Research

Research is a core mechanic in Uciana.

## Overview

Through research, an empire gains new buildings and ship components. Research also opens up new options for outposts, terraforming options, and even special empire attributes. It is no understatement to say that an empire which does not do any research will find it very difficult to succeed.

Most Technology Advances unlock the ability to build a new type of Building or Ship Component. However the Building itself must then still be paid for with Production, and new Ship designs with the new Components first need to be created, and then new Ships of those designs must be built and paid for with Production. There are some notable exceptions: troop armor/weapons, detection and communication technologies, ship interstellar drives, and Racial Perks do not require any further Production and immediately affect all units and locations.

## Branches

Research is broken down into 4 technology tree branches: Engineering, Physics, Chemistry, and Energy. All 6 races have the same selection of research items.

## Levels

Each branch has up to 8 levels,, starting at Level 1. Initially only Level 1 technologies are available to research. After completing research on at least one technology at a given level, the next level in that tree becomes available for research. Level 1 technologies require 600 points of research effort to complete. Each extra level requires roughly one third to one half more effort than the previous level.

A configurable game difficulty  option allows the stricter rule that \*all\* technologies (usually 3) in a given branch and level must be completed before advancing to the next level in that branch.

## Technology Advance Categories

Technology Advances are categorised into various categories (e.g. Buildings). See the full list of
Technology Advance Categories.

## Tech Tree

See the Tech Tree for a full list of technologies. An overview is given below.

## Engineering

This category has 19 items, up to Level 7, and is very broadly focused. It has many buildings, ship components, and defensive troop technologies (troop armor) . It is the only technology tree that offers buildings which improve trade/gold incomes. It is also the technology tree that advances beam weapons' Targeting components, and can unlock the largest ship class: Dreadnought.

## Physics

This category has 21 items, up to Level 7, and several successive technologies. Communications (to change destination mid-flight), interstellar detection/tracking, ship Engines (improved speed in tactical combat), beam weapons, and troop rifles (improved on-planet attack/defence) are available through this tree, along with late game technologies to manipulate gravity.

Progress on the Physics branch enables progressive miniaturization of ship's Beam Weapons.

## Chemistry

This category has 22 items, up to Level 8. It governs the successive technologies for Torpedoes, Armor, and Bombs. It also contains Terraforming and all 3 of the researchable Racial Perks.

Progress on the Chemistry branch enables progressive miniaturization of ship's Armor, Torpedo Weapons and Bomb Weapons.

## Energy

This category has 24 items, up to Level 8. It governs the successive technologies for faster FTL Drives (improved interstellar ship speed), Shields, and Charge Weapons, Energy Plant buildings (for additional Power), and Ship Power Cores (improved interstellar range and reach). This tech tree is crucial for eXploration and eXpansion.