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Research options


Through research, you can gain access to diverse technologies, such as more efficient ways to travel through the galaxy, stronger weapons, larger ships, and much more. Before you start exploring new technologies, you need to have at least one Research center in one of your colonies. The more Research centers you build, the faster you will do the research. Unlike construction and production, that apply to a particular colony, you can carry out research in the whole empire on just one technology at a time and you can only start another research after the completion of the ongoing research.

The individual technologies are divided into several thematic branches, each branch tracking its own development tree or group of trees, which means you have to meet certain conditions of previous research to achieve more demanding and advanced technologies. Some research may, in addition to previous research and the amount of game money required, require other special conditions to make the research available or run. You will find the description of the different research branches as well as the basic technology breakthroughs of each branch below.

Most research has multiple levels, offering a cumulative effect after reaching each level, or achieving a specific level unlocks new research, construction, unit, cargo, module, or feature. This information is always included in the research description as well as in the library. The cost of research at each other level is increased by the first-level research cost. For example, if level 1 is 10,000, level 4 will cost 40,000.



Icons on the research screen


- For individual meanings, check out the Legend article, research section.

- More about types of attacks, types of defense, and how they interact with each other, can be found in the article Triangle of effectiveness.
- If you want to find out about free slots for installing modules into ship, station and base hulls, we recommend to explore Ship Design.

General research


Starting Research branch, available immediately after the first Research lab is completed. It contains virtually all the initial technologies needed for the launch of the space empire. This includes research into ship hulls, production buildings, defense and attack.
Research nameCostsDnRepeatable
Defense grid 5 000 2
Production processes 3 000 4
Gunship hull 50 000 4
Gunship design 20 000 10 5
Cruiser hull 1 000 000 3
Cruiser design 300 000 40 5
Militarisation of space 5 000 3
Fighter class 12 000 3
Assembly in space 10 000 3
Small platform 5 000 3
Corvette hull 120 000 4
Corvette design 50 000 15 5
Battleship hull 3 000 000 3
Battleship design 500 000 80 5
Offensive tactics 40 000 30
Bomber class 50 000 2
Colonization of space 100 000 3
Large platform 50 000 3
Frigate hull 250 000 4
Frigate design 100 000 20 5
Juggernaut hull 10 000 000 2
Juggernaut design 1 000 000 1 60 5
Extra fleets 100 000 20 5
Space station design 240 000 50 5
No man´s land 300 000 3
Destroyer hull 500 000 3
Destroyer design 200 000 30 5
27---TOTAL---120 537 00063 75 127



Society


Branch focusing on passive technologies, helping the economy, trade, and improving living conditions and increasing growth. The branch is unlocked by reaching the fourth (4) level of research Corvette hull.
Research nameCostsDnRepeatable
Open market 80 000 5
Efficient upkeep 100 000 20
Reproduction program 100 000 20
Freedom of movement 150 000 1
Trade guilds 120 000 5
Radical savings 200 000 20
The art of war 300 000 20
Terraforming tech. 500 000 5
8---TOTAL---157 650 00096


Theoretical Physics


This branch deals mainly with the various partial theoretical models of the universe and the possibilities of their application in practice. Generally speaking, there are different ways of traveling the galaxy more efficiently. Surprisingly, more exotic outputs can also be achieved. The branch is available upon completion of the Colonization of space research at the third (3) level.
Research nameCostsDnRepeatable
Deep space scan 30 000 10
Sensor enhancement 250 000 5
Timespace threads 1 000 000 20
Into singularities 2 000 000 5
Hyperspace 80 000 15
Wormholes theory 100 000 18
Tachyonic particles 200 000 3
Space distortions 600 000 5
Multiverse mechanics 500 000 10
9---TOTAL---309 800 00091


Applied physics


After theoretical research is put into practice, there is always room for minor improvement. The branch of applied physics offers exactly that. By investing in this branch, you are gradually speeding up your fleets, making your ships more robust and more powerful. Maybe the additions are small and nothing revolutionary, but ultimately it can happen that responsible investment will decide the battle or the whole war in your favor.
This branch is unlocked after completing the Gunship hull research at the fourth (4) level.
Research nameCostsDnRepeatable
Propulsion 30 000 99
Design optimization 25 000 99
Alloy metallurgy 30 000 99
Vacuum ballistics 20 000 99
Rocketry 25 000 99
Shield strength 80 000 99
Power output 40 000 99
Support thrusters 80 000 10
A.M.W. systems 50 000 5
Lead and steel 50 000 5
Armor piercing 150 000 20
Spread effect 200 000 20
Kinetic barrier 100 000 5
Ray intensity 250 000 20
Microwaves tamed 250 000 3
Spacecraft carrier 150 000 3
Precious alloys 100 000 5
Explosive shells 200 000 20
Impact velocity 230 000 20
Energy shields 150 000 5
Pulse oscilation 280 000 20
Carrot on a stick 500 000 3
Warhead storage 90 000 5
Ceramics in space 150 000 5
Enhanced shields 250 000 5
Wolframe organics 200 000 5
Allotropes of carbon 300 000 5
Superior shields 450 000 5
28---TOTAL---1 550 750 000887


Weapons systems


This branch focuses exclusively on autonomous weapon systems that can be installed in free slots on all ship´s hulls. Weapon systems are classified by a type of attack on: kinetic - starting technology is Machine gun mounting, explosive - starter technology is Rapid missile launcher and energy - starting technology is Laser turrets. More advanced research can be unlocked later, combining these effects to a certain extent. Each type of weapon system also has three tiers of research according to the size of the required free slot (standard, large, huge).
Research nameCostsDnRepeatable
Nuclear weapons 400 000 2
Machine gun mounting 50 000 13
Rapid missile launcher 65 000 16
Laser turrets 80 000 16
Biological warfare 1 000 000 1
Cannon battery 100 000 13
Torpedo tubes 110 000 13
Anti-fighter systems 90 000 13
Beam cannons 160 000 16
Plasma delivery system 150 000 10
Mass drivers 200 000 10
Heavy missile battery 300 000 10
EMP-enhanced missiles 130 000 10
Heavy energy weaponry 400 000 10
Particle accelerators 150 000 10
15---TOTAL---148 680 000163







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