Research
Research turns an ordinary mothership into a specialist: economy, attack, defence or support technologies. This page explains where research points come from, how the tree is built, what each of the 45 technologies does and how they stack. The second part reveals the AI's research tree, which strengthens its VMs one by one.
Research points
Research costs neither resources nor time: it is paid for in research points (RP). Each level of your ship's Research Center adds RP to your budget, from 2 at the first level up to 101 in total at level 20. Upgrading the Research Center is therefore the only way to get more technologies.
Research points by Research Center level
| Level | RP gained | Total |
|---|---|---|
| 1 | +2 | 2 |
| 2 | +3 | 5 |
| 3 | +3 | 8 |
| 4 | +4 | 12 |
| 5 | +4 | 16 |
| 6 | +5 | 21 |
| 7 | +5 | 26 |
| 8 | +5 | 31 |
| 9 | +5 | 36 |
| 10 | +5 | 41 |
| 11 | +5 | 46 |
| 12 | +5 | 51 |
| 13 | +5 | 56 |
| 14 | +6 | 62 |
| 15 | +6 | 68 |
| 16 | +6 | 74 |
| 17 | +6 | 80 |
| 18 | +6 | 86 |
| 19 | +7 | 93 |
| 20 | +8 | 101 |
The budget belongs to each mothership: if you own several, each has its own Research Center, its own RP and its own choices. A technology applies to the ship that researched it.
The choice is made in two steps: you build a draft in the Research screen, then you apply it. An applied technology is permanent and takes effect at once. The only way back is the reset, which wipes all of the ship's technologies for 50 coins and returns all the RP for a new distribution. A Research Center out of service (too damaged) refuses any new application, but the technologies already acquired keep working.
The research tree
The tree has a common trunk of five levels and 4 specialisation branches of ten levels: Production, Military, Defense and Technology. In each branch, levels are taken in order: level 4 requires level 3. The first level of each branch requires the first level of the common trunk.
| Level | Common trunk | Branch |
|---|---|---|
| 1 | 1 | 1 |
| 2 | 2 | 2 |
| 3 | 3 | 3 |
| 4 | 4 | 4 |
| 5 | 5 | 5 |
| 6 | — | 7 |
| 7 | — | 9 |
| 8 | — | 12 |
| 9 | — | 16 |
| 10 | — | 21 |
The whole common trunk costs 15 RP, each branch 80 RP. With 101 RP at most, a ship can complete the common trunk and one branch, and still has a few points left for the first levels of a second one. Nobody can have everything: that is intended. A ship specialises, and the alliance brings the specialities together.
The common trunk
The common trunk is useful to everyone. It extends your ship's vision, opens the chat between players and the map markers, reveals the richness of the deposits and unlocks the two reconnaissance units. Its last level shares the vision of your whole alliance, warns you of AI movements in your field of view and starts the automatic repair of your buildings.
| Technology | RP | Effects |
|---|---|---|
| Basic Cartography (1) | 1 | Vision extended to 5 tiles |
| Communication Protocol (2) | 2 | Chat between players 5 markers on the map |
| Resource Scanner (3) | 3 | Vision extended to 8 tiles Displays the yield of every tile on the map Unlocks: Scout |
| Advanced Vision (4) | 4 | Vision extended to 10 tiles |
| Coordination Network (5) | 5 | You see what the members of your alliance see Alert when an AI force crosses your field of view Automatic building repair: +5 % of HP per hour Unlocks: Reconnaissance Drone |
Vision does not stack: the best value reached is what counts. Level 3, which displays the yield of every tile, changes the way you choose your extractors and your moves: a rich deposit is often worth two poor ones.
The Production branch
The Production branch grows your economy. Extraction bonuses apply to your extractors, farm bonuses to your food, and the two big steps of levels 7 and 10 to all your production. Cost reductions affect the energy and silicium of your constructions as well as your units.
| Technology | RP | Effects |
|---|---|---|
| Efficient Extraction (1) | 1 | +2 % extractor production |
| Intensive Agriculture (2) | 2 | +5 % farm production |
| Optimized Maintenance (3) | 3 | −10 % energy on constructions and units |
| Reinforced Extraction (4) | 4 | +5 % extractor production |
| Advanced Commerce (5) | 5 | Instant resource shipments up to 15 tiles |
| Water Recycling (6) | 7 | +5 % food per farm beyond the first |
| Overproduction (7) | 9 | +15 % of all production |
| Advanced Refining (8) | 12 | Free merchant conversions |
| Energy Mastery (9) | 16 | −10 % silicium on constructions and units |
| Supreme Architect (10) | 21 | +15 % of all production Instant resource shipments across the whole map |
Bonuses of the same type add up (extraction: both levels add together), then the stages multiply: the extraction bonus acts on each extractor, and the total production bonus on the sum. Level 8 makes the merchant's conversions free; otherwise they cost 3 coins each. Levels 5 and 10 make your resource shipments instant, first at short range and then across the whole map: an asset to resupply an ally in the middle of a battle.
The Military branch
The Military branch strengthens your units in combat and lowers the cost of your army. Its bonuses apply when attacking as when defending, unless stated otherwise, and combine with the auras and the other effects described on the Combat page.
| Technology | RP | Effects |
|---|---|---|
| Basic Training (1) | 1 | +5 % ATK and +5 % DEF for infantry |
| Terrain Tactics (2) | 2 | +5 % ATK and +5 % HP for all units |
| Improved Armament (3) | 3 | −15 % on ammunition cost |
| Armored Vehicles (4) | 4 | +10 % HP for vehicles |
| Tactical Coordination (5) | 5 | +5 % ATK when your side fields at least 20 units −10 % build time at the Barracks |
| Combat Aviation (6) | 7 | +10 % damage for aerial units |
| Assault Strategy (7) | 9 | +20 % ATK when your side fields at least 50 units +15 % ATK when at least two players attack together |
| Heavy Weapons (8) | 12 | +12 % ATK for all units |
| Surgical Strike (9) | 16 | 20 % of the losses survive after the combat Choice of the type of AI building to target |
| Supreme Commander (10) | 21 | +25 % ATK when two attackers are from the same alliance |
The two group bonuses (levels 5 and 7) do not stack: only the best step counts, provided your side fields the required number of units. Level 9 saves part of the losses after each combat and lets you choose the type of AI building to target in an attack. Levels 7 and 10 only apply in attacks with several players: coordination is the heart of the late game.
The Defense branch
The Defense branch protects your ship: building HP and resistance, tower power and range, energy shield, automatic repair. It also has two alliance effects: level 7 brings your nearby allies' shield vessels and towers into your defence, and level 9 weakens the AI when it attacks a nearby ally.
| Technology | RP | Effects |
|---|---|---|
| Basic Fortification (1) | 1 | +5 % HP for buildings +5 % power for towers |
| Structural Shield (2) | 2 | −10 % damage taken by buildings +10 % HP for buildings |
| Defensive Network (3) | 3 | +15 % power for towers +10 % range for towers +10 % power per neighbouring tower also fighting |
| Reinforced Walls (4) | 4 | +20 % HP for buildings |
| Anti-Air System (5) | 5 | −20 % damage taken from AI aerial units Towers hit aerial units hard |
| Energy Shield (6) | 7 | Energy shield (1,500 points, full recharge in 12 h) |
| Collective Defense (7) | 9 | Your allies' shield vessels within 5 tiles reinforce your shield Your nearby allies' towers defend your ship (+10 %) |
| Structural Regeneration (8) | 12 | Automatic building repair: +5 % of HP per hour −50 % on repair cost |
| Sentinels (9) | 16 | +50 % HP for buildings +30 % energy shield capacity −15 % ATK for the AI when it attacks a ship of your alliance within 8 tiles Automatic building repair: +3 % of HP per hour |
| Impregnable Fortress (10) | 21 | +5 tiles of detection of AI stealth forces +25 % HP for buildings +25 % power for towers Automatic building repair: +2 % of HP per hour |
The building HP of the five levels add up. The energy shield of level 6 is a reserve of 1,500 points that absorbs damage before your buildings and recharges on its own, for free; level 9 enlarges it. The automatic repair rates of the common trunk and of this branch add up, to as much as 15 % of HP per hour.
The Technology branch
The Technology branch opens the special units and the weapons against the AI's economy. It unlocks the production of the Colonial Vessel, the Admiral Vessel and the Shield Vessel, pushes vision to the furthest, reduces the upkeep of your units and gives two unique tools: the jammer and the virus.
| Technology | RP | Effects |
|---|---|---|
| Energy Boost (1) | 1 | +5 % Generator energy, without an energy extractor |
| Colonization (2) | 2 | Unlocks: Colonial Vessel |
| Advanced Engineering (3) | 3 | Unlocks: Admiral Vessel |
| Defense Techniques (4) | 4 | Unlocks: Shield Vessel |
| Advanced Radars (5) | 5 | Vision extended to 25 tiles |
| Electronic Countermeasures (6) | 7 | Jammer: −20 % production for the AI VMs in view, +20 % cost and time |
| Energy Optimization (7) | 9 | −15 % unit upkeep |
| Advanced Countermeasures (8) | 12 | Jammer: −30 % production for the AI VMs in view, +30 % cost and time |
| Digital Virus (9) | 16 | Virus: −40 % production and −20 % DEF for infected VMs, 48 h |
| Quantum Network (10) | 21 | You see what every player on the server sees |
The jammer works as long as your ship is landed: every AI VM in your field of view produces less and pays more, in resources as in time, for its constructions and units. Several jammers do not stack on the same VM: the strongest penalty applies.
The virus requires you to expose yourself: your landed ship infects the AI VMs whose detection radius reaches it, which therefore see you and can raid you. An infected VM loses 40 % of its production and 20 % of its DEF for 48 hours (divided by the server speed), and the infection jumps once to the healthy VMs within 5 tiles. The last level gives you the vision of every player on the server.
Stacking rules
- Within one ship, bonuses of the same type add up: two technologies giving +5 % and +10 % building HP give +15 %.
- Best only for vision, the jammer, the range of instant shipments and the group bonuses: the highest value replaces the others.
- Between coordinated attackers, the combat engine keeps the strongest value of each bonus among the players on the same side: a single ally with Military level 8 gives its bonus to the whole attack.
- Between allied defenders, each ship keeps its own technologies; only the alliance effects (allies' shield vessels and towers, fortress aura) cross from one ship to another.
Four specialisation profiles
- The economist completes Production. They feed the alliance with resources, afford a large army despite the upkeep and resupply the others instantly. It is an excellent first choice for a new player.
- The attacker completes the Military branch. Their bonuses benefit every coordinated attack they take part in: they lead the assault on the VMs and, in the late game, on the Core.
- The defender completes Defense. Their ship becomes a bastion that protects its neighbours with its towers, its shield vessels and its fortress aura.
- The technician completes the Technology branch. They open the special vessels, see the whole map and weaken the AI's economy with the jammer and the virus.
A balanced alliance brings these profiles together around one area: the economist resupplies, the defender holds the position, the technician jams and infects the nearby VMs, and the attacker strikes with bonuses the whole attack shares. Coordinate your choices before applying them: a reset costs coins.
The AI's research
The AI has its own tree, in four branches paid for by three buildings. The Core branch is global: it is paid for by the Central Processor of its central VM and applies to the whole AI. The other three are local: each extraction VM pays for the Extraction branch with its Analysis Module, and each combat VM or Secondary Core pays for its two combat branches with its Tactical Core. Two neighbouring VMs can therefore have very different research.
AI research points by building level
| Level | Central Processor | Analysis Module | Tactical Core |
|---|---|---|---|
| 1 | 2 | 1 | 2 |
| 2 | 4 | 2 | 4 |
| 3 | 7 | 3 | 7 |
| 4 | 10 | 5 | 10 |
| 5 | 14 | 7 | 14 |
| 6 | 18 | 9 | 18 |
| 7 | 23 | 11 | 23 |
| 8 | 28 | 13 | 28 |
| 9 | 34 | 20 | 34 |
| 10 | 40 | 28 | 40 |
| 11 | 47 | — | 47 |
| 12 | 54 | — | 54 |
| 13 | 62 | — | 62 |
| 14 | 70 | — | 70 |
| 15 | 80 | — | 80 |
| 16 | 90 | — | — |
| 17 | 103 | — | — |
| 18 | 118 | — | — |
| 19 | 133 | — | — |
| 20 | 168 | — | — |
The Central Processor goes up to level 20 (168 RP), enough for the whole Core branch (168 RP). The Analysis Module goes up to level 10 (28 RP) and the Tactical Core up to level 15 (80 RP), with at most 76 RP per combat branch: a combat VM can complete its attack branch (76 RP) or its defence branch (76 RP), never both.
Two limits add to the budget. The Core branch is capped by the AI's tier: the table gives the first tier at which each technology is allowed with the default settings, and the AI can go one step beyond this cap when its Grey Zone is attacked. Each local technology requires the Core to have reached a certain level, shown in the « Requires » column. The « Building level » column gives the level of the research building that pays for the whole chain up to the technology (for combat, counting only the branch concerned). Finally, a technology only works while the research building that paid for it is in service: damaging a VM's Tactical Core suspends its combat bonuses.
Core branch (global)
| Technology | RP | Tier (default) | Building level | Effects |
|---|---|---|---|---|
| Awakening | 2 | T0 | 1 | First units: Robotic Sentinel, Mobile Turret, spy drone |
| Advanced Mapping | 4 | T0 | 3 | Opens the defence branch of the combat VMs and the spy drone missions |
| Neural Network | 7 | T0 | 5 | +15 % production for the whole AI |
| Armored Protocol | 10 | T0 | 7 | Heavy Sentinel, AI Armored, Combat Drone |
| Distributed Computing | 14 | T1 | 10 | +15 % more production; Interceptor |
| Tactical Intelligence | 18 | T1 | 13 | Assault Robot, Siege Ram, AI Fighter, AI Bomber |
| Strategic Consciousness | 22 | T2 | 15 | Infiltrator Commando, Mechanical Colossus, Nano Swarm, Capital Ship |
| Extinction Protocol | 26 | T3 | 17 | Production ×2 while the AI's force exceeds 67 % of the victory threshold |
| Guardian Awakening | 30 | T3 | 19 | Guardian: EMP pulse every 3 h over 7 tiles, regeneration 2 %/h |
| Singularity | 35 | T3 | 20 | Guardian: regeneration 3 %/h; Central Core regeneration ×5 |
The Extinction Protocol only activates when the AI's force reaches 67 % of the force ratio that would give it victory: its production is then multiplied by 2, and the effect drops if the players regain the upper hand. Keeping the force ratio low therefore protects humanity twice.
Extraction branch (local, extraction VMs)
| Technology | RP | Requires | Building level | Effects |
|---|---|---|---|---|
| Optimized Drilling | 2 | Armored Protocol | 2 | +15 % extractor production |
| Compressed Storage | 3 | Armored Protocol | 4 | Loot taken from the VM reduced from 25-50 % to 15-30 % |
| Deep Exploitation | 4 | Distributed Computing | 6 | +25 % on a rich silicium deposit |
| High-Density Generators | 5 | Distributed Computing | 9 | +20 % energy production |
| VM-E Protective Shield | 6 | Tactical Intelligence | 9 | Shield of 2,000 points, +50 per hour |
| Reinforced Defense | 8 | Strategic Consciousness | 10 | +30 % building HP; +20 % turret riposte |
Combat branch — attack (local, combat VMs)
| Technology | RP | Requires | Building level | Effects |
|---|---|---|---|---|
| Aggression Protocol | 5 | Tactical Intelligence | 3 | +10 % ATK for every unit |
| Advanced Reactive Armor | 7 | Tactical Intelligence | 5 | AI Armored reactive armour raised to 60 %; −30 % on the first hit suffered by the other tracked vehicles |
| Pack Tactics | 8 | Tactical Intelligence | 7 | Swarm: +0.3 % per drone, at most +70 %; Interceptors in pairs: +20 % ATK |
| Coordinated Assault | 9 | Strategic Consciousness | 9 | +10 % ATK per attacking VM beyond the first (at most +40 %) |
| Specialized Arsenal | 10 | Strategic Consciousness | 10 | EMP shells: 5 % chance to stun the stack hit; piercing shells: +25 % against structures |
| War Machines | 11 | Strategic Consciousness | 12 | Colossus terror raised to −25 % |
| Air Supremacy | 12 | Strategic Consciousness | 13 | AI Fighter: +15 % against aerial units; AI Bomber dive over 2 turns |
| Orbital Strike | 14 | Guardian Awakening | 15 | Orbital strike: every night at midnight (UTC), 1,000 damage to each landed mothership within 25 tiles of the VM |
Combat branch — defence (local, combat VMs and towers)
| Technology | RP | Requires | Building level | Effects |
|---|---|---|---|---|
| Basic Fortification | 5 | Advanced Mapping | 3 | +15 % HP for the VM buildings |
| Perimetric Detection | 7 | Advanced Mapping | 5 | Detection extended from 10 to 15 tiles; stealth forces spotted at 4 tiles (instead of 2) |
| Network Shield | 8 | Advanced Mapping | 7 | Network shield: −20 % damage taken; detection 20 tiles |
| Anti-Air Turrets | 9 | Advanced Mapping | 9 | −20 % damage taken from aerial units; detection 25 tiles |
| Structural Regeneration | 10 | Advanced Mapping | 10 | Building regeneration out of combat: 1 %/h, 2 %/h for the core |
| Adaptive Shield | 11 | Advanced Mapping | 12 | VM shield +30 % |
| Counter-Intelligence | 12 | Advanced Mapping | 13 | +5 tiles of stealth force detection |
| Fortress | 14 | Advanced Mapping | 15 | +10 % DEF for every unit; VM core HP ×2 |