Research is how your empire unlocks new buildings, ship components, and other capabilities. Every week your planets generate
science points, those points pay for technologies in your queue, and finished technologies hand you the things they "provide" — usable immediately, empire‑wide.
You'll find the research view under Research in the top menu.
When a tech completes, you receive everything listed in its provides section. There are three kinds of rewards:
| Provides | What it means |
|---|---|
| Building | A new building you can place on planets (e.g. Nuclear Power Plant, Cultured Protein Facility). |
| Ship component | A new component you can fit into ship designs — engines, weapons, shields, armor, scanners, specials. |
| Some techs grant permanent authority (more headroom for ministers, ships, etc.) on top of buildings/components. |
A single tech can provide multiple things. Once granted they're yours permanently — there's no way to "lose" a researched tech.
There are 65 technologies organised into three Eras:
| Era | Theme | Techs |
|---|---|---|
| Era I — Foundation | Early industry, energy, basic combat | 17 |
| Era II — Expansion | Mid‑game power: better ships, advanced buildings, terraforming | 21 |
| Era III — Ascension | Late‑game superstructures, exotic physics, dreadnoughts | 27 |
Eras are purely informational. Nothing prevents you from chasing an Era III tech early — if you can satisfy its individual prerequisites, you can research it.
Most techs require one or more earlier techs. Requirements are AND — all listed prerequisites must be completed before a tech can be the active research target. If you queue a tech whose prerequisites aren't done yet, the system automatically inserts the missing prerequisites into your active research, working its way down the dependency tree first.
Science is produced by your planets, summed across your empire, and applied once per week to whatever tech you're currently researching.
A planet's science output is shaped by:
Costs range from cheap starter techs (~10 science) to the late‑game monsters at 1,000,000 science. Expect a steep ramp as you move from Era I to Era III.
You can queue as many techs as you like. Each week:
You'll see a news item when a tech finishes, and the Research view shows an ETA in weeks based on your current average science income.
You can change what you're researching at any time. Switching does not lose progress — your accumulated science points stay in the pool, ready to be spent on whatever you research next. This means there's no downside to reprioritising as the game evolves.