Research & Tech Tree

Overview

The research system is how your corporation unlocks new capabilities. It's built on a 7-tier tech tree spanning 7 disciplines. Completing research unlocks applications — either blueprints (manufacturing recipes) or modifiers (passive bonuses).

Tech Tree Structure

The tree has three layers:

  1. Technologies — the research targets you allocate capacity to
  2. Applications — unlocked when you complete a technology; each is a blueprint or modifier
  3. Prerequisites — some technologies require others to be completed first

The Seven Disciplines

Every technology belongs to a primary discipline (and sometimes a secondary):

Code Discipline Focus
B Biology Organic extraction, bio-matrices, life support
C Chemistry Chemical extraction, alloy synthesis, propellant systems
E Energetics Power generation, energy extraction, capacitors
I Informatics Sensors, compute, navigation, targeting
M Mechanics Structural frames, manufacturing, ship hulls, cargo
P Physics Weapons, shields, propulsion, particle physics
S Sociology Fleet command, crew management, trade networks

The Seven Tiers

Tier Level What It Unlocks
1 Basic Foundational technologies, simple extraction modules, starter components
2 Intermediate Cargo holds, research modules, mineral extraction, basic weapons/armor
3 Advanced Specialized components (weapon/defense components appear), enhanced modules
4 Expert High-efficiency systems, dual weapon/defense specialization
5 Master Cutting-edge tech, advanced alloys, powerful weapon systems
6 Elite Top-tier components and modules, strong modifiers
7 Pinnacle Ultimate capabilities, rare blueprints, pinnacle modules

Research Capacity

Research capacity comes from research modules installed on your ships. The total capacity across all your ships determines how fast you can research.

Rate: 1 research point per capacity per hour. With capacity 1 at 100% allocation, you earn 1 point/hour. A technology costing 25 points takes 25 hours. Higher capacity and ResearchSpeed modifiers reduce this time.

You allocate your capacity as percentages across active research targets. For example, you might put 60% on a weapons technology and 40% on a manufacturing technology.

The golden rule: always keep research capacity 100% allocated. Idle capacity is wasted time. If you complete a technology, immediately reallocate that freed capacity to something new.

Stopping and Resuming Research

You can stop a research allocation at any time to free up capacity. Progress is preserved — if a technology was 70% complete when you stopped it, it'll still be 70% when you resume. This lets you shift priorities without losing work.

Modifiers

Some applications unlock passive modifiers that boost your operations:

  • Extraction modifiers — speed bonuses for biological, mineral, chemical, or energetic extraction
  • Manufacturing modifiers — speed, efficiency, and quality bonuses
  • Research modifiers — speed bonuses for research itself

Modifiers stack across tiers. Researching multiple extraction speed modifiers compounds your bonuses, making early investment in modifiers pay dividends over time.

Component Categories

Technologies unlock component blueprints — intermediate manufactured parts used as inputs for module blueprints:

Category Purpose
BioMatrices Organic cultivation systems
PowerCells Energy storage cells
StructuralFrames Load-bearing ship frames
PropellantSystems Propulsion fuel systems
Conduits Power transmission lines
Circuits Processing/logic circuits
ThermalManagement Heat dissipation systems
Optics Sensor and targeting optics
WeaponComponents Weapon subsystems (Tier 3+)
DefenseComponents Defense subsystems (Tier 3+)

Research Strategy

By Playstyle

  • Industrialist — Prioritize Mechanics (M) and Chemistry (C) for manufacturing modules, structural frames, and alloy synthesis
  • Explorer/Miner — Prioritize Biology (B) and Energetics (E) for extraction modules and speed modifiers
  • Trader — Prioritize Mechanics (M) and Sociology (S) for cargo capacity, fleet command, and manufacturing
  • Combat — Prioritize Physics (P) and Informatics (I) for weapons, shields, targeting, and sensors
  • Balanced — Start with extraction and manufacturing basics (T1-T2), then specialize from T3 onward

Progression Tips

  • T1-T2: Get extraction and manufacturing modules online — you need resources to build everything else
  • T3: Weapon and defense components appear — combat builds start to diverge here
  • T4+: Modules require multiple component types as inputs — plan your manufacturing chains ahead
  • Invest in modifiers early — even small bonuses compound significantly over time
  • Use path planning — find the shortest prerequisite chain to the technology or application you want