Wars are fought with technology, and technology comes from research. All research happens at your Research Lab. A tech belongs to your empire and not to one planet, so once you learn it every planet you own gets the benefit, and you keep it even if you abandon the planet you researched it on.
New commanders start with Energy Tech at level 3 and Jet Drive at level 3. Everything else starts at zero.
The Research Page
The sidebar shows the Research Lab level on the planet you are standing on, and the level of every tech you own. The main list shows every tech you have unlocked, with the cost and the time for its next level.
- More Info opens a panel with what the tech does, what it unlocks and what it needed to unlock.
- The pin next to More Info makes a tech a favorite. Favorites sort to the top of the list on that planet.
- Techs you have not unlocked yet are not listed at all. A line under the list tells you what the next one needs.
- You need a Research Lab of at least level 1 on the planet you are standing on to open the page.
One Research at a Time
You can only run one research at a time, and that limit covers your whole empire, not one planet. While something is being researched every Upgrade button on the page is greyed out.
A running research shows its progress, the time left and the planet that paid for it. Cancel stops it and refunds all of the ore, crystal and hydrogen. Complete finishes it right now for credits, at 1.12 credits per second still remaining, and it is free once the task is under five minutes from finishing.
Two other things block new research:
- A Research Lab being upgraded anywhere in your empire. Finish or cancel the lab upgrade first.
- Standing on a Hephaestus Class Attack Platform. Platforms cannot research.
Time to Research
The time for the next level of a tech works out as:
| Time(hours) = |
|
Effective Lab Level is the level of the lab you research from, or the pooled total you get from ARCNet. Some things worth knowing:
- Hydrogen is part of the price but it is not counted in the time. Only ore and crystal are.
- An alliance that has bought the Research Relay perk divides the time further, down to half at the top level.
- Every research takes at least five seconds, no matter how small.
ARCNet
Without ARCNet only one lab counts, the one on the planet you start the research from, and that lab has to meet the tech's lab requirement on its own.
With ARCNet the game looks at every planet you own, keeps the labs that are high enough for that tech, takes the best 1 + your ARCNet level of them, and adds their levels together. That total is the Effective Lab Level in the formula above, so the more high level labs you own the faster research goes.
An example with real numbers. Your homeworld has a level 12 lab and a colony has a level 8 lab, and ARCNet is at level 1 or higher. Armor Tech only needs a level 2 lab, so both labs qualify and the Effective Lab Level is 20. Armor Tech level 11 costs 1,024,000 ore, so the research drops from 39h 23m on the level 12 lab alone to 24h 23m with both.
Three things to keep in mind:
- Only labs high enough for that tech join in. ARCNet itself needs a level 10 lab, so in the example above the level 8 lab adds nothing towards researching ARCNet.
- ARCNet does not let you research two techs at once. It only makes the one research faster.
- There is no point going past level 9. You can own at most 10 planets, and level 9 already pools 10 labs.
Technologies
Requires: Research Lab 1, Energy Tech 2 |
Requires: Research Lab 2 |
Requires: Research Lab 4 |
Requires: Research Lab 6, Energy Tech 3 |
Requires: Research Lab 4, Laser Tech 5, Energy Tech 4 |
Requires: Research Lab 1, Energy Tech 1 |
Requires: Research Lab 1 |
Requires: Research Lab 1 |
Requires: Research Lab 3 |
Requires: Research Lab 2, Energy Tech 1 |
Requires: Research Lab 4, Energy Tech 8, Laser Tech 10, Particle Tech 5 |
Requires: Research Lab 7, Energy Tech 5, Shield Tech 5 |
Requires: Research Lab 3, Espionage Tech 4 |
Requires: Research Lab 7, FTL Tech 3 |
Requires: Research Lab 10, FTL Tech 7, A.I. Tech 8 |
Base Costs and Requirements
Every tech doubles in price with each level. The numbers below are the price of level 1, so level 2 costs twice as much, level 3 four times as much, and level N costs the base cost times 2 to the power of N minus 1. Plasma Tech starts at 2,000 ore, so its level 7 costs 2,000 x 64 = 128,000 ore.
| Tech | Lab Level |
Ore | Crystal | Hydrogen | Tech Requirements |
|---|---|---|---|---|---|
| ARCNet | 10 | 150,000 | 200,000 | 80,000 | FTL 7, A.I. 8 |
| A.I. | 1 | 0 | 400 | 600 | |
| Armor | 2 | 1,000 | 0 | 0 | |
| Energy | 1 | 0 | 800 | 400 | |
| Espionage | 3 | 200 | 1,000 | 200 | |
| Expedition | 3 | 4,000 | 8,000 | 1,000 | Espionage 4 |
| FTL | 7 | 0 | 4,000 | 2,000 | Energy 5, Shield 5 |
| Jet Drive | 1 | 400 | 0 | 600 | Energy 1 |
| Laser | 1 | 200 | 100 | 0 | Energy 2 |
| Particle | 4 | 1,000 | 300 | 100 | Laser 5, Energy 4 |
| Plasma | 4 | 2,000 | 4,000 | 1,000 | Energy 8, Laser 10, Particle 5 |
| Pulse Drive | 2 | 2,000 | 4,000 | 600 | Energy 1 |
| Shield | 6 | 200 | 600 | 0 | Energy 3 |
| Warp Drive | 7 | 10,000 | 20,000 | 6,000 | FTL 3 |
| Weapons | 4 | 800 | 200 | 0 |
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