying a [[Revenant|Revenant]] might yield 0.45 advanced research points. For this reason, it is a good idea to have numerous entities in [[containment|containment]] in order to advance the Anomaly research tree.
+
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.
{| {{STDT| sortable c_07 text-center}}
 
! Name
 
! Description
 
! Base cost <!-- knowledgeCost-->
 
! Required Research <!-- prerequisites -->
 
! Category <!-- There are 6 categories of research, but only 5 listed --> <!-- Basic and advanced psychic rituals have been merged as the tier column makes separation redundant with current layout -->
 
! Required [[Entities|Entity]] Tier <!-- knowledgeCategory --> <!-- only 2(Basic, Advanced) of the 3(Basic, Advanced, Ultimate) tiers are involved in researching listed tech -->
 
! width="250px" | Unlocks
 
 
 
<!-- Bioferrite content -->
 
  
|- id="Bioferrite harvesting"
+
==== Industrial start ====
! Bioferrite harvesting {{AnomalyIcon}}
+
The suggested research path for Industrials (i.e. a ""Crashlanded" start) is:
| Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]].
+
# [[Battery]]<sup>1</sup>
| 10
+
# [[Solar panel]]s<sup>1</sup>
| [[#Electricity|Electricity]]
+
# Microelectronics<sup>2</sup>
| Bioferrite
+
# [[Multi-analyzer]]<sup>3</sup>
| Basic
+
# [[Fabrication bench|Fabrication]]<sup>3</sup>
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite harvesting]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
+
# Advanced Fabrication<sup>3</sup>.
 +
After this, modern weapons<sup>4</sup> (at some level) should be researched, and the rest is up to you.
  
|- id="Bioferrite shaping"
+
: Notes:
! Bioferrite shaping {{AnomalyIcon}}
+
:: 1. If a [[World_generation#Rivers|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.
| Shape and re-form [[Bioferrite|bioferrite]] into useful tools, weapons, flooring, and more.
 
| 20
 
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 
| Bioferrite
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite shaping]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Bioferrite weaponry" <!-- for some reason its def name is BioferriteIgnition -->
+
:: 2. MicroE is powerful, not only getting you access to both the [[comms console]] and [[orbital trade beacon|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|beer brewing]] for better morale and valuable trade. This delays the rest, but getting there is safer/easier.  As always... ymmv.
! Bioferrite weaponry {{AnomalyIcon}}
 
| Create advanced [[Weapons|weapons]] that use [[Bioferrite|bioferrite]] as a fuel source.
 
| 60
 
| [[#Bioferrite shaping|Bioferrite shaping]]<br/>[[#Precision rifling|Precision rifling]]
 
| Bioferrite
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Bioferrite generator"
+
:: 3. You might not have the raw materials to build a [[multi-analyzer]] once you research that, and building one is a requisite to Advanced Fabrication, so you may have the opportunity to chase some other tribal/industrial research projects. But getting to Fabrication as soon ''as possible'', so you can make your own [[component]]s, and then to Advanced Fabrication for [[advanced component]]s, is the goal here.
! Bioferrite generator {{AnomalyIcon}}
 
| Build power [[Generator|generators]] that burn [[Bioferrite|bioferrite]] as a fuel.
 
| 40
 
| [[#Electroharvester|Electroharvester]]
 
| Bioferrite
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Bioferrite generator]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Void sculptures"
+
:: 4. On a dangerous map, a quick detour to [[Research#Gunsmithing|Gunsmithing]] (for basic rifles/shotguns/revolvers) may be desirable as soon as possible, immediately after your power needs are met.
! Void sculptures {{AnomalyIcon}}
 
| Craft special void sculptures from [[Bioferrite|bioferrite]] to enhance the quality of [[Psychic rituals|psychic rituals]].
 
| 25
 
| [[#Bioferrite harvesting|Bioferrite harvesting]]<br/>[[#Void provocation|Void provocation]]
 
| Bioferrite
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Void sculptures]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Insanity weaponry"
+
==== Tribal start ====
! Insanity weaponry {{AnomalyIcon}}
+
For tribals (i.e. a "Lost Tribe" start), the research path should be ''something''* like:
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].
+
# [[Recurve bow]]<sup>1</sup>
| 30
+
# [[Pemmican]]<sup>2</sup>
| [[#Bioferrite shaping|Bioferrite shaping]]
+
# [[Clothing|Complex Clothing]]<sup>3</sup>
| Bioferrite
+
# [[Furniture|Complex Furniture]]<sup>4</sup>
| Advanced
+
And, somewhere in there, possibly Stonecutting<sup>5</sup> and/or the [[passive cooler]]<sup>6</sup>, and/or [[Fueled smithy|smithing]]<sup>7</sup>. Then the same as Industrial (above), but with Electricity prior to researching the rest.  
| style="text-align:left;" | {{#ask: [[Required Research::Insanity weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Mutation weaponry"
 
! Mutation weaponry {{AnomalyIcon}}
 
| Restructure [[Shard|archotech shards]] into limited-use weapons that twist living targets into terrifying creatures.
 
| 35
 
| [[#Bioferrite shaping|Bioferrite Shaping]]
 
| Bioferrite
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Mutation weaponry]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Atmospheric heater"
 
! Atmospheric heater {{AnomalyIcon}}
 
| Build [[Bioferrite|bioferrite]]-powered [[Heater|heaters]] that produce enough heat to warm an entire region.
 
| 60
 
| [[#Bioferrite generator|Bioferrite generator]]
 
| Bioferrite
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Atmospheric heater]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Frenzy inducer"
 
! Frenzy inducer {{AnomalyIcon}}
 
| Build [[Shard|shard]]-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby.
 
| 60
 
| [[#Sleep suppressor|Sleep suppressor]]
 
| Bioferrite
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Frenzy inducer]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Sleep suppressor"
 
! Sleep suppressor {{AnomalyIcon}}
 
| Build [[Shard|shard]]-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby.
 
| 30
 
| [[#Bioferrite harvesting|Bioferrite harvesting]]<br/>[[#Entity containment|Entity containment]]
 
| Bioferrite
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Sleep suppressor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
<!-- Containment content -->
 
 
 
|- id="Entity containment"
 
! Entity containment {{AnomalyIcon}}
 
| Build holding platforms and inhibitors to better contain [[Entities|entities]].
 
| 10
 
| [[#Electricity|Electricity]]
 
| Containment
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Entity containment]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Electroharvester"
 
! Electroharvester {{AnomalyIcon}}
 
| Build a [[Generator|generator]] that draws [[Power|electricity]] from contained [[Entities|entities]]. This process aggravates entities, making them harder to contain.
 
| 30
 
| [[#Entity containment|Entity containment]]
 
| Containment
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Electroharvester]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Disruptor flares"
 
! Disruptor flares {{AnomalyIcon}}
 
| Build [[Bioferrite|bioferrite]]-based flare packs that reveal invisible creatures and light up an area.
 
| 30
 
| [[#Entity containment|Entity Containment]]<br/>[[#Bioferrite shaping|Bioferrite Shaping]]
 
| Containment
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Disruptor flares]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Proximity detector"
 
! Proximity detector {{AnomalyIcon}}
 
| Build a device that can detect invisible creatures.
 
| 15
 
| [[#Entity containment|Entity containment]]
 
| Containment
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Proximity detector]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
<!-- Psychic rituals -->
 
 
 
|- id="Void provocation" <!-- def name is BasicPsychicRituals -->
 
! Void provocation {{AnomalyIcon}}
 
| Build a [[Psychic ritual spot|psychic ritual spot]] and perform [[Psychic rituals|psychic rituals]]. Use the void provocation ritual to discover new [[Entities|entities]].
 
| 5
 
| None
 
| Psychic ritual
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Void provocation]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Draw animals" <!-- for some reason its def name is SummonAnimals -->
 
! Draw animals {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] which will draw a herd of [[Animals|animals]].
 
| 20
 
| [[#Void provocation|Void provocation]]
 
| Psychic ritual
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Draw animals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Draw shamblers" <!-- for some reason its def name is SummonShamblers -->
 
! Draw shamblers {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] which will draw a horde of [[Shambler|animated corpses]]. While hostile, the corpses won't attack your colony directly. They can be captured for study.
 
| 25
 
| [[#Draw animals|Draw animals]]
 
| Psychic ritual
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Draw shamblers]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Chronophagy"
 
! Chronophagy {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets.
 
| 30
 
| [[#Psychophagy|Psychophagy]]
 
| Psychic ritual
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Chronophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Psychophagy"
 
! Psychophagy {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] which deadens a target's [[Psychic sensitivity|psychic sensitivity]] and temporarily boosts the ritual invoker's [[Psychic sensitivity|psychic sensitivity]]. The target will suffer brain damage as a side-effect.
 
| 20
 
| [[#Void provocation|Void provocation]]
 
| Psychic ritual
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Psychophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Skip abduction"
 
! Skip abduction {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] that abducts a random [[Hostile|hostile]] person from anywhere in the world, putting them in a short-term coma for capture.
 
| 40
 
| [[#Void provocation|Void provocation]]
 
| Psychic ritual
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Skip abduction]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Summon fleshbeasts"
+
: Notes:
! Summon fleshbeasts {{AnomalyIcon}}
+
:: * 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.
| Perform a [[Psychic rituals|psychic ritual]] which provokes [[Fleshbeasts|fleshbeasts]] to emerge from the ground near enemies, attacking anyone nearby.
 
| 30
 
| [[#Draw animals|Draw animals]]
 
| Psychic ritual
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Summon Flashbeasts]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
<!-- Advanced psychic rituals -->
+
:: 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.
  
|- id="Advanced psychic rituals"
+
:: 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.
! Advanced psychic rituals {{AnomalyIcon}}
 
| Perform advanced [[Psychic rituals|psychic rituals]].
 
| 15
 
| [[#Void provocation|Void provocation]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Advanced psychic rituals]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Provoke pit gate" <!-- def name is SummonPitGate -->
+
:: 3. Unless you landed in a ''very'' forgiving climate, you'll need protective clothing against the Summer/Winter weather while you march toward Electricity.
! Provoke [[Pit gate|pit gate]] {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] which causes underground [[Fleshbeasts|fleshbeasts]] to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources.
 
| 80
 
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Provoke pit gate]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Death refusal"
+
:: 4. Beds (to avoid "slept on the ground" moodlets), Tables and Chairs (to avoid "did not eat a table" moodlets), superior recreation ([[Chess_table#Acquisition|chess tables]]) - yes, please.
! Death refusal {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] which grants death refusal to an individual, allowing them to self-resurrect once after dying.
 
| 30
 
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Death refusal]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Philophagy"
+
:: 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).
! Philophagy {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage.
 
| 30
 
| [[#Chronophagy|Chronophagy]]<br/>[[#Advanced psychic rituals|Advanced psychic rituals]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Philophagy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Pleasure pulse"
+
:: 6. Reduces uncomfortable/dangerous temperatures inside buildings.
! Pleasure pulse {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region happier but reduces their desire to work.
 
| 30
 
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Pleasure pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Neurosis pulse"
+
:: 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 [[Game-of-Ur board|Ur boards]].
! Neurosis pulse {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] that makes everyone in the region work faster but become more irritable.
 
| 40
 
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Neurosis pulse]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
  
|- id="Blood rain"
+
==== Extreme starts ====
! Blood rain {{AnomalyIcon}}
+
*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.
| Perform a [[Psychic rituals|psychic ritual]] which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage.
 
| 50
 
| [[#Advanced psychic rituals|Advanced psychic rituals]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Blood rain]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Brainwipe"
 
! Brainwipe {{AnomalyIcon}}
 
| Perform a [[Psychic rituals|psychic ritual]] which erases much of a person's episodic memories. Traumatic events will be forgotten. [[Prisoner#Resistance|Resistant prisoners]] will become easier to [[Prisoner#Recruit|recruit]]. Allows recruiting unwaveringly loyal prisoners.
 
| 40
 
| [[#Philophagy|Philophagy]]
 
| Psychic ritual
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Brainwipe]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
<!-- Serums -->
 
 
 
|- id="Serum synthesis"
 
! Serum synthesis {{AnomalyIcon}}
 
| Build a serum lab to synthesize high-tech serums. Serums harness [[Archotech|archotechnological]] power to bestow a temporary effect on the user.
 
| 15
 
| [[#Bioferrite shaping|Bioferrite shaping]]
 
| Serums
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Serum synthesis]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Metalblood serum"
 
! Metalblood serum {{AnomalyIcon}}
 
| Synthesize metalblood serums that make the user more resistant to damage.
 
| 35
 
| [[#Serum synthesis|Serum synthesis]]
 
| Serums
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Metalblood serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Mind-numb serum"
 
! Mind-numb serum {{AnomalyIcon}}
 
| Synthesize a serum that stabilizes a person's mood, preventing [[Mental break|mental breaks]].
 
| 35
 
| [[#Serum synthesis|Serum synthesis]]
 
| Serums
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Mind-numb serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Juggernaut serum"
 
! Juggernaut serum {{AnomalyIcon}}
 
| Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood.
 
| 35
 
| [[#Serum synthesis|Serum synthesis]]
 
| Serums
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Juggernaut serum]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
<!-- Misc -->
 
 
 
|- id="Bliss lobotomy"
 
! Bliss lobotomy {{AnomalyIcon}}
 
| Perform a [[Doctoring#Operations|surgery]] that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor.
 
| 25
 
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 
| Misc
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Bliss lobotomy]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Ghoul infusion"
 
! Ghoul infusion {{AnomalyIcon}}
 
| Perform a [[Doctoring#Operations|surgery]] that infuses a living person with an [[Shard|archotech shard]], transforming them into a terrifying ghoul. [[Ghoul|Ghouls]] are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.
 
| 30
 
| [[#Bioferrite harvesting|Bioferrite harvesting]]
 
| Misc
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul infusion]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Ghoul enhancements"
 
! Ghoul enhancements {{AnomalyIcon}}
 
| Craft [[Bioferrite|bioferrite]] [[Artificial body parts|prosthetics]] to make [[Ghoul|ghouls]] stronger.
 
| 40
 
| [[#Ghoul infusion|Ghoul infusion]]
 
| Misc
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul enhancements]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Ghoul resurrection"
 
! Ghoul resurrection {{AnomalyIcon}}
 
| Synthesize a serum that can bring dead [[Ghoul|ghouls]] back to life.
 
| 20
 
| [[#Serum synthesis|Serum synthesis]]<br/>[[#Ghoul infusion|Ghoul enhancements]]
 
| Misc <!-- says serum but it's considered misc in defs -->
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Ghoul resurrection]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Deadlife dust"
 
! Deadlife dust {{AnomalyIcon}}
 
| Craft devices that produce clouds of microscopic [[Archotech#Archotechnology|archites]]. The archites can reanimate corpses to produce deadly [[Shambler|shamblers]] that will only attack your enemies.
 
| 60
 
| [[#Bioferrite shaping|Bioferrite shaping]]
 
| Misc
 
| Basic
 
| style="text-align:left;" | {{#ask: [[Required Research::Deadlife dust]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
 
|- id="Revenant invisibility"
 
! Revenant invisibility {{AnomalyIcon}}
 
| Modify a [[Revenant spine|revenant spine]] so that it can be implanted in a human, allowing them to become temporarily invisible.
 
| 40
 
| [[#Disruptor flares|Disruptor flares]]
 
| Misc
 
| Advanced
 
| style="text-align:left;" | {{#ask: [[Required Research::Revenant invisibility]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|}
 
:{{Note label||Anomaly Research Points|A}} Progress towards anomaly research requires studying [[Entities|entities]], and is seperate from normal research progress.
 
:{{Note label||Anomaly Research Points|B}} Basic and advanced techs require their respective entity tier to progress research.
 
:{{Note label||Anomaly Research Points|C}} "The Anomaly" scenario starts with a single [[Holding platform|holding platform]] and [[Proximity detector|proximity detector]]
 
:{{Note label||Anomaly Research Points|D}} Anomaly research tree can be unlocked upon investigating a "fallen monolith"
 
 
 
== 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:
 
# One of:{{Ref label|Power|1}}
 
#* [[Batteries]] and [[solar generator]]s
 
#* [[Watermill generator]]s
 
#* [[Geothermal generator]]
 
# [[Research#Microelectronics|Microelectronics]] {{Ref label|Micro|2}}
 
# [[Multi-analyzer]] {{Ref label|Multi|3}}
 
# [[Fabrication bench|Fabrication]] {{Ref label|Multi|3}}
 
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:'''
 
:{{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.
 
:{{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 ===
 
For tribals (i.e. a "Lost Tribe" start), the research path should be ''something''* like:
 
# [[Clothing|Complex Clothing]] {{Ref label|Clothing|1}}
 
# [[Furniture|Complex Furniture]] {{Ref label|Furniture|2}}
 
# One or both of:
 
#* Stonecutting{{Ref label|Stone|3}}
 
#* [[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.
 
 
 
'''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.
 
:{{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 ===
 
For hardcore 500% Randy runs, you may want to get to Greatbows. These are effectively cheap, low-wealth [[bolt-action rifle]]s, which can take out early [[siege]]s and other threats you need to snipe. Then, you'll want to get to Machining, Gas Operation, and Mortars.
 
 
 
== Gallery ==
 
[[File:Research tree core.png|thumb|800px|center|All research projects in the base game]]
 
  
 
== Version history ==
 
== Version history ==
 
* [[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|Sterile materials]] and [[#Hospital bed|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|Bioregeneration]] research project added.
+
* [[Version/1.3.3101|1.3.3101]] - Bioregeneration research project added.
* [[Version/1.3.3200|1.3.3200]] - [[#Brain wiring|Brain wiring]], [[#Compact weaponry|compact weaponry]], [[#Neural supercharger|neural supercharge]], [[#Biosculpting|biosculpting]], [[#Specialized limbs|specialized limbs]], [[#Poison synthesis|poison synthesis]] projects now require hi-tech research bench.
+
* [[Version/1.3.3200|1.3.3200]] - Brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis projects now require hi-tech research bench.
* [[Version/1.4.3523|1.4.3523]] - The Colored lights research reworked and renamed to [[#Advanced lights|Advanced lights]].
 
* [[Version/1.4.3527|1.4.3527]] - [[#Tox gas|Tox gas]] research prerequisite: [[#Electricity|Electricity]] -> [[#Machining|Machining]].
 
* [[Version/1.4.3555|1.4.3555]] - Improved formatting of the research project content source line in the research UI.
 
* [[Version/1.4.3580|1.4.3580]] - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.
 
 
 
 
[[Category:Research]]
 
[[Category:Research]]

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