Research
How research works, what speeds it up, and which technologies matter first.
Research is empire-wide: a level you research applies to every planet. Only one research job runs at a time across your whole empire, at the planet you start it on.
What makes research faster
- A higher Research Laboratory on the planet doing the research.
- The Intergalactic Research Network links one more of your colony labs per level, adding their levels to the research speed. A linked lab must meet the research's own requirements.
- The Technocrat officer cuts research time by 10% for jobs started while hired. See Officers.
- Technotron items remove time from the research in progress. See Items.
Useful early technologies
| Technology | Why it matters |
|---|---|
| Energy Technology | Required by most advanced research and buildings; improves Fusion Reactors. |
| Computer Technology | Each level adds one fleet slot, so more fleets can fly at once. |
| Combustion / Impulse / Hyperspace Drive | Make ships using that drive faster (10% / 20% / 30% base speed per level). |
| Espionage Technology | Better spy reports and earlier warning details about incoming fleets. |
| Astrophysics | More colonies and access to outer planet positions. See Colonies. |
| Weapons / Shielding / Armour | +10% attack, shields or hull per level for all ships and defenses. |
Game-specific research
- Expedition Technology unlocks the XP0 and deep-space Expeditions.
- Excavation Technology unlocks attacking and extracting pirate Excavation sites.
Each item's information button shows exactly what it requires and what the next level does.