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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)
| Technology | Cost | Effect |
|---|---|---|
| Farm | 2,000 | Unlocks Farm building - produces food inside domes |
| Water Purification | 1,000 | Unlocks Water Reclamation Spire - recycles water |
| Low-G Fungi | 1,000 | Unlocks Fungal Farm - underground food production |
| Hygroscopic Separators | 1,500 | Water Extractor upgrade: +50% production |
| Magnetic Filtration | 1,500 | MOXIE upgrade: +50% oxygen production |
Tier 2 (3,000-4,500 points)
| Technology | Cost | Effect |
|---|---|---|
| Martian Copyrights | 3,000 | +20% research speed (all labs) |
| Martianborn Adaptability | 3,000 | Mars-born colonists learn faster, better traits |
| Biome Bioscaping | 3,000 | +5 Comfort to all living quarters in basic domes |
| Microgravity Medicine | 4,500 | Unlocks Medical Center (advanced healthcare) |
| Biome Engineering | 4,500 | Farms provide +5 Comfort to entire dome |
Tier 3 (7,000-10,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Gene Adaptation | 7,000 | Unlocks new crops, +20% farm production |
| Rejuvenation Treatment | 7,000 | Medical buildings restore Sanity and increase Comfort |
| Stem Reconstruction | 10,000 | Delays aging by 15 Sols, extends productive lifespan |
| Water Conservation | 10,000 | -50% water consumption for all colonists |
Tier 4 (15,000-20,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Holographic Scanning | 15,000 | Medical Center upgrade: +10% birth rate in dome |
| Farm Automation | 15,000 | Farms require 30% fewer workers |
| Moisture Farming | 20,000 | Unlocks Moisture Vaporator - extracts water from air |
| Hanging Gardens | 20,000 | Unlocks 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)
| Technology | Cost | Effect |
|---|---|---|
| Low-G Engineering | 1,500 | Unlocks Medium Dome (larger colony capacity) |
| Advanced Martian Engines | 1,000 | Rockets and shuttles use 33% less fuel |
| Low-G High Rise | 1,000 | Unlocks Apartments - houses 24 colonists compactly |
| Decommission Protocol | 1,500 | Allows salvaging damaged/old buildings for resources |
| Low-G Hydrosynthesis | 1,500 | Unlocks Polymer Factory and Fuel Refinery |
Tier 2 (2,000-4,500 points)
| Technology | Cost | Effect |
|---|---|---|
| Fuel Compression | 2,000 | +10 tons rocket cargo capacity |
| Microproduction | 2,000 | Unlocks Electronics Factory |
| Storage Compression | 3,000 | +50% storage for water, oxygen, power |
| Smart Home | 3,000 | Unlocks Smart Apartments - residents restore Sanity during sleep |
| Sustainable Architecture | 4,500 | -50% maintenance for in-dome buildings |
Tier 3 (7,000-10,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Compact Passenger Module | 7,000 | Rockets carry +10 colonists per trip |
| Arcology | 7,000 | Unlocks Arcology Spire - high-capacity housing |
| Mars Nouveau | 10,000 | -20% concrete and metal cost for all buildings |
| Waste Rock Liquefaction | 10,000 | Convert waste rock into concrete (huge efficiency gain) |
Tier 4 (15,000-20,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Resilient Architecture | 15,000 | -50% maintenance for outdoor buildings |
| Advanced Passenger Module | 15,000 | Rockets carry +10 additional colonists (stacks with Compact) |
| Plasma Rocket | 20,000 | Rare Metal Extractor upgrade: +50% production |
| Gravity Engineering | 20,000 | Unlocks 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)
| Technology | Cost | Effect |
|---|---|---|
| Polymer Synthesis | 1,000 | Produce polymers from water and atmosphere |
| Deep Scanning | 1,500 | Reveals underground deposits 3x faster |
| Solar Amplification | 1,500 | Solar Panels produce +25% power |
| Tribological Scrubbers | 1,000 | Extractors require less maintenance |
Tier 2 (3,000-4,500 points)
| Technology | Cost | Effect |
|---|---|---|
| Fusion Reactor | 3,000 | Unlocks Fusion Reactor - powerful energy source |
| Advanced Stirling Generator | 3,000 | Stirling upgrade: +50% power output |
| Supercooled Electronics | 4,500 | Electronics production faster, uses less rare metals |
| Neural Processing | 4,500 | +20% research from all sources |
Tier 3 (7,000-10,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Molecular Analysis | 7,000 | Extractors produce more, deplete deposits slower |
| Space Mirrors | 7,000 | Unlocks Solar Array Spire - massive power generation |
| Quantum Computing | 10,000 | Research buildings +50% output |
| Cold Bath Annealing | 10,000 | Electronics Factory efficiency doubled |
Tier 4 (15,000-20,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Nuclear Fission | 15,000 | Unlocks Nuclear Reactor - huge reliable power |
| Superfocused Lasers | 15,000 | Deep scanning finds richer deposits |
| Zero-Space Computing | 20,000 | +30% research from all sources |
| Artificial Sun | 20,000 | Wonder - 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)
| Technology | Cost | Effect |
|---|---|---|
| Drone Hub | 2,000 | Unlocks Drone Hub - controls up to 20 drones |
| Drone Swarm | 1,000 | Drone Hubs control +2 drones (+80 max capacity) |
| Low-G Drive | 1,000 | Drones and rovers move 25% faster |
| Explorer AI | 1,500 | RC Explorers generate 100 research/Sol each |
| Transport Optimization | 1,500 | RC Transports mine faster, +15 cargo capacity |
Tier 2 (2,000-4,500 points)
| Technology | Cost | Effect |
|---|---|---|
| Rover Command AI | 2,000 | RC Rovers don’t need recharging, +4 drones, +12 command limit |
| Battery Optimization | 3,000 | Drone battery capacity +50% |
| Drone Printing | 3,000 | Unlocks Drone Assembly - produce drones on Mars |
| 3D Printing | 4,500 | Unlocks Machine Parts Factory |
| Shuttles | 4,500 | Unlocks Shuttle Hub - transport resources/colonists between domes |
Tier 3 (7,000-10,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Factory AI | 7,000 | All factories +20% production speed |
| Martian Aerodynamics | 7,000 | Shuttles move 33% faster |
| Extractor AI | 10,000 | CRITICAL: Extractors work without colonist workers |
| Rover Printing | 10,000 | Build RC Rovers, RC Transports, RC Explorers on Mars |
Tier 4 (15,000-20,000 points)
| Technology | Cost | Effect |
|---|---|---|
| High-Powered Jets | 15,000 | Shuttles carry +3 cargo capacity |
| Compact Hangars | 15,000 | Shuttle Hubs hold +4 shuttles |
| Martian Patents | 20,000 | Unlocks Network Node Spire - boosts all research |
| Mohole Mine | 20,000 | Wonder - 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)
| Technology | Cost | Effect |
|---|---|---|
| Space Bar | 1,000 | Unlocks Spacebar - social/drinking interest |
| Playground | 1,000 | Unlocks Playground - children get random perks |
| Tunnels | 1,500 | Build underground passages between domes |
| Cleaning Bots | 1,500 | Diner/Grocer/Casino automation - fewer workers needed |
Tier 2 (3,000-4,500 points)
| Technology | Cost | Effect |
|---|---|---|
| Martian University | 3,000 | Unlocks University - train specialists |
| Behavioral Shaping | 3,000 | Sanatorium can replace flaws with perks |
| Virtual Homes | 4,500 | Living quarters provide +10 Comfort |
| Social Automation | 4,500 | Service buildings need 50% fewer workers |
Tier 3 (7,000-10,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Cloning | 7,000 | Unlocks Cloning Vats - create colonists on Mars |
| Tourist Services | 7,000 | Accept tourist rockets for income |
| Home Collective | 10,000 | +10 Comfort to all residential buildings |
| Morpheus Project | 10,000 | Unlocks Morpheus Project - colonists gain random perks |
Tier 4 (15,000-20,000 points)
| Technology | Cost | Effect |
|---|---|---|
| Positronic Brain | 15,000 | Unlocks Biorobots - synthetic workers who don’t age |
| Martian Pride | 15,000 | Mars-born colonists never get Earthsick |
| Youth Sanctuaries | 20,000 | Unlocks Youth Training Center - children gain better traits |
| Eternal Youth | 20,000 | Colonists 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)
| Breakthrough | Effect | Why It’s Amazing |
|---|---|---|
| Extractor AI | Extractors work without workers | Frees up colonists for other jobs |
| Water Reclamation System | -50% colonist water consumption | Halves water infrastructure needs |
| The Positronic Brain | Unlocks Biorobots | Synthetic workers who never age/complain |
| Eternal Youth | Colonists don’t age past Adult | No retirement, endless productivity |
| Sapientia | +50% research speed | Unlock tech tree 50% faster |
A-Tier Breakthroughs (Excellent)
| Breakthrough | Effect | Impact |
|---|---|---|
| Core Metal/Water/Rare Metals | Access deep core deposits | Infinite resource supply |
| Printed Electronics | Electronics cost no rare metals | Frees rare metals for export |
| Farm Automation | Farms need 70% fewer workers | Massive labor savings |
| Cloning | Create colonists without breeding | Population control |
| Fusion Reactor | Unlock ultra-powerful reactor | Solves all power needs |
B-Tier Breakthroughs (Very Good)
| Breakthrough | Effect |
|---|---|
| Martian Copyrights | +20% research speed |
| Deep Scanning | Find deposits 3x faster |
| Drones Swarm Upgrades | +50% drone speed/capacity |
| Factory Automation | Factories need no workers |
| Space Rehabilitation | Remove one colonist flaw on arrival |
C-Tier Breakthroughs (Situational)
| Breakthrough | Effect | Notes |
|---|---|---|
| Giant Crops | Farms look bigger | Visual only, minor yield boost |
| Dry Farming | Farms use no water | Good if water-poor map |
| Nocturnal Adaptation | Night shifts don’t hurt Sanity | Useful for 24/7 operations |
| Plutonium Cores | Stirlings +50% power | OK early, obsolete later |
D-Tier Breakthroughs (Skip If Possible)
| Breakthrough | Effect | Why It’s Weak |
|---|---|---|
| Good Vibrations | Less comfort penalty from disasters | Disasters are rare |
| Resilient Vegetation | Outdoor farms possible | Terraforming-only, very late game |
| Hive Mind | Minor productivity boost | Effect too small |
Research Strategies
Early Game Research Path (Sol 1-50)
Priority order:
- Extractor AI (Robotics) - Frees workers from extractors
- Farm (Biotech) - Self-sufficient food production
- Low-G Engineering (Engineering) - Medium Domes for expansion
- Drone Hub (Robotics) - Automation infrastructure
- Martian University (Social) - Train specialists
Rationale: Automation first, then self-sufficiency, then expansion capacity.
Mid Game Research Path (Sol 50-150)
Focus areas:
- Water Conservation (Biotech) - Halve water needs
- Mars Nouveau (Engineering) - 20% cheaper buildings
- Waste Rock Liquefaction (Engineering) - Solve concrete shortages
- Factory AI (Robotics) - Automation for production
- Fusion Reactor (Physics) - Solve power forever
Goals: Efficiency improvements and advanced infrastructure.
Late Game Research Path (Sol 150+)
Endgame technologies:
- Eternal Youth (Social) - Colonists never die of age
- Gravity Engineering (Engineering) - Mega Domes
- Artificial Sun (Physics) - Map-wide daylight
- Positronic Brain (Social) - Biorobot workforce
- 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:
- Drone Hub (automation)
- Farm (food)
- Medium Dome (expansion)
- Machine Parts Factory (self-sufficiency)
- Water Conservation (efficiency)
Mid-tier unlocks:
- Fusion Reactor (power)
- Polymer Factory (independence from Earth)
- Shuttles (logistics)
- Medical Center (healthcare)
Late-game unlocks:
- Mega Dome (max population)
- Wonders (prestige projects)
- Biorobots (ultimate workforce)
- 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:
- Extractor AI (10,000) - automation
- Farm (2,000) - food
- Martian University (3,000) - training
Sol 30-80:
- Low-G Engineering (1,500) - Medium Dome
- Water Conservation (10,000) - efficiency
- 3D Printing (4,500) - Machine Parts
- Mars Nouveau (10,000) - cheaper buildings
Sol 80-150:
- Fusion Reactor (3,000) - power
- Waste Rock Liquefaction (10,000) - concrete
- Shuttles (4,500) - logistics
- Quantum Computing (10,000) - research speed
Sol 150+:
- Gravity Engineering (20,000) - Mega Dome
- Positronic Brain (15,000) - Biorobots
- Eternal Youth (20,000) - immortality
- Wonder construction
Total research needed: ~130,000 points
Timeline: ~200 Sols with good research output
Related Pages
- Buildings - What technologies unlock
- Colonists - Scientists and research workforce
- Resources - Technologies that improve production
- Getting Started - Early research priorities