Research

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Research is the primary method through which players can enhance and expand the abilities of their colony. Certain buildings and gear require research in order to be built.
== Mechanics ==
A research bench is required to conduct research, with some projects requiring more advanced research stations. Research is presented as a tech tree, with later projects placed further right. Most research projects require a prerequisite. Some research projects introduced in the Royalty DLC , and Biotech DLC require additional unlocking using items such as techprints and mechanoid chips respectively, and only then would research be allowed. Research projects from the Anomaly DLC require the study of entities rather than standard research points. See the Anomaly section for more details on Anomaly research projects.
Once a project is selected, a researcher will work at the bench to generate research points. Research Speed is primarily determined by the Intellectual skill. Only one research project can be studied at a time. However, you can freely switch between research projects, and all research progress is retained. Multiple researchers will all contribute towards the same project, with no penalties. In addition, multiple benches can be used simultaneously, again, without penalty.
Your faction's tech level determines research point costs, and therefore time spent researching. New Arrivals start at an Industrial level, and have normal costs for all research. New Tribes start at a Neolithic tech level, so certain research costs are increased:
* Researching Medieval-level tech, like Long Swords, takes 1.5x the research points for tribes to complete. 
* Researching Industrial-level tech or higher takes 2x the research for tribes. Note that the majority of research topics are industrial or higher.
Both New Arrivals and New Tribes start with certain projects already researched. Specific scenarios can add, but not remove, pre-researched topics.
Mods can add their own research projects; they can be manually placed, or automatically placed if not specified. Projects will be moved apart if they overlap. They can also add separate research tabs, independent of the main tree.
=== Research speed ===
The number of research points gained is based on the researcher's research speed factor, which is largely based on their intellectual skill.
== Research Projects ==
=== Neolithic Research Projects ===
Research projects of the neolithic tech level. Both tribes and colonies research these at the same rate.
Name 	Description 	Base cost	Industrial start cost	Tribal start cost	Required Research	Required Research Bench & Addon	Unlocks
Psychoid brewing	Prepare psychoid leaves into a mildly euphoria-inducing and addictive tea at the campfire or cooking stove. 	500 	500 	500 	None 	Simple 	
Tree sowing 	Sow the local biome's natural trees in your fields. 	1000 	1000 	1000 	None 	Simple 	
Beer brewing 	Allows you to build a brewery and fermenting vats to transform hops into tasty, tasty beer. 	400 	400 	400 	None 	Simple 	
Passive cooler 	Make passive coolers, to cool indoor spaces without using electricity. 	400 	400 	400 	None 	Simple 	
Cocoa 	Sow cocoa trees to create your own delicious chocolate. Eating chocolate fulfills the need for recreation, and it's valuable on the market too.	1000 	1000 	1000 	Tree sowing 	Simple 	
Devilstrand 	Plant devilstrand, a slow-growing mushroom that yields an exceptionally tough, tear resistant plant fiber. 	800 	800 	800 	None 	Simple 	
Pemmican 	Make pemmican, a preserved mixture of meat and plant matter that doesn't go bad for a long time. Great for traveling. 	500 	500 	500 	None 	Simple 	
Recurve bow 	Build the recurve bow, an effective and inexpensive ranged weapon. 	400 	400 	400 	None 	Simple 	
: Tribal starts begin with this research unlocked 
: The Classic Start begin with this research unlocked 
: This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
=== Medieval Research Projects ===
Research projects of the Medieval tech level. Tribes require 1.5x as much research time to research these. Colonies require only the base cost.
Name 	Description 	Base cost	Industrial start cost	Tribal start cost	Required Research 	Required Research Bench & Addon	Unlocks
Complex clothing 	Tailor complicated garments like pants, dusters, and cowboy hats. 	600 	600 	900 	None 	Simple 	
Complex furniture	Build complex furniture like beds, end tables, dining chairs, armchairs, dressers, tool cabinets, billiard tables, and poker tables, vents, sarcophagi, and more. 	300 	300 	450 	None 	Simple 	
Carpet making 	Weave beautiful carpets from cloth. 	800 	800 	1200 	None 	Simple 	
Smithing 	Build smithies for crafting metal weapons and tools. Allows you to craft simple weapons like knives, gladii, and maces. Work metal into clean, beautiful floor tiles.	700 	700 	1050 	None 	Simple 	
Stonecutting 	Cut rock chunks into stone blocks for use in construction. Build beautiful stone tile floors or ugly concrete walkways. 	300 	300 	450 	None 	Simple 	
Long blades 	Craft longswords and spears. 	400 	400 	600 	Smithing 	Simple 	
Plate armor 	Smith suits of plate armor from metal or wood. This heavy armor noticeably slows movement, but protects very effectively. 	600 	600 	900 	SmithingComplex clothing	Simple 	
Greatbow 	Craft greatbows for killing enemies at great range. 	600 	600 	900 	Recurve bow 	Simple 	
Noble apparel 	Tailor noble-specific apparel like formal shirts and royal robes. 	400 	400 	600 	Complex clothing 	Simple 	
Royal apparel 	Tailor royal apparel of the highest tier, like royal robes and crowns. 	400 	400 	600 	Noble apparelSmithing 	Simple 	
Harp 	Craft the harp, a simple stationary musical instrument popular among nobility in some cultures. 	500 	500 	750 	Complex furniture 	Simple 	
Harpsichord 	Craft the Harpsichord, a complex stationary musical instrument. 	500 	500 	750 	HarpSmithing 	Simple 	
: Tribal starts begin with this research unlocked 
: The Classic Start begin with this research unlocked 
: This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
=== Industrial Research Projects ===
Research projects of the Industrial tech level. Tribes require 2x as much research time to research these. Colonies require only the base cost. 
Name 	Description 	Base cost	Industrial start cost	Tribal start cost	Required Research 	Required Research Bench & Addon 	Unlocks
Drug production 	Build a drug lab for basic drug synthesis. Further research is required to make specific drugs. 	500 	500 	1000 	None 	Simple 	
Psychite refining 	Refine psychoid leaves into flake and yayo, different forms of the euphoric drug psychite. 	400 	400 	800 	Drug production 	Simple 	
Wake-up production 	Synthesize wake-up, a work performance-enhancing drug which replaces the need for sleep. 	600 	600 	1200 	Drug production 	Simple 	
Go-juice production 	Produce go-juice, a synthetic combat-performance-enhancing drug which improves shooting, melee, and movement ability, and dulls pain. 	1000 	1000 	2000 	Drug production 	Simple 	
Penoxycyline production 	Produce Penoxycyline a disease prevention drug which blocks plague, malaria, and more before they start. 	500 	500 	1000 	Drug production 	Simple 	
Electricity 	Harness the power of electricity for a hundred different tasks. 	1600 	1600 	3200 	None 	Simple 	
Battery 	Build batteries for storing electricity. 	400 	400 	800 	Electricity 	Simple 	
Biofuel refining 	Build Biofuel refineries to make chemfuel from biological matter like wood or foodstuffs. 	700 	700 	1400 	Electricity 	Simple 	
Watermill generator 	Build watermill generators on rivers to generate a steady supply of power. 	700 	700 	1400 	Electricity 	Simple 	
Nutrient paste 	Build nutrient paste dispensers which efficiently produce edible meals from raw nutritive feedstocks, while requiring no labor at all. 	400 	400 	800 	Electricity 	Simple 	
Solar panel 	Build solar panels for electrical generation. 	600 	600 	1200 	Electricity 	Simple 	
Air conditioning 	Build coolers to make people comfortable in hot weather or to construct freezers for storing perishable goods. 	500 	500 	1000 	Electricity 	Simple 	
Autodoor 	Build autodoors which automatically open when someone approaches without slowing anyone down. 	600 	600 	1200 	Electricity 	Simple 	
Hydroponics 	Build hydroponics basins to rapidly grow crops indoors regardless of the terrain or weather outside. 	700 	700 	1400 	Electricity 	Simple 	
Tube television 	Produce tube televisions for recreational watching. 	1000 	1000 	2000 	ElectricityComplex furniture 	Simple 	
Packaged survival meal 	Produce packaged survival meals, which never go bad. Great for traveling. 	500 	500 	1000 	Nutrient paste 	Simple 	
Firefoam 	Construct firefoam poppers, automatic fire-safety devices which spread fire-retardant foam in response to encroaching flames. 	600 	600 	1200 	Electricity 	Simple 	
IEDs 	Build improvised traps from any kind of mortar shell. 	500 	500 	1000 	Electricity 	Simple 	
Geothermal power 	Build geothermal power plants on top of steam geysers, for uninterrupted power. 	3200 	3200 	6400 	Electricity 	Simple 	
Sterile materials 	Construct sterile tiles to make cleanrooms for safer and more effective medical treatment, research, and cooking. 	600 	600 	1200 	Electricity 	Simple 	
Advanced lights 	Build powerful outdoors lights. Additionally, customize the color of electric lights and reduce their power consumption by half. This does not affect sun lamps. 	300 	300 	600 	Electricity 	Simple 	
Machining 	Build machining tables to craft guns, grenades, flak armor, and to shred dead mechanoids for resources. 	1000 	1000 	2000 	ElectricitySmithing 	Simple 	
Smokepop packs 	Build smokepop packs which allow the wearer to deploy a defensive smokescreen. 	300 	300 	600 	MachiningComplex clothing 	Simple 	
Prosthetics 	Build inexpensive prosthetic body parts to replace lost limbs. Requires a skilled doctor to attach. 	600 	600 	1200 	Machining 	Simple 	
Gunsmithing 	Craft simple manually operated guns like revolvers, pump shotguns, bolt-action rifles, and incendiary launchers. 	500 	500 	1000 	Machining 	Simple 	
Flak armor 	Craft clothing with metal armor sewn in to resist bullets and explosions. This weighty armor slows movement slightly. 	1200 	1200 	2400 	MachiningPlate armor 	Simple 	
Mortars 	Build mortars which can lob mortar shells long distances - even over walls. 	2000 	2000 	4000 	Gunsmithing 	Simple 	
Blowback operation 	Craft low-power blowback-operated guns like autopistols and machine pistols. 	500 	500 	1000 	Gunsmithing 	Simple 	
Gas operation 	Craft high-power guns like chain shotguns, LMGs, and heavy SMGs. 	1000 	1000 	2000 	Blowback operation 	Simple 	
Gun turrets 	Produce simple automated gun turrets. 	500 	500 	1000 	Blowback operation 	Simple 	
Foam turret 	Produce a turret which can be activated to spray fire-extinguishing foam. 	800 	800 	1600 	Gun turretsFirefoam 	Simple 	
Microelectronics 	Work with complex microelectronics. This unlocks the Hi-tech research bench and comms console. 	3000 	3000 	6000 	Electricity 	Simple 	
Flatscreen television 	Produce high-resolution flatscreen televisions for greater enjoyment. 	2000 	2000 	4000 	MicroelectronicsTube television 	Hi-tech 	
Moisture pump 	Construct moisture pumps, which very slowly normalize the moisture in the ground around them. They can turn wet ground dry and convert soft sand into normal sand. 	1200 	1200 	2400 	MicroelectronicsMachining 	Hi-tech 	
Hospital bed 	Construct hospital beds which improve medical outcomes. 	1200 	1200 	2400 	MicroelectronicsSterile materials Complex furniture	Hi-tech 	
Deep drilling 	Build deep drills for extracting resources from deep underground. You'll need a ground-penetrating scanner to find the resources. 	4000 	4000 	8000 	Microelectronics 	Hi-tech 	
Ground-penetrating scanner	Build ground-penetrating scanners that can detect drillable resources deep under the surface. Requires an advanced component to construct. 	1000 	1000 	2000 	Deep drilling 	Hi-tech 	
Transport pod 	Construct launchable transport pods that you can use to send people and supplies long distances across the planet's surface. Can be used for raiding, traveling, sending gifts, and more. 	1000 	1000 	2000 	MicroelectronicsBiofuel refining Machining 	Hi-tech 	
Medicine production 	Produce standard industrial-tech medicine by combining herbal medicine, neutroamine, and cloth. 	1500 	1500 	3000 	Drug productionMicroelectronics 	Hi-tech 	
Long-range mineral scanner	Construct long-range mineral scanners your researchers can use to detect precious minerals across the planet. Can be turned to find a specific mineral. Requires advanced components to construct. 	2000 	2000 	4000 	MicroelectronicsMachining 	Hi-tech 	
Shields 	Build wearable shield gear. Shields use momentum-repulsion technology to prevent projectiles from traversing the field boundary. 	1000 	1000 	2000 	MicroelectronicsComplex clothing 	Hi-tech 	
Precision rifling 	Craft precisely-machined guns like assault rifles and sniper rifles. 	1400 	1400 	2800 	MicroelectronicsGas operation 	Hi-tech 	
Autocannon turret 	Produce the heavy, long-ranged autocannon turret. 	1600 	1600 	3200 	MicroelectronicsGun turretsGas operation 	Hi-tech 	
Multibarrel weapons 	Assemble miniguns. 	2600 	2600 	5200 	MicroelectronicsGas operation 	Hi-tech 	
Multi-analyzer 	Build multi-analyzers which increase research speed, and allow higher level research projects. 	4000 	4000 	8000 	MicroelectronicsMachining 	Hi-tech 	
Vitals monitor 	Builds vitals monitors which improve medical outcomes when placed next to hospital beds. 	2500 	2500 	5000 	Multi-analyzerHospital bed 	Hi-tech (Multi-analyzer) 	
Fabrication 	Build fabrication benches, capable of high-tech projects ranging from component assembly to power armor construction. 	4000 	4000 	8000 	Multi-analyzer 	Hi-tech (Multi-analyzer) 	
Advanced fabrication 	Fabricate advanced components from standard components and other materials. 	4000 	4000 	8000 	Multi-analyzer 	Hi-tech (Multi-analyzer) 	
Uranium slug turret 	Produce the armor-penetrating uranium slug turret. It fires uranium slugs which tear though plasteel like paper, but it's less effective at close range. 	3000 	3000 	6000 	Multi-analyzerAutocannon turret Precision rifling 	Hi-tech (Multi-analyzer) 	
Rocketswarm launcher 	Produce rocketswarm launchers, single-burst turrets which can devastate a wide area at a key moment in battle. 	3000 	3000 	6000 	Multi-analyzerAutocannon turret 	Hi-tech (Multi-analyzer) 	
Piano 	Craft the piano, an advanced stationary musical instrument. 	2000 	2000 	4000 	Harpsichord 	Simple 	
Jump packs 	Build jump packs to perform aerial assaults during combat 	2000 	2000 	4000 	MicroelectronicsMachining 	Hi-tech1x Jump packs Techprint 	
Gunlink 	Build wearable gunlinks to enhance your soldiers' shooting accuracy. 	2000 	2000 	4000 	Fabrication 	Hi-tech 	
Biosculpting 	Construct Biosculpter pods which can perform various biological alterations to colonists. These are especially important to believers in transhumanism. 	1500 	1500 	3000 	Microelectronics 	Hi-tech 	
Bioregeneration 	Unlock the biosculpter pod's bioregeneration cycle. This cycle heals old scars, regenerates small lost body parts like fingers and toes, and cures many of the physical maladies that come with old age. 	4000 	4000 	8000 	Multi-analyzerBiosculpting 	Hi-tech 	
Neural supercharger 	Construct Neural supercharger devices. Neural superchargers improve consciousness and learning rate, but they also increase hunger and the effect must be refreshed daily. Transhumanists often hold neural supercharging as an important practice. 	1500 	1500 	3000 	Microelectronics 	Hi-tech 	
Toxifier generator 	Create toxifier generators which generate electricity, but also spread pollution around themselves. 	500 	500 	1000 	Electricity 	Simple 	
Xenogenetics 	Create xenogerms which can be implanted in a person to genetically modify them. Extract genepacks from living people using a gene extractor so you can reimplant their genes into someone else. 	1000 	1000 	2000 	Electricity 	Simple 	
Gene processor 	Build gene processors, which allow a gene assembler to create xenogerms of higher genetic complexity. 	1500 	1500 	3000 	XenogeneticsMicroelectronics 	Hi-tech 	
Archogenetics 	Allows a gene assembler to use archite capsules to create seemingly-impossible genes. Archite genes and archite capsules can be obtained from traders. 	2500 	2500 	5000 	FabricationGene Processor 	Hi-tech (Multi-analyzer) 	
Deathrest 	Those with the deathrest gene must periodically undergo a special deathrest coma that lasts several days. This research project allows you to construct buildings which accelerate the deathrest coma and confer specific bonuses on the deathrester. Over time, you can build a grand deathrest temple.	1000 	1000 	2000 	Electricity 	Simple 	
Fertility procedures 	Perform the surgeries necessary to create a test tube embryo from a fertile man and woman, then implant the embryo in a surrogate mother or growth vat. Also, perform sterilization surgeries on men and women. 	1000 	1000 	2000 	Electricity 	Simple 	
Tox gas 	Produce weapons that utilize caustic tox gas. 	600 	600 	1200 	Machining 	Simple 	
Basic mechtech 	The technology needed for your mechanitor to create and control basic-tier mechanoids. 	200 	200 	400 	Electricity 	Simple (Mechanitor) 	
Standard mechtech 	The technology needed for your mechanitor to create and control standard-tier mechanoids. You can get signal chips by using a mechanitor to summon a diabolus threat. 	1000 	1000 	2000 	Basic mechtech 	Simple (Mechanitor)1x Signal chip 	
High mechtech 	The technology needed for your mechanitor to create and control high-tier mechanoids. You can get powerfocus chips by using a mechanitor to summon a war queen threat. 	3000 	3000 	6000 	Standard mechtechMulti-analyzer 	Hi-tech (Multi-analyzer)1x Powerfocus chip	
Wastepack atomizer 	Build wastepack atomizers which can safely dispose of toxic wastepacks by decomposing them at the molecular level. 	8000 	8000 	16000 	Advanced fabrication 	Simple1x Nano structuring chip 	
Security door 	Build a heavily reinforced door. It is slow to open and requires power, but is very strong. It's a good choice if you want to keep something dangerous out - or in. 	700 	700 	1400 	Autodoor 	Simple 	
Turret pack 	Build a wearable pack that allows a user to deploy a battery-powered turret. 	1400 	1400 	2800 	Gun turretsMicroelectronics 	Hi-tech 	
: Tribal starts begin with this research unlocked 
: The Classic Start begin with this research unlocked 
: This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
=== Spacer Research Projects ===
Name 	Description 	Base cost	Industrial start cost	Tribal start cost	Required Research 	Required Research Bench & Addon 	Unlocks
Cryptosleep casket 	Construct cryptosleep caskets, which can put living beings in a state of indefinite suspended animation. 	2000 	2000 	4000 	Multi-analyzer 	Hi-tech (Multi-analyzer) 	
Recon armor 	Craft recon armor, a light powered armor suit used by scout troops who need protection on the move. Note that these also require advanced components. 	6000 	6000 	12000 	FabricationComplex clothing 	Hi-tech (Multi-analyzer) 	
Marine armor 	Build marine armor. A general-use powered armor suit used by high-tech shock troops. Note that these also require advanced components. 	6000 	6000 	12000 	Recon armorComplex clothing 	Hi-tech (Multi-analyzer) 	
Pulse charged munitions 	Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. 	3000 	3000 	6000 	FabricationPrecision rifling 	Hi-tech (Multi-analyzer) 	
Bionic replacements 	Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. 	2000 	2000 	4000? 	FabricationProsthetics 	Hi-tech (Multi-analyzer) 	
Starflight basics 	Construct the structural and supportive elements of a starship. This is the first step in building a ship to leave this star system. 	4000 	4000 	8000 	Advanced fabrication 	Hi-tech (Multi-analyzer) 	
Starflight sensors 	Construct long-range sensors for a starship. These sensors are essential for navigation, communication, and threat avoidance. 	4000 	4000 	8000 	Starflight basicsLong-range mineral scanner	Hi-tech (Multi-analyzer) 	
Vacuum cryptosleep casket	Construct hardened ship cryptosleep caskets tough enough to be exposed to vacuum, for transporting people on the years-long journey between the stars. 	2800 	2800 	5600 	Starflight basicsCryptosleep casket 	Hi-tech (Multi-analyzer) 	
Starship reactor 	Build a long-duration nuclear reactor to power a starship. Note that reactors have a long startup process that will attract raiders. 	6000 	6000 	12000 	Starflight basics 	Hi-tech (Multi-analyzer) 	
Johnson-Tanaka drive 	Construct a Johnson-Tanaka drive for a ship. The JT drive can push you to other stars by leveraging quantum scale effects to beam momentum to distant stars. Of course, as with all starships, it still takes many years to get anywhere. 	6000 	6000 	12000 	Starflight basics 	Hi-tech (Multi-analyzer) 	
Machine persuasion 	Build a reward-signal system to persuade an existing AI persona into serving as a ship's machine captain. Since people sleep during interstellar travel, a persona core is necessary to handle the complex decisions of a years-long starflight.	3000 	3000 	6000 	Starflight basics 	Hi-tech (Multi-analyzer) 	
Cataphract armor 	Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. 	6000 	6000 	12000 	Marine armor 	Hi-tech (Multi-analyzer)2x Cataphract Armor Techprint	
Brain wiring 	Craft brain implants that induce or prevent blunt sensations like joy or pain. 	2000 	2000 	4000 	MicroelectronicsProsthetics 	Hi-tech1x Brain Wiring Techprint 	
Specialized limbs 	Craft specialized bionic limbs built for specific purposes - both combat and labor. 	2000 	2000 	4000 	MicroelectronicsProsthetics 	Hi-tech1x Specialized Limbs Techprint 	
Compact weaponry 	Craft compact, concealable bionic weapons which can be embedded in various body parts. 	2000 	2000 	4000 	MicroelectronicsProsthetics 	Hi-tech1x Compact Weaponry Techprint 	
Poison synthesis 	Craft bionics that synthesize venom from internal chemical reactors for use in toxifying attacks. 	2000 	2000 	4000 	Compact weaponry 	Hi-tech1x Poison Synthesis Techprint 	
Toxin filtration 	Craft and install bionic organs that can filter out toxins from the environment and from enemy attacks. 	2000 	2000 	4000 	FabricationProsthetics 	Simple 	
Growth vats 	Construct growth vats which can gestate an embryo or accelerate a child's growth. 	500 	500 	1000 	Microelectronics 	Hi-tech 	
: Tribal starts begin with this research unlocked 
: The Classic Start begin with this research unlocked 
: This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
=== Ultra Research Projects ===
Name 	Description 	Base cost	Industrial start cost	Tribal start cost	Required Research 	Required Research Bench & Addon 	Unlocks
Artificial metabolism	Craft bionics that process food more safely or efficiently than a biological stomach. 	2000 	2000 	4000 	FabricationProsthetics 	Hi-tech (Multi-analyzer)1x Artificial Metabolism Techprint	
Neural computation 	Craft brain implants that assist thought and learning by use of a direct, shallow brain-computer interface. 	2000 	2000 	4000 	FabricationProsthetics 	Hi-tech (Multi-analyzer)1x Neural Computation Techprint 	
Skin hardening 	Craft bionic implants which induce the toughening of natural skin, producing an armor-like effect. 	2000 	2000 	4000 	FabricationProsthetics 	Hi-tech (Multi-analyzer)1x Skin Hardening Techprint 	
Healing factors 	Craft bionics that enhance natural healing processes. 	2000 	2000 	4000 	FabricationProsthetics 	Hi-tech (Multi-analyzer)1x Healing Factors [[Techprint] 	
Flesh shaping 	Craft bionics which induce the reshaping of natural flesh, usually for the purposes of aesthetic enhancement or personal pleasure. 	2000 	2000 	4000 	FabricationProsthetics 	Hi-tech (Multi-analyzer)1x Flesh Shaping Techprint 	
Molecular analysis 	Craft bionics with molecular analyzers for assisting the immune system or analyzing food. 	2000 	2000 	4000 	FabricationProsthetics 	Hi-tech (Multi-analyzer)1x Molecular Analysis Techprint 	
Circadian influence 	Craft brain implants that chemically manipulate the circadian rhythm, reducing or altering the need to sleep. 	2000 	2000 	4000 	FabricationProsthetics 	Hi-tech (Multi-analyzer)1x Circadian Influence Techprint 	
Ultra mechtech 	The advanced technology needed for your mechanitor to create and control ultra-tier mechanoids, including large mechs and ultra-tier mechanitor gear. You can get nano structuring chips by using a mechanitor to summon an apocriton threat.	5000 	5000 	10000 	High mechtechFabrication	Hi-tech (Multi-analyzer)1x Nano structuring chip 	
: Tribal starts begin with this research unlocked 
: The Classic Start begin with this research unlocked 
: This research requirement is not displayed in the branching tree diagram, and is only visible in the project description.
== Anomaly ==
Dark study is the primary method through which players can unlock the abilities in the Anomaly DLC for their colony. It is unlocked by investigating the "fallen monolith". Certain buildings and gear require dark study in order to be built.
=== Mechanics ===
 
While regular research is a kind of stationary work, performed in a single room inside the colony, dark study must be done where the studied entity is located. Captured entities will be studied in their containment room, void monolith and obelisks can't be moved and must be studied right where they spawn, while anomaly items such as golden cube or unnatural corpse can be moved to wherever you want to study them.
Each anomaly entity gives either basic or advanced study points when studied, which go to the active basic or advanced study project. At first, the void monolith and all encountered entities will give basic study points. But eventually entities that give advanced study points will appear, and the monolith can also be attuned to give advanced points instead of basic points. These study points are not interchangeable, basic study project can not be progressed by studying entities that give advanced points, and vice versa. So care should be taken to ensure that both types of study points are available for studying. No dark study project can be progressed by researching on a research bench.
Unlike researching, studying speed is not determined by the researcher's intellectual skill, but by their studying efficiency, which can be improved by the voidsight serum. Studying speed also depend on the condition of the entity being studied. Captured entities give more study points if the containment strength is high, and obelisks give more points if their activity level is high. Different types of captured entities also give different amount and type of study points.
===Projects===
====Basic projects====
Name 	Description 	Base cost	Required Research 	Entity Codex Requirement	Category 	Required Entity Tier	Unlocks
Bioferrite harvesting	Build bioferrite harvesters to generate bioferrite from captured entities contained in holding platforms. 	10 	Electricity 	 	Bioferrite 	Basic 	
Bioferrite shaping 	Shape and re-form bioferrite into useful tools, weapons, flooring, and more. 	20 	Bioferrite harvesting 	 	Bioferrite 	Basic 	
Bioferrite weaponry 	Create advanced weapons that use bioferrite as a fuel source. 	60 	Bioferrite shapingPrecision rifling 	 	Bioferrite 	Basic 	
Void sculptures 	Craft special void sculptures from bioferrite to enhance the quality of psychic rituals. 	25 	Bioferrite harvestingVoid provocation 	 	Bioferrite 	Basic 	
Frenzy inducer 	Build shard-powered structures that generate a frenetic psychic field to make anyone nearby move and work faster. However, the unstable emotional energy creates a tendency towards violence, irritating anyone nearby. 	60 	Sleep suppressor 	 	Bioferrite 	Basic 	
Sleep suppressor 	Build shard-powered structures that stimulate those nearby to prevent fatigue. The device will irritate anyone nearby. 	30 	Bioferrite harvestingEntity containment	 	Bioferrite 	Basic 	
Entity containment 	Build holding platforms and inhibitors to better contain entities. 	10 	Electricity 	 	Containment 	Basic 	
Electroharvester 	Build a generator that draws electricity from contained entities. This process aggravates entities, making them harder to contain. 	30 	Entity containment 	 	Containment 	Basic 	
Disruptor flares 	Build bioferrite-based flare packs that reveal invisible creatures and light up an area. 	30 	Entity ContainmentBioferrite Shaping 	 	Containment 	Basic 	
Proximity detector 	Build a device that can detect invisible creatures. 	15 	Entity containment 	Sightstealer 	Containment 	Basic 	
Void provocation 	Build a psychic ritual spot and perform psychic rituals. Use the void provocation ritual to discover new entities. 	5 	None 	 	Psychic ritual	Basic 	
Draw animals 	Perform a psychic ritual which will draw a herd of animals. 	20 	Void provocation 	 	Psychic ritual	Basic 	
Draw shamblers 	Perform a psychic ritual which will draw a horde of animated corpses. While hostile, the corpses won't attack your colony directly. They can be captured for study. 	25 	Draw animals 	Shambler 	Psychic ritual	Basic 	
Chronophagy 	Perform a psychic ritual that causes a target to age rapidly. The ritual invoker will become younger in the process. The target will suffer brain damage as a result, which may be lethal for elderly targets. 	30 	Psychophagy 	 	Psychic ritual	Basic 	
Psychophagy 	Perform a psychic ritual which deadens a target's psychic sensitivity and temporarily boosts the ritual invoker's psychic sensitivity. The target will suffer brain damage as a side-effect. 	20 	Void provocation 	 	Psychic ritual	Basic 	
Skip abduction 	Perform a psychic ritual that abducts a random hostile person from anywhere in the world, putting them in a short-term coma for capture. 	40 	Void provocation 	 	Psychic ritual	Basic 	
Summon fleshbeasts 	Perform a psychic ritual which provokes fleshbeasts to emerge from the ground near enemies, attacking anyone nearby. 	30 	Draw animals 	Fleshbeast 	Psychic ritual	Basic 	
Bliss lobotomy 	Perform a surgery that lobotomizes a person, making them happier while rendering them incapable of intellectual and skilled labor. 	25 	Bioferrite harvesting 	Gorehulk 	Misc 	Basic 	
Ghoul infusion 	Perform a surgery that infuses a living person with an archotech shard, transforming them into a terrifying ghoul. Ghouls are strong melee combatants but are incapable of doing work. Ghouls will go mad if they are not fed enough raw meat.	30 	Bioferrite harvesting 	Ghoul 	Misc 	Basic 	
Deadlife dust 	Craft devices that produce clouds of microscopic archites. The archites can reanimate corpses to produce deadly shamblers that will only attack your enemies. 	60 	Bioferrite shaping 	Death pall 	Misc 	Basic 	
: "The Anomaly" scenario starts with a single holding platform and proximity detector
====Advanced projects====
Name 	Description 	Base cost	Required Research 	Entity Codex Requirement	Category 	Required Entity Tier	Unlocks
Bioferrite generator 	Build power generators that burn bioferrite as a fuel. 	40 	Electroharvester 	 	Bioferrite 	Advanced 	
Insanity weaponry 	Restructure archotech shards into limited-use weapons that shock, manipulate, and destroy enemies using archotechnology. 	30 	Bioferrite shaping 	Nociosphere 	Bioferrite 	Advanced 	
Mutation weaponry 	Restructure archotech shards into limited-use weapons that twist living targets into terrifying creatures. 	35 	Bioferrite Shaping 	Fleshmass nucleus 	Bioferrite 	Advanced 	
Atmospheric heater 	Build bioferrite-powered heaters that produce enough heat to warm an entire region. 	60 	Bioferrite generator 	 	Bioferrite 	Advanced 	
Advanced psychic rituals	Perform advanced psychic rituals. 	15 	Void provocation 	 	Psychic ritual	Advanced 	
Provoke pit gate 	Perform a psychic ritual which causes underground fleshbeasts to open up a massive hole in the ground. The hole leads down to a fleshbeast-infested cavern which can be explored for resources. 	80 	Advanced psychic rituals 	Dreadmeld 	Psychic ritual	Advanced 	
Death refusal 	Perform a psychic ritual which grants death refusal to an individual, allowing them to self-resurrect once after dying. 	30 	Advanced psychic rituals 	Unnatural corpse 	Psychic ritual	Advanced 	
Philophagy 	Perform a psychic ritual that drains experience from a victim and gives it to the invoker. The process will dull the target's mind, weakening their skills and causing brain damage. 	30 	ChronophagyAdvanced psychic rituals	 	Psychic ritual	Advanced 	
Pleasure pulse 	Perform a psychic ritual that makes everyone in the region happier but reduces their desire to work. 	30 	Advanced psychic rituals 	Golden cube 	Psychic ritual	Advanced 	
Neurosis pulse 	Perform a psychic ritual that makes everyone in the region work faster but become more irritable. 	40 	Advanced psychic rituals 	Blood rain 	Psychic ritual	Advanced 	
Blood rain 	Perform a psychic ritual which causes blood-like psychofluid to fall from the sky. Anyone caught outside will soon be driven into a berserk rage. 	50 	Advanced psychic rituals 	Blood rain 	Psychic ritual	Advanced 	
Brainwipe 	Perform a psychic ritual which erases much of a person's episodic memories. Traumatic events will be forgotten. Resistant prisoners will become easier to recruit. Allows recruiting unwaveringly loyal prisoners.	40 	Philophagy 	Revenant 	Psychic ritual	Advanced 	
Serum synthesis 	Build a serum lab to synthesize high-tech serums. Serums harness archotechnological power to bestow a temporary effect on the user. 	15 	Bioferrite shaping 	 	Serums 	Advanced 	
Metalblood serum 	Synthesize metalblood serums that make the user more resistant to damage. 	35 	Serum synthesis 	Metalhorror 	Serums 	Advanced 	
Mind-numb serum 	Synthesize a serum that stabilizes a person's mood, preventing mental breaks. 	35 	Serum synthesis 	 	Serums 	Advanced 	
Juggernaut serum 	Synthesize a serum which temporarily increases the user's strength and speed, and allows them to recover from injuries faster. However, it reduces their mood. 	35 	Serum synthesis 	Chimera 	Serums 	Advanced 	
Ghoul enhancements 	Craft bioferrite prosthetics to make ghouls stronger. 	40 	Ghoul infusion 	Ghoul 	Misc 	Advanced 	
Ghoul resurrection 	Synthesize a serum that can bring dead ghouls back to life. 	20 	Serum synthesisGhoul enhancements 	Ghoul 	Misc 	Advanced 	
Revenant invisibility 	Modify a revenant spine so that it can be implanted in a human, allowing them to become temporarily invisible. 	40 	Disruptor flares 	Revenant 	Misc 	Advanced 	
=== Void study ===
The void study precept multiplies the amount of knowledge gained from studying by , , , or , depending on which level of the precept you have. For example, a sightstealer provides 1.7 basic study every 2 days, and with a 150% study rate, that would become 2.55 basic study every 2 days.
=== Analysis ===
As the speed of dark study is not affected by intellectual skill, it should not be assigned to you main researcher to let them focus on regular researching. The studying pawn should still have some intellectual skill to reduce the time spent studying.
== Analysis ==
This is a rough suggestion of what technologies to research. Variations exist, and research order can change depending on current map and biome, colonist skill, personal playstyle/goals, and difficulty.
The key criterion is what is most likely to affect your survivability right now. For example, for a New Tribe ice sheet colony, that may be getting Complex clothing for parkas to let you function outside for extended periods. 
Generally however, the primary risk is from combat, either directly or the downward spirals that can result of the damage to colonists and infrastructure that results. This makes rushing Flak armor and Gas operation a solid option as not only will they give you equipment that can carry you into the end game, the prerequisite researches also unlock options while you're building towards for that end-game load out. The most obvious examples are the early guns which can stand in for the later ones that you might eventually standarize on, however the other options are also very useful - Smithing unlocks maces for good early melee, Machining gives you frag grenades to dominate melee threats etc. 
Once survivability is reached, projects can be selected by preference or prioritized based on what allows for fastest progression. 
This may look something like this:
# One of:
#* Batteries and solar generators
#* Watermill generators
#* Geothermal generator
# Microelectronics 
# Multi-analyzer 
# Fabrication 
Notes:
: You'll want some better source of power. Solar generators are easy to use, and with batteries, are a consistent source of power. Watermill generators can only be used if a river (not ocean) is nearby. Water is more reliable than solar, for less research than batteries + solar. 
:In theory, geothermal generators provide much more power than either option, but its 3200 research cost makes it more difficult for newer players. Rushing to geothermal is still possible, especially if you rely on wind turbines or wood-fired generators initially.
: Microelectronics gives access to hi-tech research bench, which makes research 33% faster. It also gives access to the comms console, an easy source for tradable items, and EMP grenades, which are very powerful against mechanoids.
: A multi-analyzer boosts research by a further 10%, though you may not have the materials to create one. If you can't build a multi-analyzer or Fabrication's fabrication bench yet, then you'll gain the opportunity to chase some other tribal/industrial research projects. The ultimate goal is to reach Fabrication as soon as possible, so you can make your own components.
== Gallery ==
== Version history ==
* 0.3.410 - Stonecutter's table now requires research
* Beta 19/1.0 - Split "Hospital beds" into Sterile materials and Hospital beds research projects.
* 1.3.3101 - Bioregeneration research project added.
* 1.3.3200 - Brain wiring, compact weaponry, neural supercharge, biosculpting, specialized limbs, poison synthesis projects now require hi-tech research bench.
* 1.4.3523 - The Colored lights research reworked and renamed to Advanced lights.
* 1.4.3527 - Tox gas research prerequisite: Electricity -> Machining.
* 1.4.3555 - Improved formatting of the research project content source line in the research UI.
* 1.4.3580 - Fix: Incorrect dialog when completing research other than active project in some modded cases. Fix: Inspect pane displaying incorrect power consumption with research.
* 1.5.4062 - When using a techprof persona core, bring up the research completed window.
Category:Research