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'''Research''' is the primary method through which players can enhance and expand the abilities of their [[colony]]. Certain [[buildings]] and [[gear]] require research in order to be built.
 
  
== Mechanics ==
+
'''Research''' is the primary method through which players can enhance and expand the abilities of their colony. Certain [[buildings]] require research in order to be built.
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.  
 
  
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.
+
Once a player constructs a [[research bench]], and selects a project from the list of available research topics, a [[Menus#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 speed at which points are generated.
  
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:
+
{{asof|A14}} research difficulty is now related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching spaceflight will be difficult.
* 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.
+
{{asof|A16}} research is now presented in a tech tree as opposed to a list, 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 ===
+
{{asof|a17}}, modders can add separate research tabs for their research projects, so any new research projects appear there instead of in the main research tab along with base game research.
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 Projects==
{{Research Points Table|2500}}
+
As of Alpha 17, the following research projects are available.  Prerequisite research listed in (parentheses) is not officially a prerequisite, but is required for the necessary research bench.
  
== Research Projects ==
 
=== Neolithic Research Projects ===
 
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}}
 
! Name
 
! Name
 
! Description
 
! Description
 +
! Tech level
 
! Base cost
 
! Base cost
 
! Industrial start cost
 
! Industrial start cost
 
! Tribal start cost
 
! Tribal start cost
 
! Required Research
 
! Required Research
! Required Research Bench & Addon
+
! Required Research Bench
! width="250px" | Unlocks
+
! Required Facilities
  
|- id="Psychoid brewing"
+
|-
! Psychoid brewing
+
! Batteries
| Prepare [[psychoid leaves]] into a mildly euphoria-inducing and addictive [[Psychite tea|tea]] at the campfire or cooking stove.
+
| Build [[Battery|batteries]] for storing [[Power|electricity]]. (Needed for tribal starts only)
| 500
+
| Industrial
| 500
+
| 400
| 500 {{Ref label|Tribal Start|A}}
+
| 400
| None
+
| 1200
 +
| Electricity
 
| 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"
 
! Tree sowing
 
| Sow the local biome's natural [[trees]] in your fields.
 
| 1000
 
| 1000
 
| 1000 {{Ref label|Tribal Start|A}}
 
 
| None
 
| None
| 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"
+
|-
! Beer brewing
+
! Autodoors
| Allows you to build a [[brewery]] and [[fermenting barrel|fermenting vats]] to transform [[hops]] into tasty, tasty [[beer]].
+
| Build [[Autodoor|autodoors]] which open to permit movement without slowing anyone down.
| 400
+
| Industrial
 
| 400
 
| 400
 
| 400
 
| 400
 +
| 1200
 +
| Electricity
 +
| Simple
 
| None
 
| None
| 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"
+
|-
 
! Passive cooler
 
! Passive cooler
| Make [[passive cooler|passive coolers]], to [[Temperature|cool]] indoor spaces without using [[Power|electricity]].
+
| Make [[Passive_Cooler|passive coolers]], a way to cool indoor spaces without using [[Power|electricity]].
 +
| Neolithic
 +
| 400
 +
| 400
 
| 400
 
| 400
| 400 {{Ref label|Classic Start|B}}
 
| 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}}
+
| None
  
|- id="Cocoa"
+
|-
! Cocoa
+
! Psychite refining
| Sow [[Cocoa tree|cocoa trees]] to create your own delicious [[chocolate]]. Eating chocolate fulfills the need for [[recreation]], and it's valuable on the market too.
+
| Learn to refine [[Psychoid_leaves|psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.
| 1000
+
| Industrial
| 1000
+
| 400
| 1000
+
| 400
| [[#Tree sowing|Tree sowing]]
+
| 1200
 +
| Drug production
 
| 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}}
+
| None
  
|- id="Devilstrand"
+
|-
 
! Devilstrand
 
! Devilstrand
| Plant [[Devilstrand mushroom|devilstrand]], a slow-growing mushroom that yields an exceptionally tough, tear resistant plant [[Devilstrand|fiber]].
+
| Allows colonists to plant [[Devilstrand_mushroom|devilstrand]], a slow-growing mushroom which yields a valuable plant fiber (also called [[devilstrand]]) that can be used to make [[Clothing|clothes]].
| 800
+
| Neolithic
| 800
+
| 500
| 800
+
| 500
 +
| 500
 
| 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}}
+
| None
  
|- id="Pemmican"
+
|-
 
! Pemmican
 
! Pemmican
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling.
+
| Make [[pemmican]], a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. (Research needed only for non-tribal starts)
 +
| Neolithic
 +
| 500
 
| 500
 
| 500
 
| 500
 
| 500
| 500 {{Ref label|Tribal Start|A}}
 
 
| None
 
| None
 
| Simple
 
| Simple
| style="text-align:left;" | {{#ask: [[Required Research::Pemmican]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
 
|- id="Recurve bow"
 
! Recurve bow
 
| Build the [[recurve bow]], an effective and inexpensive ranged weapon.
 
| 400
 
| 400
 
| 400 {{Ref label|Tribal Start|A}}
 
 
| None
 
| None
| Simple
 
| style="text-align:left;" | {{#ask: [[Required Research::Recurve bow]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|}
 
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
 
 
=== Medieval Research Projects ===
 
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}}
 
! Name
 
! Description
 
! Base cost
 
! Industrial start cost
 
! Tribal start cost
 
! Required Research
 
! Required Research Bench & Addon
 
! width="250px" | Unlocks
 
  
|- id="Complex clothing"
+
|-
 
! Complex clothing
 
! Complex clothing
| Tailor complicated [[Clothing|garments]] like [[pants]], [[duster]]s, and [[cowboy hat]]s.
+
| Sew complicated [[Clothing|garments]] like pants, dusters, and cowboy hats. (Research needed only for tribal starts)
| 600
+
| Medieval
| 600 {{Ref label|Classic Start|B}}
+
| 500
| 900
+
| 500
 +
| 1000
 
| 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}}
+
| None
  
|- id="Complex furniture"
+
|-
! Complex furniture
+
! Electric cremation
| 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 [[Crematorium|crematoriums]] that can vaporize unwanted corpses.
| 300
+
| Industrial
| 300 {{Ref label|Classic Start|B}}
+
| 500
| 450
+
| 500
 +
| 1500
 +
| Electric Smelting
 +
| Simple
 
| None
 
| None
 +
 +
|-
 +
! Colored lights
 +
| Allows colonists to construct colored [[Standing_lamp|lights]] for decorative purposes.
 +
| Industrial
 +
| 500
 +
| 500
 +
| 1500
 +
| Electricity
 
| 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"
 
! Carpet making
 
| Weave beautiful [[carpets]] from [[cloth]].
 
| 800
 
| 800
 
| 1200
 
 
| None
 
| None
| 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"
+
|-
! Smithing
+
! Microelectronics basics
| Build [[Electric smithy|smithies]] for crafting metal weapons and tools. Allows you to craft simple weapons like [[knife|knives]], [[gladius|gladii]], and [[mace]]s. Work metal into clean, beautiful floor [[Floors|tiles]].
+
| The basics of working with delicate, complex electronics.  This unlocks the [[Hi-tech research bench]], [[comms console]], [[orbital trade beacon]] and other research projects like [[joy|tube televisions]], and [[cryptosleep casket|cryptosleep caskets]].
 +
| Industrial
 
| 700
 
| 700
 
| 700
 
| 700
| 1050
+
| 2100
 +
| Electricity
 +
| Simple
 
| None
 
| None
| 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"
+
|-
! Stonecutting
+
! Shipbuilding basics
| Cut [[rock chunk]]s into [[Materials#Stone|stone blocks]] for use in construction. Build beautiful [[stone tile]] [[floors]] or ugly [[concrete]] walkways.
+
| Allows you to start researching more advanced shipbuilding technologies and eventually build a [[ship]] to escape the planet.
| 300
+
| Spacer
| 300 {{Ref label|Classic Start|B}}
+
| 1000
| 450
+
| 2000
 +
| 4000
 +
| (Microelectronics basics)
 +
(Multi-analyzer)
 +
| Hi-tech
 +
| Multi-analyzer
 +
 
 +
|-
 +
! Drug production
 +
| The basics of drug preparation and synthesis. Allows creation of the [[drug lab]]. Further research is required to make specific drugs.
 +
| Industrial
 +
| 500
 +
| 500
 +
| 1500
 
| 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}}
+
| None
  
|- id="Long blades"
+
|-
! Long blades
+
! Penoxycyline production
| Craft [[longsword]]s and [[spear]]s.
+
| Learn to produce [[Penoxycyline]] which blocks against 3 diseases: [[malaria]], [[sleeping Sickness|sleeping sickness]], and the [[plague]]. Taken every 5 days for full protection.
| 400
+
| Industrial
| 400
+
| 500
| 600
+
| 500
| [[#Smithing|Smithing]]
+
| 1500
 +
| Drug production
 
| 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}}
+
| None
  
|- id="Plate armor"
+
|-
! Plate armor
+
! Solar panels
| Smith suits of [[plate armor]] from metal or wood. This heavy armor noticeably slows movement, but protects very effectively.
+
| Build [[Solar_panel|solar panels]] for electrical generation. (Needed for tribal starts only)
 +
| Industrial
 
| 600
 
| 600
 
| 600
 
| 600
| 900
+
| 1800
| [[#Smithing|Smithing]]<br/>[[#Complex clothing|Complex clothing]]
+
| Electricity
 
| 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}}
+
| None
  
|- id="Greatbow"
+
|-
! Greatbow
+
! Air conditioning
| Craft [[greatbow]]s for killing enemies at great range.
+
| Build air conditions to cool rooms in the heat, or to keep freezers.
 +
| Industrial
 
| 600
 
| 600
 
| 600
 
| 600
| 900
+
| 1800
| [[#Recurve bow|Recurve bow]]
+
| Electricity
 
| 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}}
+
| None
  
|- id="Noble apparel"
+
|-
! Noble apparel {{RoyaltyIcon}}
+
! Wake-up production
| Tailor [[Title|noble-specific]] [[apparel]] like [[formal shirt]]s and [[royal robe]]s.
+
| Your chemists learn the formulas and techniques for synthesizing [[wake-up]], a work performance-enhancing drug.
| 400
+
| Industrial
| 400
 
 
| 600
 
| 600
| [[#Complex clothing|Complex clothing]]
 
| 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"
 
! Royal apparel {{RoyaltyIcon}}
 
| Tailor [[Title|royal]] [[apparel]] of the highest tier, like [[royal robe]]s and [[crown]]s.
 
| 400
 
| 400
 
 
| 600
 
| 600
| [[#Noble apparel|Noble apparel]]<br/>[[#Smithing|Smithing]] {{Ref label|Hidden Prerequisite|C}}
+
| 1800
| Simple
+
| Drug production
| 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"
 
! Harp {{RoyaltyIcon}}
 
| Craft the [[harp]], a simple stationary musical instrument popular among [[Titles|nobility]] in some cultures.
 
| 500
 
| 500
 
| 750
 
| [[#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"
 
! Harpsichord {{RoyaltyIcon}}
 
| Craft the [[Harpsichord]], a complex stationary musical instrument.
 
| 500
 
| 500
 
| 750
 
| [[#Harp|Harp]]<br/>[[#Smithing|Smithing]]
 
| Simple
 
| style="text-align:left;" | {{#ask: [[Required Research::Harpsichord]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
 
|}
 
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
 
 
=== Industrial Research Projects ===
 
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}}
 
! Name
 
! Description
 
! Base cost
 
! Industrial start cost
 
! Tribal start cost
 
! Required Research
 
! Required Research Bench & Addon
 
! width="250px" | Unlocks
 
 
|- id="Drug production"
 
! Drug production
 
| Build a [[drug lab]] for basic drug synthesis. Further research is required to make specific drugs.
 
| 500
 
| 500
 
| 1000
 
 
| None
 
| None
| 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"
+
|-
! Psychite refining
+
! Nutrient paste
| Refine [[psychoid leaves]] into [[flake]] and [[yayo]], different forms of the euphoric drug psychite.
+
| Build [[nutrient paste dispenser|nutrient paste dispensers]] which efficiently produce edible meals from raw nutritive feedstocks.
| 400
+
| Industrial
| 400
 
| 800
 
| [[#Drug production|Drug production]]
 
| 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"
 
! Wake-up production
 
| Synthesize [[wake-up]], a work performance-enhancing drug which replaces the need for sleep.
 
 
| 600
 
| 600
 
| 600
 
| 600
| 1200
+
| 1800
| [[#Drug production|Drug production]]
+
| Electricity
 
| 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}}
+
| None
  
|- id="Go-juice production"
+
|-
! Go-juice production
+
! Packaged survival meal
| Produce [[go-juice]], a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain.
+
| Learn to produce [[packaged survival meal]]s, a preserved and sealed food that never goes bad. Great for travelling.
| 1000
+
| Industrial
| 1000
+
| 2000
 
| 2000
 
| 2000
| [[#Drug production|Drug production]]
+
| 6000
 +
| Nutrient paste
 
| 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}}
+
| None
  
|- id="Penoxycyline production"
+
|-
! Penoxycyline production
+
! Hydroponics
| Produce [[Penoxycyline]] a disease prevention drug which blocks [[plague]], [[malaria]], and more before they start.
+
| Allows you to build [[Hydroponics_basin|hydroponics basins]] to rapidly grow crops indoors regardless of the terrain or weather outside.
| 500
+
| Industrial
| 500
+
| 700
| 1000
+
| 700
| [[#Drug production|Drug production]]
+
| 2100
 +
| Electricity
 
| 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"
 
! Electricity
 
| Harness the power of electricity for a hundred different tasks.
 
| 1600
 
| 1600 {{Ref label|Classic Start|B}}
 
| 3200
 
 
| None
 
| None
| 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"
 
! Battery
 
| Build [[Battery|batteries]] for storing [[Power|electricity]].
 
| 400
 
| 400
 
| 800
 
| [[#Electricity|Electricity]]
 
| 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"
+
|-
! Biofuel refining
+
! Brewing
| Build [[Biofuel refinery|Biofuel refineries]] to make [[chemfuel]] from biological matter like [[wood]] or [[Food|foodstuffs]].
+
| Allows you to build a [[brewery]] to transform [[hops]] into tasty, tasty [[beer]].
 +
| Neolithic
 
| 700
 
| 700
 
| 700
 
| 700
| 1400
+
| 2100
| [[#Electricity|Electricity]]
+
| None
 
| 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}}
+
| None
  
|- id="Watermill generator"
+
|-
! Watermill generator
+
! Smithing
| Build [[watermill generator]]s on rivers to generate a steady supply of [[power]].
+
| Build [[Electric_smithy|smithies]] for crafting metal weapons and tools.
 +
| Medieval
 
| 700
 
| 700
 
| 700
 
| 700
| 1400
+
| 2100
| [[#Electricity|Electricity]]
+
| None
 
| 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}}
+
| None
  
|- id="Nutrient paste"
+
|-
! Nutrient paste
+
! Tube television
| Build [[nutrient paste dispenser]]s which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all.
+
| Allows the production of [[Joy|tube televisions]]
| 400
+
| Industrial
| 400 {{Ref label|Classic Start|B}}
+
| 800
 
| 800
 
| 800
| [[#Electricity|Electricity]]
+
| 2400
 +
| Microelectronics basics
 
| 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}}
+
| None
  
|- id="Solar panel"
+
|-
! Solar panel
+
! Gun turrets
| Build [[solar panel]]s for electrical generation.
+
| Allows the production of [[Improvised turret|automated gun turrets]].
| 600
+
| Industrial
| 600
+
| 800
| 1200
+
| 800
| [[#Electricity|Electricity]]
+
| 2400
 +
| Microelectronics basics
 
| 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}}
+
| None
  
|- id="Air conditioning"
+
|-
! Air conditioning
+
! Firefoam
| Build [[cooler]]s to make people comfortable in hot weather or to construct freezers for storing perishable goods.
+
| Allows the construction of [[Firefoam_popper|firefoam poppers]]; fire-safety buildings which spread fire-resistant foam in response to encroaching flames.
| 500
+
| Industrial
| 500 {{Ref label|Classic Start|B}}
+
| 800
| 1000
+
| 800
| [[#Electricity|Electricity]]
+
| 2400
| Simple
+
| (Microelectronics basics)
| 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}}
+
| Hi-tech
 +
| None
  
|- id="Autodoor"
+
|-
! Autodoor
+
! Multi-analyzer
| Build [[autodoor]]s which automatically open when someone approaches without slowing anyone down.
+
| Allows colonists to build [[multi-analyzer|multi-analyzers]] which increase research speed, and allow higher level research projects, if placed near a [[Hi-tech research bench|research bench]].
| 600
+
| Industrial
| 600
+
| 800
| 1200
+
| 800
| [[#Electricity|Electricity]]
+
| 2400
| Simple
+
| Microelectronics basics
| style="text-align:left;" | {{#ask: [[Required Research::Autodoor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
+
| Hi-tech
 +
| None
  
|- id="Hydroponics"
+
|-
! Hydroponics
+
! Go-juice production
| Build [[hydroponics basin]]s to rapidly grow crops indoors regardless of the terrain or weather outside.
+
| Learn to produce the synthetic combat-performance-enhancing drug [[go-juice]].
| 700
+
| Industrial
| 700
 
| 1400
 
| [[#Electricity|Electricity]]
 
| 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"
 
! Tube television
 
| Produce [[tube television]]s for [[Recreation|recreational]] watching.
 
 
| 1000
 
| 1000
 
| 1000
 
| 1000
| 2000
+
| 3000
| [[#Electricity|Electricity]]<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}
+
| Drug production
 
| 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}}
+
| None
  
|- id="Packaged survival meal"
+
|-
! Packaged survival meal
+
! Carpet making
| Produce [[packaged survival meal]]s, which never go bad. Great for traveling.
+
| Allows colonists to build [[carpets]] to increase the quality of their environments.
| 500
+
| Medieval
| 500
+
| 1200
| 1000
+
| 1200
| [[#Nutrient paste|Nutrient paste]]
+
| 2400
 +
| None
 
| 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}}
+
| None
  
|- id="Firefoam"
+
|-
! Firefoam
+
! Electricity
| Construct [[firefoam popper]]s, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames.
+
| Generate and use [[Power|electricity]] for cooking and other simple tasks. (Research only needed for tribal starts)
| 600
+
| Industrial
| 600
+
| 1200
 
| 1200
 
| 1200
| [[#Electricity|Electricity]]
+
| 3600
 +
| None
 
| 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}}
+
| None
  
|- id="IEDs" id="Ieds"
+
|-
! IEDs
+
! Moisture pump
| Build improvised traps from any kind of mortar shell.
+
| Allows the construction of [[Moisture_pump|moisture pumps]], which turn wet ground dry.
| 500
+
| Industrial
| 500
+
| 1200
| 1000
 
| [[#Electricity|Electricity]]
 
| 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"
 
! Geothermal power
 
| Build [[Geothermal generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].
 
| 3200
 
| 3200
 
| 6400
 
| [[#Electricity|Electricity]]
 
| 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"
 
! Sterile materials
 
| Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking.
 
| 600
 
| 600
 
 
| 1200
 
| 1200
| [[#Electricity|Electricity]]
+
| 3600
| Simple
+
| (Microelectronics basics)
| 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}}
+
| Hi-tech
 +
| None
  
|- id="Advanced lights"
+
|-
! Advanced 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.
 
| 300
 
| 300
 
| 600
 
| [[#Electricity|Electricity]]
 
| 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"
 
 
! Machining
 
! Machining
| Build [[machining table]]s to craft [[Weapons|guns]], grenades, flak [[armor]], and to shred dead [[mechanoids]] for [[Steel|resources]].
+
| Build [[machining table|machining tables]] to craft [[Modern_Weapons|guns]] and machinery or disassemble dead [[mechanoid|mechanoids]].
| 1000
+
| Industrial
| 1000
+
| 1500
| 2000
+
| 1500
| [[#Electricity|Electricity]]<br/>[[#Smithing|Smithing]]
+
| 4500
 +
| Smithing<br>Electricity
 
| 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}}
+
| None
  
|- id="Smokepop packs"
+
|-
! Smokepop packs
+
! Medicine production
| Build [[smokepop pack]]s which allow the wearer to deploy a defensive smokescreen.
+
| Produce medicine from [[herbal medicine]], [[neutroamine]], and [[cloth]].
| 300
+
| Industrial
| 300
+
| 1500
| 600
+
| 1500
| [[#Machining|Machining]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
+
| 4500
| Simple
+
| Drug production<br \>Microelectronics basics
| 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}}
+
| Hi-tech
 +
| None
  
|- id="Prosthetics"
+
|-
! Prosthetics
+
! Deep drilling
| Build inexpensive [[Prosthetics|prosthetic]] body parts to replace lost limbs. Requires a skilled [[Skills#Medical|doctor]] to attach.
+
| Allows you to build [[Deep_drill|deep drills]] for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.
| 600
+
| Industrial
| 600
+
| 1500
| 1200
+
| 1500
| [[#Machining|Machining]]
+
| 4500
| Simple
+
| Microelectronics basics<br \>(Multi-analyzer)
| style="text-align:left;" | {{#ask: [[Required Research::Prosthetics]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
+
| Hi-tech
 
+
| Multi-analyzer
|- id="Gunsmithing"
 
! Gunsmithing
 
| Craft simple manually operated guns like [[revolver]]s, [[pump shotgun]]s, [[bolt-action rifle]]s, and [[incendiary launcher]]s.
 
| 500
 
| 500
 
| 1000
 
| [[#Machining|Machining]]
 
| 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"
+
|-
! Flak armor
+
! Ship cryptosleep caskets
| 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.
+
| Allows you to construct [[ship cryptosleep casket|ship cryptosleep caskets]] for transporting cryptosleeping colonists between the stars.
| 1200
+
| Spacer
 
| 1200
 
| 1200
 
| 2400
 
| 2400
| [[#Machining|Machining]]<br/>[[#Plate armor|Plate armor]] {{Ref label|Hidden Prerequisite|C}}
+
| 4800
| Simple
+
| Shipbuilding basics
| 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}}
+
Cryptosleep casket
 +
Microelectronics basics
 +
(Multi-analyzer)
 +
| Hi-tech
 +
| Multi-analyzer
  
|- id="Mortars"
+
|-
! Mortars
+
! Explosive IEDs
| Build [[mortar]]s which can lob [[mortar shell]]s long distances - even over walls.
+
| Allows colonists to build [[IED_trap|improvised explosive device-based traps]] from [[mortar shell]]s.
| 2000
+
| Industrial
| 2000
+
| 1600
| 4000
+
| 1600
| [[#Gunsmithing|Gunsmithing]]
+
| 4800
 +
| Electricity
 
| 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}}
+
| None
  
|- id="Blowback operation"
+
|-
! Blowback operation
+
! Incendiary IEDs
| Craft low-power blowback-operated guns like [[autopistol]]s and [[machine pistol]]s.
+
| Allows colonists to build [[IED_incendiary_trap|incendiary explosive traps]] from [[mortar shell]]s.
| 500
+
| Industrial
| 500
+
| 1600
| 1000
+
| 1600
| [[#Gunsmithing|Gunsmithing]]
+
| 4800
 +
| Electricity
 
| 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}}
+
| None
  
|- id="Gas operation"
+
|-
! Gas operation
+
! Vitals monitor
| Craft high-power guns like [[chain shotgun]]s, [[LMG]]s, and [[heavy SMG]]s.
+
| Allows colonists to build [[vitals monitor|vitals monitors]] which increase treatment quality if placed next to [[Hospital_bed|medical beds]].
| 1000
+
| Industrial
| 1000
+
| 1600
| 2000
+
| 1600
| [[#Blowback operation|Blowback operation]]
+
| 4800
| Simple
+
| Microelectronics basics
| 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}}
+
Hospital bed
 
+
(Multi-analyzer)
|- id="Gun turrets"
+
| Hi-tech
! Gun turrets
+
| Multi-analyzer
| Produce simple [[Mini-turret|automated gun turrets]].
 
| 500
 
| 500
 
| 1000
 
| [[#Blowback operation|Blowback operation]]
 
| 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
+
! Electric smelting
| Produce a [[Foam turret|turret]] which can be activated to spray [[Firefoam|fire-extinguishing foam]].
+
| Build electric smithy and smelters.
| 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"
+
The [[Electric_smithy|electric smithy]] allows smithing items without fuel.  The electric smelters uses heat and powerful electromagnets to extract useful metal from slag chunks and other items.
! Microelectronics
+
| Industrial
| Work with complex microelectronics. This unlocks the [[Hi-tech research bench]] and [[comms console]].
+
| 1700
| 3000
+
| 1700
| 3000
+
| 5100
| 6000
+
| 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}}
+
| None
  
|- id="Flatscreen television"
+
|-
! Flatscreen television
+
! Geothermal power
| Produce high-resolution [[flatscreen television]]s for greater [[Recreation|enjoyment]].
+
| Allows you to build [[Geothermal_generator|geothermal power plants]] on top of steam geysers, for uninterrupted [[power]].
| 2000
+
| Industrial
| 2000
+
| 1800
| 4000
+
| 1800
| [[#Microelectronics|Microelectronics]]<br/>[[#Tube television|Tube television]]
+
| 5400
 +
| (Microelectronics basics)
 
| 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}}
+
| None
  
|- id="Moisture pump"
+
|-
! Moisture pump
+
! Refining
| Construct [[moisture pump]]s, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand.
+
| Build [[refinery|refineries]] to make [[chemfuel]] from [[wood]].
 +
| Industrial
 
| 1200
 
| 1200
 
| 1200
 
| 1200
| 2400
+
| 3600
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| Electricity
| Hi-tech
+
| Simple
| 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}}
+
| None
 
 
|- id="Hospital bed"
 
! Hospital bed
 
| Construct [[hospital bed]]s which improve medical outcomes.
 
| 1200
 
| 1200
 
| 2400
 
| [[#Microelectronics|Microelectronics]]<br/>[[#Sterile materials|Sterile materials]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Complex furniture|Complex furniture]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
 
! Deep drilling
 
| Build [[deep drill]]s for extracting resources from deep underground. You'll need a [[ground-penetrating scanner]] to find the resources.
 
| 4000
 
| 4000
 
| 8000
 
| [[#Microelectronics|Microelectronics]]
 
| 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"
+
|-
! Ground-penetrating scanner
+
! Smokepop belts
| Build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface. Requires an advanced component to construct.
+
| Learn to build [[smokepop belt]]s which can provide an automatic defensive smokescreen.
 +
| Industrial
 
| 1000
 
| 1000
 
| 1000
 
| 1000
 +
| 3000
 +
| Refining<br>Machining
 +
| Simple
 +
| None
 +
 +
|-
 +
! Mortars
 +
| Learn to build [[mortar|mortars]] which can lob [[mortar shell]]s long distances over walls.
 +
| Industrial
 
| 2000
 
| 2000
| [[#Deep drilling|Deep drilling]]
 
| 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"
 
! Transport pod
 
| Construct launchable [[transport pod]]s that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more.
 
| 1000
 
| 1000
 
 
| 2000
 
| 2000
| [[#Microelectronics|Microelectronics]]<br/>[[#Biofuel refining|Biofuel refining]] {{Ref label|Hidden Prerequisite|C}}<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| 6000
| Hi-tech
+
| Machining<br \>Electricity
| 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}}
+
| Simple
 +
| None
  
|- id="Medicine production"
+
|-
! Medicine production
+
! Hospital bed
| Produce standard industrial-tech [[medicine]] by combining [[herbal medicine]], [[neutroamine]], and [[cloth]].
+
| Allows colonists to construct [[hospital bed|hospital beds]] which increase the chance of successful medical work.
| 1500
+
| Industrial
| 1500
 
| 3000
 
| [[#Drug production|Drug production]]<br/>[[#Microelectronics|Microelectronics]]
 
| 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"
 
! Long-range mineral scanner
 
| Construct [[long-range mineral scanner]]s your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct.
 
 
| 2000
 
| 2000
 
| 2000
 
| 2000
| 4000
+
| 6000
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| (Microelectronics basics)
 
| 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}}
+
| None
  
|- id="Shields"
+
|-
! Shields
+
! Hydroponics
| Build wearable [[shield belt|shield]] [[Low-shield pack|gear]]. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary.
+
| Allows you to build [[Hydroponics_basin|hydroponics basins]] to rapidly grow crops indoors regardless of the terrain or weather outside.
| 1000
+
| Industrial
| 1000
+
| 700
| 2000
+
| 700
| [[#Microelectronics|Microelectronics]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
+
| 2100
 +
| Electricity
 +
| Simple
 +
| None
 +
|-
 +
! Cryptosleep caskets
 +
| Allows colonists to construct [[cryptosleep casket|cryptosleep caskets]], which can put living beings in a state of suspended animation.
 +
| Spacer
 +
| 1100
 +
| 2200
 +
| 4400
 +
| Microelecronics basics
 +
(Multi-analyzer)
 
| 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}}
+
| Multi-analyzer
  
|- id="Precision rifling"
+
|-
! Precision rifling
+
! Ship antimatter reactor
| Craft precisely-machined guns like [[assault rifle]]s and [[sniper rifle]]s.
+
| Allows you to use an antimatter containment core to build a working antimatter reactor to power a [[ship]].
| 1400
+
| Spacer
 
| 1400
 
| 1400
 
| 2800
 
| 2800
| [[#Microelectronics|Microelectronics]]<br/>[[#Gas operation|Gas operation]]
+
| 5600
 +
| Shipbuilding basics
 +
Microelectronics basics
 +
(Multi-analyzer)
 
| 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}}
+
| Multi-analyzer
  
|- id="Autocannon turret"
+
|-
! Autocannon turret
+
! Component assembly
| Produce the heavy, long-ranged [[autocannon turret]].
+
| Allows you to build the [[Component assembly bench]], where colonists can make [[components]] from simple materials.
| 1600
+
| Industrial
| 1600
+
| 3000
| 3200
+
| 3000
| [[#Microelectronics|Microelectronics]]<br/>[[#Gun turrets|Gun turrets]]<br/>[[#Gas operation|Gas operation]]
+
| 9000
 +
| Microelectronics basics
 +
(Multi-analyzer)
 
| 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}}
+
| Multi-analyzer
  
|- id="Multibarrel weapons"
+
|-
! Multibarrel weapons
+
! Transport pods
| Assemble [[minigun]]s.
+
| Construct launchable [[transport pod]]s that you can use to launch people and supplies long distances across the planet's surface.
| 2600
+
| Industrial
| 2600
+
| 1100
| 5200
+
| 1100
| [[#Microelectronics|Microelectronics]]<br/>[[#Gas operation|Gas operation]]
+
| 3300
 +
| Microelectronics Basics
 
| 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}}
+
| None
  
|- id="Multi-analyzer"
+
|-
! Multi-analyzer
+
! Powered armor
| Build [[multi-analyzer]]s which increase research speed, and allow higher level research projects.
+
| Neuro-mimetic robotics and advanced [[plasteel]] weaving technologies allow you to build the [[Armor|power armor]] and power armor helmets.
| 4000
+
| Spacer
| 4000
+
| 1600
| 8000
+
| 3200
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
+
| 6400
 +
| Microelectronics basics
 +
(Multi-analyzer)
 
| 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}}
+
| Multi-analyzer
  
|- id="Vitals monitor"
+
|-
! Vitals monitor
+
! Shield belt
| Builds [[vitals monitor]]s which improve medical outcomes when placed next to [[hospital bed]]s.
+
| Momentum-repulsion field technology allows you to build [[shield belt]]s, which block ranged attacks coming in or going out.
| 2500
+
| Spacer
| 2500
+
| 1500
| 5000
 
| [[#Multi-analyzer|Multi-analyzer]]<br/>[[#Hospital bed|Hospital bed]]
 
| 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"
 
! Fabrication
 
| Build [[fabrication bench]]es, capable of high-tech projects ranging from [[component]] assembly to [[Recon armor|power]] [[Marine armor|armor]] construction.
 
| 4000
 
| 4000
 
| 8000
 
| [[#Multi-analyzer|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"
 
! Advanced fabrication
 
| Fabricate [[advanced component]]s from standard [[components]] and other materials.
 
| 4000
 
| 4000
 
| 8000
 
| [[#Multi-analyzer|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"
 
! Uranium slug turret
 
| Produce the armor-penetrating [[uranium slug turret]]. It fires uranium slugs which tear though [[plasteel]] like paper, but it's less effective at close range.
 
| 3000
 
 
| 3000
 
| 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}}
+
| Microelectronics basics
| Hi-tech (Multi-analyzer)
+
(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}}
+
| Hi-tech
 +
| Multi-analyzer
  
|- id="Rocketswarm launcher"
+
|-
! Rocketswarm launcher
+
! Charged shot
| Produce [[rocketswarm launcher]]s, single-burst turrets which can devastate a wide area at a key moment in battle.
+
| Understand the secrets of pulse-charged energy/projectile munitions. Allows you to build the [[R4_Charge_Rifle|charge rifle]].
| 3000
+
| Spacer
 +
| 1500
 
| 3000
 
| 3000
 
| 6000
 
| 6000
|[[#Multi-analyzer|Multi-analyzer]]<br/>[[#Autocannon turret|Autocannon turret]] {{Ref label|Hidden Prerequisite|C}}
+
| Microelectronics basics
| Hi-tech (Multi-analyzer)
+
(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"
 
! Piano {{RoyaltyIcon}}
 
| Craft the [[piano]], an advanced stationary musical instrument.
 
| 2000
 
| 2000
 
| 4000
 
| [[#Harpsichord|Harpsichord]]
 
| 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"
 
! Jump packs {{RoyaltyIcon}}
 
| Build [[jump pack]]s to perform aerial assaults during combat
 
| 2000
 
| 2000
 
| 4000
 
| [[#Microelectronics|Microelectronics]]<br/>[[#Machining|Machining]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
 
! Gunlink {{RoyaltyIcon}}
 
| Build wearable [[gunlink]]s to enhance your soldiers' [[Shooting Accuracy|shooting accuracy]].
 
| 2000
 
| 2000
 
| 4000
 
| [[#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}}
+
| Multi-analyzer
  
|- id="Biosculpting"
+
|-
! Biosculpting {{IdeologyIcon}}
+
! Multibarrel weapons
| Construct [[Biosculpter pod]]s which can perform various biological alterations to colonists. These are especially important to believers in [[Ideoligion#Transhumanist|transhumanism]].
+
| Allows you to build [[weapons|miniguns]].
| 1500
+
| Industrial
| 1500
 
 
| 3000
 
| 3000
| [[#Microelectronics|Microelectronics]]
 
| 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"
 
! 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.
 
| 4000
 
| 4000
 
| 8000
 
| [[#Multi-analyzer|Multi-analyzer]]<br/>[[#Biosculpting|Biosculpting]]
 
| 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"
 
! 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.
 
| 1500
 
| 1500
 
 
| 3000
 
| 3000
| [[#Microelectronics|Microelectronics]]
+
| 9000
 +
| Microelectronics basics
 +
(Multi-analyzer)
 
| 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}}
+
| Multi-analyzer
 
 
|- 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}}
+
! Ship computer core
| Build [[gene processor]]s, which allow a [[gene assembler]] to create xenogerms of higher genetic complexity.
+
| Allows coercing an existing [[AI_Persona_Core|AI persona]] into a usable AI computer core for [[ship]] guidance.
| 1500
+
| Spacer
 
| 1500
 
| 1500
 
| 3000
 
| 3000
| [[#Xenogenetics|Xenogenetics]]<br/>[[#Microelectronics|Microelectronics]]
+
| 6000
 +
| Shipbuilding basics
 +
Microelectronics basics
 +
(Multi-analyzer)
 
| Hi-tech
 
| Hi-tech
| style="text-align:left;" | {{#ask: [[Required Research::Gene processor]] | format = ul | class = ul-column-width-100 | template = DLC Icons | link = none | sort = From DLC, Name}}
+
| Multi-analyzer
  
|- id="Archogenetics"
+
|-
! Archogenetics {{BiotechIcon}}
+
! Ship antimatter propulsion
| Allows a gene assembler to use [[archite capsule]]s to create seemingly-impossible genes. [[Genes#Archite|Archite genes]] and archite capsules can be obtained from traders.
+
| Allows you to use an antimatter containment core to construct an antimatter drive for a [[ship]].
 +
| Spacer
 
| 2500
 
| 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
 
| 5000
 
| 10000
 
| 10000
| [[#Advanced fabrication|Advanced fabrication]]
+
| Shipbuilding basics
| Simple<br/>1x [[Nano structuring chip]]
+
(Microelectronics basics)
| 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}}
+
(Multi-analyzer)
 +
| Hi-tech
 +
| Multi-analyzer
  
|- id="Security door"
+
|-
! Security door {{AnomalyIcon}}
+
! Long-range mineral scanner
| 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.
+
| Allows the construction of [[long-ranged mineral scanner]]s which automatically detect precious minerals like gold or jade in the nearby areas (but not in which the scanners were built).
 +
| Industrial
 
| 700
 
| 700
 
| 700
 
| 700
| 1400
+
| 2100
| [[#Autodoor|Autodoor]]
+
| Microelectronics basics
| Simple
+
| Hi-tech
| 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}}
+
| Multi-analyzer
  
|- id="Turret pack"
+
|-
! Turret pack {{AnomalyIcon}}
+
! Ground-penetrating scanner
| Build a wearable pack that allows a user to deploy a battery-powered turret.
+
| Allows you to build [[ground-penetrating scanner]]s that can detect drillable resources deep under the surface.
| 1400
+
| Industrial
| 1400
+
| 70000
| 2800
+
| 700
| [[#Gun turrets|Gun turrets]]<br/>[[#Microelectronics|Microelectronics]]
+
| 21000
 +
| Microelectronics basics<br \>(Multi-analyzer)
 
| Hi-tech
 
| 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}}
+
| Multi-analyzer
 +
 
 
|}
 
|}
:{{Note label||Tribal Start|A}} Tribal starts begin with this research unlocked
 
:{{Note label||Classic Start|B}} The Classic Start begin with this research unlocked
 
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
 
  
=== Spacer Research Projects ===
+
 
 +
Prior to Alpha 13, the following research projects were available.  As of Alpha 13, some of these enteries are no longer in the game, or have different requirements.
 +
 
 
{| {{STDT| sortable c_07 text-center}}
 
{| {{STDT| sortable c_07 text-center}}
 
! Name
 
! Name
 
! Description
 
! Description
! Base cost
+
! Cost (Research Points)
! Industrial start cost
+
! Research Required
! Tribal start cost
+
! Research Enabled
! Required Research
 
! Required Research Bench & Addon
 
! width="250px" | Unlocks
 
  
|- id="Cryptosleep casket"
+
|-
 
! Cryptosleep casket
 
! Cryptosleep casket
| Construct [[cryptosleep casket]]s, which can put living beings in a state of indefinite suspended animation.
+
| Allows colonist to construct cryptosleep caskets, which can put living beings in a state of suspended animation.
 
| 2000
 
| 2000
| 2000
+
| -
| 4000
+
| -
| [[#Multi-analyzer|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"
+
|-
! Recon armor
+
! Geothermal power
| Craft [[Recon helmet|recon]] [[Recon armor| armor]], a light powered armor suit used by scout troops who need protection on the move. Note that these also require [[advanced component]]s.
+
| Allows you to build geothermal power plants on top of steam geysers, for uninterrupted power.
| 6000
+
| 900
| 6000
+
| -
| 12000
+
| -
| [[#Fabrication|Fabrication]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Marine armor
+
! Hydroponics
| Build [[Marine helmet|marine]] [[Marine armor| armor]]. A general-use powered armor suit used by high-tech shock troops. Note that these also require [[advanced component]]s.
+
| Allows you to build hydroponics tables to rapidly grow crops indoors.
| 6000
+
| 700
| 6000
+
| -
| 12000
+
| -
| [[#Recon armor|Recon armor]]<br/>[[#Complex clothing|Complex clothing]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Pulse charged munitions
+
! Brewing
| Build [[Charge rifle|weapons]] which fire pulse-charged munitions for extra damage. Note that these also require [[advanced component]]s.
+
| Allows you to build a brewery to transform hops into tasty, tasty beer.
| 3000
+
| 700
| 3000
+
| -
| 6000
+
| -
| [[#Fabrication|Fabrication]]<br/>[[#Precision rifling|Precision rifling]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Bionic replacements
+
! Pneumatic Picks
| 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.
+
| Miner's picks are 20% more effective.
| 2000
+
| 1000
| 2000
+
| -
| 4000?
+
| -
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Starflight basics
+
! Stonecutting
| Construct the structural and supportive elements of a [[ship|starship]]. This is the first step in building a ship to leave this star system.
+
| Build stonecutting tables, which allow you to refine rock chunks into stone blocks that can be used for construction.
| 4000
+
| 500
| 4000
+
| -
| 8000
+
| -
| [[#Advanced fabrication|Advanced fabrication]]
 
| 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"
+
|-
! Starflight sensors
+
! Electric Smelting
| Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance.
+
| Build electic smelters which use heat and strong electromagnets to extract useful metal from slag chunks and other items.
| 4000
+
| 1000
| 4000
+
| -
| 8000
+
| -
| [[#Starflight basics|Starflight basics]]<br/>[[#Long-range mineral scanner|Long-range mineral scanner]]
 
| 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"
+
|-
! Vacuum cryptosleep casket
+
! Machining
| Construct hardened [[cryptosleep casket|ship cryptosleep caskets]] tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars.
+
| Build machining tables to disassemble dead mechanoids into usable metal.
| 2800
+
| 1000
| 2800
+
| -
| 5600
+
| -
| [[#Starflight basics|Starflight basics]]<br/>[[#Cryptosleep casket|Cryptosleep casket]]
 
| 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"
+
|-
! Starship reactor
+
! Nutrient Resynthesis
| Build a long-duration nuclear [[Ship reactor|reactor]] to power a [[ship|starship]]. Note that reactors have a long startup process that will attract raiders.
+
| Nutrient paste dispensers consume 10% less food per meal produced.
| 6000
+
| 350
| 6000
+
| -
| 12000
+
| -
| [[#Starflight basics|Starflight basics]]
 
| 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"
+
|-
! Johnson-Tanaka drive
+
! Gun Turret Cooling
| Construct a Johnson-Tanaka drive for a [[ship]]. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere.
+
| Gun turrets fire four shots in a burst instead of three.
| 6000
+
| 1000
| 6000
+
| -
| 12000
+
| -
| [[#Starflight basics|Starflight basics]]
 
| 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"
+
|-
! Machine persuasion
+
! Mortars
| 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.
+
| Learn to build mortars which can lob shells long distances over walls.
| 3000
+
| 1000
| 3000
+
| -
| 6000
+
| -
| [[#Starflight basics|Starflight basics]]
+
|-
| Hi-tech (Multi-analyzer)
+
! Crematorium
| 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}}
+
| Build crematoriums which can vaporize unwanted corpses.
 +
| 700
 +
| -
 +
| -
  
|- id="Cataphract armor"
+
|-
! Cataphract armor {{RoyaltyIcon}}
+
! Carpet Making
| Craft [[Cataphract helmet|cataphract]] [[Cataphract armor| armor]], heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require [[advanced component]]s.
+
| Allows colonists to build carpets to increase the quality of their environments.
| 6000
+
| 1000
| 6000
+
| -
| 12000
+
| -
| [[#Marine armor|Marine armor]]
 
| 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"
+
|-
! Brain wiring {{RoyaltyIcon}}
+
! Colored Lights
| Craft brain implants that [[joywire|induce]] or [[painstopper|prevent]] blunt sensations like [[Mood|joy]] or [[pain]].
+
| Allows colonists to construct colored lights for decorative purposes.
| 2000
+
| 500
| 2000
+
| -
| 4000
+
| -
| [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Specialized limbs {{RoyaltyIcon}}
+
! Hospital Bed
| Craft specialized bionic limbs built for specific purposes - both [[Power claw|combat]] and labor.
+
| Allows colonists to construct hospital beds which increase chance of successful medical work.
| 2000
+
| 1000
| 2000
+
| -
| 4000
+
| -
| [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]]
 
| 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"
+
|-
! Compact weaponry {{RoyaltyIcon}}
+
! Fertilizer Pump
| Craft compact, concealable bionic weapons which can be embedded in various body parts.
+
| Allows you to build fertilizer pumps, which can create farmable soil anywhere. (Removed as of Alpha 9)
| 2000
+
| 350
| 2000
+
| -
| 4000
+
| -
| [[#Microelectronics|Microelectronics]]<br/>[[#Prosthetics|Prosthetics]]
 
| 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"
+
|-
! Poison synthesis {{RoyaltyIcon}}
+
! Explosive IEDs
| Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks.
+
| Allows colonists to build improvised explosive device-based traps from mortar shells.
| 2000
+
| 900
| 2000
+
| -
| 4000
+
| -
| [[#Compact weaponry|Compact weaponry]]
 
| 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}}
+
! Incendiary IEDs
| Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks.
+
| Allows colonists to build incendiary explosive traps from mortar shells.
| 2000
+
| 900
| 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}}
+
! Shipbuilding basics
| Construct growth vats which can gestate an embryo or accelerate a [[child]]'s growth.
+
| Allows you to start researching more advanced shipbuilding technologies and eventually build a ship to escape the planet.
 
| 500
 
| 500
| 500
+
| -
| 1000
+
| Ship Cryptosleep Pods
| [[#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||Classic Start|B}} The Classic Start begin with this research unlocked
 
:{{Note label||Hidden Prerequisite|C}} This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
 
  
=== Ultra Research Projects ===
+
Ship Antimatter Reactor
{| {{STDT| sortable c_07 text-center}}
 
! Name
 
! Description
 
! Base cost
 
! Industrial start cost
 
! Tribal start cost
 
! Required Research
 
! Required Research Bench & Addon
 
! width="250px" | Unlocks
 
  
|- id="Artificial metabolism"
+
Ship Antimatter Propulsion
! Artificial metabolism {{RoyaltyIcon}}
 
| Craft bionics that process food [[sterilizing stomach|more safely]] or [[Nuclear stomach|efficiently]] than a biological stomach.
 
| 2000
 
| 2000
 
| 4000
 
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
Ship Computer Core
! Neural computation {{RoyaltyIcon}}
 
| Craft brain implants that assist [[Neurocalculator|thought]] and [[Learning assistant|learning]] by use of a direct, shallow brain-computer interface.
 
| 2000
 
| 2000
 
| 4000
 
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Skin hardening {{RoyaltyIcon}}
+
! Ship Cryptosleep Pods
| Craft bionic implants which [[stoneskin gland|induce]] the [[toughskin gland|toughening]] of natural skin, producing an [[armorskin gland|armor-like]] effect.
+
| Allows you to construct ship cryptosleep pods for transporting cryptosleeping colonists between the stars.
| 2000
+
| 1200
| 2000
+
| Shipbuilding basics
| 4000
+
| -
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Healing factors {{RoyaltyIcon}}
+
! Ship Antimatter Reactor
| Craft bionics that enhance natural [[healing enhancer|healing]] processes.
+
| Allows you to use an antimatter containment core to build a working antimatter reactor to power a ship.
 
| 2000
 
| 2000
| 2000
+
| Shipbuilding basics
| 4000
+
| -
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
+
|-
! Flesh shaping {{RoyaltyIcon}}
+
! Ship Antimatter Propulsion
| 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]].
+
| Allows you to use an antimatter containment core to construct an antimatter drive for a ship.
| 2000
 
 
| 2000
 
| 2000
| 4000
+
| Shipbuilding basics
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
+
| -
| 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"
+
|-
! Molecular analysis {{RoyaltyIcon}}
+
! Ship Computer Core
| Craft bionics with molecular analyzers for [[Immunoenhancer|assisting the immune system]] or [[Gastro-analyzer|analyzing food]].
+
| Allows coercing an existing AI persona into a usable AI computer core for ship guidance.
| 2000
+
| 1200
| 2000
+
| Shipbuilding basics
| 4000
+
| -
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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"
 
! Circadian influence {{RoyaltyIcon}}
 
| Craft brain implants that chemically manipulate the circadian rhythm, [[Circadian assistant|reducing]] or [[Circadian half-cycler|altering]] the need to sleep.
 
| 2000
 
| 2000
 
| 4000
 
| [[#Fabrication|Fabrication]]<br/>[[#Prosthetics|Prosthetics]] {{Ref label|Hidden Prerequisite|C}}
 
| 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||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.
 
 
== Anomaly ==
 
{{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? -->
 
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.
 
{| {{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"
 
! Bioferrite harvesting {{AnomalyIcon}}
 
| Build bioferrite harvesters to generate [[Bioferrite|bioferrite]] from captured [[Entities|entities]] contained in [[Holding platform|holding platforms]].
 
| 10
 
| [[#Electricity|Electricity]]
 
| Bioferrite
 
| Basic
 
| 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}}
 
 
|- id="Bioferrite shaping"
 
! Bioferrite shaping {{AnomalyIcon}}
 
| 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 -->
 
! 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"
 
! 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"
 
! 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"
 
! Insanity weaponry {{AnomalyIcon}}
 
| Restructure [[Shard|archotech shards]] into limited-use weapons that shock, manipulate, and destroy enemies using [[Archotech|archotechnology]].
 
| 30
 
| [[#Bioferrite shaping|Bioferrite shaping]]
 
| Bioferrite
 
| Advanced
 
| 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"
 
! Summon fleshbeasts {{AnomalyIcon}}
 
| 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 -->
 
 
|- id="Advanced psychic rituals"
 
! 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 -->
 
! 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"
 
! 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"
 
! 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"
 
! 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"
 
! 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"
 
! Blood rain {{AnomalyIcon}}
 
| 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/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.
 
* [[Version/1.3.3101|1.3.3101]] - [[#Bioregeneration|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/1.4.3523|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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