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Research is how your colony advances technologically. Technologies unlock new buildings, improve efficiency, and enable breakthrough capabilities that transform your colony.

Research System Overview

Research Basics

Research Buildings Research Lab, Hawking Institute
Tech Categories 5 main trees + Breakthroughs
Scientists Benefit +100% research speed
Genius Trait +150 research/Sol per colonist

Research is generated by Research Labs and advanced facilities staffed by Scientists. Each technology costs research points and unlocks immediately upon completion.

Research Generation:

  • Research Lab with non-specialists: 150 points/Sol
  • Research Lab with Scientists: 300 points/Sol
  • Scientists with Genius trait: 450 points/Sol
  • Hawking Institute: 450-600 points/Sol (advanced building)

Research Modifiers:

  • Commander profiles (Scientist: +30%)
  • Sponsor bonuses (USA: +20%)
  • Technologies (Martian Copyrights: +20%)
  • Breakthroughs (Zero-Space Computing: +30%)

Technology Trees

Technologies are organized into 5 main categories, each with 19 technologies across 4 tiers.

Biotech Tree

Focus: Life support, farming, colonist health, and biological systems.

Tier 1 (1,000-1,500 points)

TechnologyCostEffect
Farm2,000Unlocks Farm building - produces food inside domes
Water Purification1,000Unlocks Water Reclamation Spire - recycles water
Low-G Fungi1,000Unlocks Fungal Farm - underground food production
Hygroscopic Separators1,500Water Extractor upgrade: +50% production
Magnetic Filtration1,500MOXIE upgrade: +50% oxygen production

Tier 2 (3,000-4,500 points)

TechnologyCostEffect
Martian Copyrights3,000+20% research speed (all labs)
Martianborn Adaptability3,000Mars-born colonists learn faster, better traits
Biome Bioscaping3,000+5 Comfort to all living quarters in basic domes
Microgravity Medicine4,500Unlocks Medical Center (advanced healthcare)
Biome Engineering4,500Farms provide +5 Comfort to entire dome

Tier 3 (7,000-10,000 points)

TechnologyCostEffect
Gene Adaptation7,000Unlocks new crops, +20% farm production
Rejuvenation Treatment7,000Medical buildings restore Sanity and increase Comfort
Stem Reconstruction10,000Delays aging by 15 Sols, extends productive lifespan
Water Conservation10,000-50% water consumption for all colonists

Tier 4 (15,000-20,000 points)

TechnologyCostEffect
Holographic Scanning15,000Medical Center upgrade: +10% birth rate in dome
Farm Automation15,000Farms require 30% fewer workers
Moisture Farming20,000Unlocks Moisture Vaporator - extracts water from air
Hanging Gardens20,000Unlocks Hanging Gardens Spire - massive Comfort boost

Biotech Priority: Water Conservation → Farm → Gene Adaptation → Stem Reconstruction


Engineering Tree

Focus: Construction, domes, resource efficiency, and infrastructure.

Tier 1 (1,000-1,500 points)

TechnologyCostEffect
Low-G Engineering1,500Unlocks Medium Dome (larger colony capacity)
Advanced Martian Engines1,000Rockets and shuttles use 33% less fuel
Low-G High Rise1,000Unlocks Apartments - houses 24 colonists compactly
Decommission Protocol1,500Allows salvaging damaged/old buildings for resources
Low-G Hydrosynthesis1,500Unlocks Polymer Factory and Fuel Refinery

Tier 2 (2,000-4,500 points)

TechnologyCostEffect
Fuel Compression2,000+10 tons rocket cargo capacity
Microproduction2,000Unlocks Electronics Factory
Storage Compression3,000+50% storage for water, oxygen, power
Smart Home3,000Unlocks Smart Apartments - residents restore Sanity during sleep
Sustainable Architecture4,500-50% maintenance for in-dome buildings

Tier 3 (7,000-10,000 points)

TechnologyCostEffect
Compact Passenger Module7,000Rockets carry +10 colonists per trip
Arcology7,000Unlocks Arcology Spire - high-capacity housing
Mars Nouveau10,000-20% concrete and metal cost for all buildings
Waste Rock Liquefaction10,000Convert waste rock into concrete (huge efficiency gain)

Tier 4 (15,000-20,000 points)

TechnologyCostEffect
Resilient Architecture15,000-50% maintenance for outdoor buildings
Advanced Passenger Module15,000Rockets carry +10 additional colonists (stacks with Compact)
Plasma Rocket20,000Rare Metal Extractor upgrade: +50% production
Gravity Engineering20,000Unlocks Mega Dome (largest dome type)

Engineering Priority: Low-G Engineering → Mars Nouveau → Waste Rock Liquefaction → Gravity Engineering


Physics Tree

Focus: Power generation, advanced technology, and wonders.

Tier 1 (1,000-1,500 points)

TechnologyCostEffect
Polymer Synthesis1,000Produce polymers from water and atmosphere
Deep Scanning1,500Reveals underground deposits 3x faster
Solar Amplification1,500Solar Panels produce +25% power
Tribological Scrubbers1,000Extractors require less maintenance

Tier 2 (3,000-4,500 points)

TechnologyCostEffect
Fusion Reactor3,000Unlocks Fusion Reactor - powerful energy source
Advanced Stirling Generator3,000Stirling upgrade: +50% power output
Supercooled Electronics4,500Electronics production faster, uses less rare metals
Neural Processing4,500+20% research from all sources

Tier 3 (7,000-10,000 points)

TechnologyCostEffect
Molecular Analysis7,000Extractors produce more, deplete deposits slower
Space Mirrors7,000Unlocks Solar Array Spire - massive power generation
Quantum Computing10,000Research buildings +50% output
Cold Bath Annealing10,000Electronics Factory efficiency doubled

Tier 4 (15,000-20,000 points)

TechnologyCostEffect
Nuclear Fission15,000Unlocks Nuclear Reactor - huge reliable power
Superfocused Lasers15,000Deep scanning finds richer deposits
Zero-Space Computing20,000+30% research from all sources
Artificial Sun20,000Wonder - provides daylight to entire map, boosts solar power

Physics Priority: Fusion Reactor → Quantum Computing → Zero-Space Computing → Artificial Sun


Robotics Tree

Focus: Automation, drones, rovers, and manufacturing.

Tier 1 (1,000-2,000 points)

TechnologyCostEffect
Drone Hub2,000Unlocks Drone Hub - controls up to 20 drones
Drone Swarm1,000Drone Hubs control +2 drones (+80 max capacity)
Low-G Drive1,000Drones and rovers move 25% faster
Explorer AI1,500RC Explorers generate 100 research/Sol each
Transport Optimization1,500RC Transports mine faster, +15 cargo capacity

Tier 2 (2,000-4,500 points)

TechnologyCostEffect
Rover Command AI2,000RC Rovers don’t need recharging, +4 drones, +12 command limit
Battery Optimization3,000Drone battery capacity +50%
Drone Printing3,000Unlocks Drone Assembly - produce drones on Mars
3D Printing4,500Unlocks Machine Parts Factory
Shuttles4,500Unlocks Shuttle Hub - transport resources/colonists between domes

Tier 3 (7,000-10,000 points)

TechnologyCostEffect
Factory AI7,000All factories +20% production speed
Martian Aerodynamics7,000Shuttles move 33% faster
Extractor AI10,000CRITICAL: Extractors work without colonist workers
Rover Printing10,000Build RC Rovers, RC Transports, RC Explorers on Mars

Tier 4 (15,000-20,000 points)

TechnologyCostEffect
High-Powered Jets15,000Shuttles carry +3 cargo capacity
Compact Hangars15,000Shuttle Hubs hold +4 shuttles
Martian Patents20,000Unlocks Network Node Spire - boosts all research
Mohole Mine20,000Wonder - extracts metals/rare metals without deposits

Robotics Priority: Drone Hub → Extractor AI (critical) → Shuttles → Factory AI


Social Tree

Focus: Colonist management, services, education, and quality of life.

Tier 1 (1,000-1,500 points)

TechnologyCostEffect
Space Bar1,000Unlocks Spacebar - social/drinking interest
Playground1,000Unlocks Playground - children get random perks
Tunnels1,500Build underground passages between domes
Cleaning Bots1,500Diner/Grocer/Casino automation - fewer workers needed

Tier 2 (3,000-4,500 points)

TechnologyCostEffect
Martian University3,000Unlocks University - train specialists
Behavioral Shaping3,000Sanatorium can replace flaws with perks
Virtual Homes4,500Living quarters provide +10 Comfort
Social Automation4,500Service buildings need 50% fewer workers

Tier 3 (7,000-10,000 points)

TechnologyCostEffect
Cloning7,000Unlocks Cloning Vats - create colonists on Mars
Tourist Services7,000Accept tourist rockets for income
Home Collective10,000+10 Comfort to all residential buildings
Morpheus Project10,000Unlocks Morpheus Project - colonists gain random perks

Tier 4 (15,000-20,000 points)

TechnologyCostEffect
Positronic Brain15,000Unlocks Biorobots - synthetic workers who don’t age
Martian Pride15,000Mars-born colonists never get Earthsick
Youth Sanctuaries20,000Unlocks Youth Training Center - children gain better traits
Eternal Youth20,000Colonists never age past Adult stage

Social Priority: Martian University → Behavioral Shaping → Positronic Brain → Eternal Youth


Breakthrough Technologies

Breakthroughs

Number Available 13 random per game
Total Pool 67+ breakthroughs
Selection Choose from 3 options
Effect Game-changing bonuses

Breakthroughs are randomized special technologies that provide powerful bonuses. You’ll see 13 throughout your playthrough, chosen from a pool of 67+.

S-Tier Breakthroughs (Game Changers)

BreakthroughEffectWhy It’s Amazing
Extractor AIExtractors work without workersFrees up colonists for other jobs
Water Reclamation System-50% colonist water consumptionHalves water infrastructure needs
The Positronic BrainUnlocks BiorobotsSynthetic workers who never age/complain
Eternal YouthColonists don’t age past AdultNo retirement, endless productivity
Sapientia+50% research speedUnlock tech tree 50% faster

A-Tier Breakthroughs (Excellent)

BreakthroughEffectImpact
Core Metal/Water/Rare MetalsAccess deep core depositsInfinite resource supply
Printed ElectronicsElectronics cost no rare metalsFrees rare metals for export
Farm AutomationFarms need 70% fewer workersMassive labor savings
CloningCreate colonists without breedingPopulation control
Fusion ReactorUnlock ultra-powerful reactorSolves all power needs

B-Tier Breakthroughs (Very Good)

BreakthroughEffect
Martian Copyrights+20% research speed
Deep ScanningFind deposits 3x faster
Drones Swarm Upgrades+50% drone speed/capacity
Factory AutomationFactories need no workers
Space RehabilitationRemove one colonist flaw on arrival

C-Tier Breakthroughs (Situational)

BreakthroughEffectNotes
Giant CropsFarms look biggerVisual only, minor yield boost
Dry FarmingFarms use no waterGood if water-poor map
Nocturnal AdaptationNight shifts don’t hurt SanityUseful for 24/7 operations
Plutonium CoresStirlings +50% powerOK early, obsolete later

D-Tier Breakthroughs (Skip If Possible)

BreakthroughEffectWhy It’s Weak
Good VibrationsLess comfort penalty from disastersDisasters are rare
Resilient VegetationOutdoor farms possibleTerraforming-only, very late game
Hive MindMinor productivity boostEffect too small

Research Strategies

Early Game Research Path (Sol 1-50)

Priority order:

  1. Extractor AI (Robotics) - Frees workers from extractors
  2. Farm (Biotech) - Self-sufficient food production
  3. Low-G Engineering (Engineering) - Medium Domes for expansion
  4. Drone Hub (Robotics) - Automation infrastructure
  5. Martian University (Social) - Train specialists

Rationale: Automation first, then self-sufficiency, then expansion capacity.

Mid Game Research Path (Sol 50-150)

Focus areas:

  1. Water Conservation (Biotech) - Halve water needs
  2. Mars Nouveau (Engineering) - 20% cheaper buildings
  3. Waste Rock Liquefaction (Engineering) - Solve concrete shortages
  4. Factory AI (Robotics) - Automation for production
  5. Fusion Reactor (Physics) - Solve power forever

Goals: Efficiency improvements and advanced infrastructure.

Late Game Research Path (Sol 150+)

Endgame technologies:

  1. Eternal Youth (Social) - Colonists never die of age
  2. Gravity Engineering (Engineering) - Mega Domes
  3. Artificial Sun (Physics) - Map-wide daylight
  4. Positronic Brain (Social) - Biorobot workforce
  5. Wonders - Space Elevator, Mohole Mine, Geoscape Dome

Goals: Ultimate colony optimization and wonder construction.


Research Optimization Tips

Maximize Research Output

Early game (no Scientists):

  • Build 1 Research Lab
  • Staff with 10 non-specialists
  • Output: ~150 points/Sol
  • Rush Martian University to train Scientists

Mid game (with Scientists):

  • Build 2-3 Research Labs
  • Train 20-30 Scientists
  • Output: 600-900 points/Sol
  • Research Martian Copyrights (+20%)

Late game (optimized):

  • Build 3-5 Research Labs
  • Build Hawking Institute
  • 40-50 Scientists total
  • Quantum Computing (+50%)
  • Output: 2,000-3,000 points/Sol

Breakthrough Selection Strategy

When to pick:

  • Always take S-tier (Extractor AI, Water Reclamation, Sapientia, Eternal Youth)
  • Prioritize A-tier unless you have specific needs
  • Skip D-tier unless no other options

Synergy considerations:

  • Core deposits + Extraction speed boosts = infinite resources
  • Automation techs stack (Extractor AI + Factory AI + Farm AI = minimal workers)
  • Research speed boosts compound (Martian Copyrights + Sapientia + Zero-Space Computing = lightning-fast research)

Technology Unlock Order

Essential unlocks first:

  1. Drone Hub (automation)
  2. Farm (food)
  3. Medium Dome (expansion)
  4. Machine Parts Factory (self-sufficiency)
  5. Water Conservation (efficiency)

Mid-tier unlocks:

  1. Fusion Reactor (power)
  2. Polymer Factory (independence from Earth)
  3. Shuttles (logistics)
  4. Medical Center (healthcare)

Late-game unlocks:

  1. Mega Dome (max population)
  2. Wonders (prestige projects)
  3. Biorobots (ultimate workforce)
  4. Terraforming (DLC - transform Mars)

Research vs. Resource Investment

When to Research vs. Build

Research when:

  • You have surplus population (train Scientists)
  • Critical tech bottleneck (need specific unlock)
  • Waiting for resources to accumulate

Build when:

  • Immediate crisis (food shortage → build farm now, research later)
  • Resources abundant
  • Population capacity maxed

Resource Priority

Research buildings cost:

  • Research Lab: 10 Concrete, 5 Metal, 5 Electronics
  • Hawking Institute: 20 Concrete, 15 Metal, 15 Electronics

Balance:

  • 1 Research Lab per 30-50 colonists
  • Don’t over-invest early (few Scientists available)
  • Scale up research mid-game when population stable

Technology Tree Progression Example

Beginner-Friendly Tech Path

Sol 1-30:

  1. Extractor AI (10,000) - automation
  2. Farm (2,000) - food
  3. Martian University (3,000) - training

Sol 30-80:

  1. Low-G Engineering (1,500) - Medium Dome
  2. Water Conservation (10,000) - efficiency
  3. 3D Printing (4,500) - Machine Parts
  4. Mars Nouveau (10,000) - cheaper buildings

Sol 80-150:

  1. Fusion Reactor (3,000) - power
  2. Waste Rock Liquefaction (10,000) - concrete
  3. Shuttles (4,500) - logistics
  4. Quantum Computing (10,000) - research speed

Sol 150+:

  1. Gravity Engineering (20,000) - Mega Dome
  2. Positronic Brain (15,000) - Biorobots
  3. Eternal Youth (20,000) - immortality
  4. Wonder construction

Total research needed: ~130,000 points
Timeline: ~200 Sols with good research output