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GUIDE 03

Research

16 technologies, their costs and what they actually do. Drives only speed up their own hull class.

Last updated 2026-09-04

The 16 technologies

Research happens at the Academy Core and applies to every planet at once — unlike buildings, you never repeat it per planet. Costs follow the same base × factor^(level−1) formula as buildings.

ResearchMetalCrystalGasFactorEffect
Core Theory0800400×2.0Energy handling. The root of almost every higher technology.
Beam Refining2001000×2.0Focused-beam weapons. Basis of beam turrets and higher armament.
Ion Etching1,000300100×2.0Ion acceleration. Used by the Ion Etcher and the Wanderer.
Fold Theory04,0002,000×2.0Subspace physics. Required for jump navigation and large hulls.
Plasma Forging2,0004,0001,000×2.0Weaponized plasma. The core of plasma turrets.
Combustion Drive4000600×2.0+10% speed per level for light hulls. The first drive you take.
Impulse Drive2,0004,000600×2.0+20% speed per level for medium hulls.
Hyperspace Drive10,00020,0006,000×2.0+30% speed per level for large hulls.
Shadow Network2001,000200×2.0Espionage depth. Higher levels reveal more.
Neural Core0400600×2.0Raises how many fleets you can run at once.
Astrophysics4,0008,0004,000×1.5+1 colony cap every 2 levels, up to 11.
Weapons Forging8002000×2.0+10% attack per level for ships and defenses.
Shielding2006000×2.0+10% shields per level. Required for force domes.
Armor1,00000×2.0+10% structure per level.
Stellar Engineering20,00020,00010,000×2.0Megastructure research for star-scale power.
Graviton Tech00300,000×3.0Gravity control. Required for the Doomstar, and it costs accordingly.

Drives — which ships actually get faster

A drive only speeds up its own hull class. Research the wrong one and the fleet you care about does not move any faster.

ResearchPer levelApplies to
Combustion Drive+10%Cargo Runner, Heavy Hauler, Spark, Scavenger, Watcher
Impulse Drive+20%Ember, Wanderer, Arkship, Fallen
Hyperspace Drive+30%Steel Bastion, Shatterer, Doomstar, Custom Warship

The three combat technologies

Weapons Forging, Shielding and Armor each add 10% per level to attack, shields and structure. They apply to ships and defenses alike, which regularly makes them a better buy than more hulls.

All three at level 10 roughly doubles your combat power — far cheaper than building twice the fleet.

Astrophysics — the only way to more colonies

Every 2 levels raises your colony cap by 1, up to 11 excluding the homeworld. More planets means more mines, so this is the spine of long-term growth. Its factor is 1.5 — lower than the 2.0 of most research — so it stays affordable to the end.

Start Graviton Tech with your eyes open

Its factor is 3.0, the only one that high, and level 1 already costs 300,000 gas. Level 2 is 900,000; level 3 is 2,700,000. Unless the Doomstar is your goal, there is no hurry.