![]() ![]() On the final position of every tech chain is that field's Wonder technology. The cost of researching a technology depends on how far to the right it is on its technology branch. Once it has been researched itself, and a explorer rover investigates each anomaly. ![]() Alien Artifacts Another breakthrough called by this name generates a number of anomalies that grant a flat research amount. Excess Power A breakthrough called Superconducting Computing allows you to directly funnel extra power not being banked by your collectors into excess science at the rate of about 1 power per hour per day granting 2.3 research per sol. Genius Colonists Colonists with the Genius perk will also generate 150 research per Sol simply by being a part of your colony when they are at 70 or higher Sanity. Some Mission Goals grant a flat number of Research points while others increase the amount of Research the sponsor provides at the end of each Sol. to a max reduction of 50%) Mission Goals Most Sponsors have one Mission Goal that provides Research when accomplished. a 2nd Research Lab makes both function at 90% production, a 3rd, 80%, etc. Adding another building results in diminishing returns for each additional building of the exact same type. Research Labs and Hawking Institutes Colonists on Mars can directly contribute to the ongoing research in Research Lab and Hawking Institute buildings, which can each be constructed inside domes. These Planetary Anomalies can be identified by their descriptive text. Certain Planetary Anomalies, which will require sending either Colonists or an RC Explorers, will grant a one-time research bonus, ranging from 2000 to 4000 points. The expedition requires just over 4 Sols to complete, after which a permanent research bonus of 400/Sol is granted. Planetary Expeditions High-speed Comm Satellite is a Planetary Expedition, which can be completed by launching a rocket loaded with 100 Fuel, 100 Metals, and 100 Electronics. Adding more vehicles results in diminishing returns: the 2nd adds 80 research points, the 3rd adds 60, the 4th adds 40, the 5th adds 20, the 6th adds 0, and each explorer after the 6th adds 50 research points. Multiple vehicles result in collaboration losses. RC Explorers also contribute 100 research points to the research generation directly once the Explorer AI ( Robotics) technology has been researched. Exploration Rover RC Explorers can visit certain anomalies on the surface of Mars to obtain a boost to research output. There are two possible research plans: 1000 research points for $200M (200 research points/Sol) and 5000 research points for $1000M (1,000 research points/Sol). ![]() Outsourcing For a nominal fee, additional scientific research can be outsourced to laboratories back on Earth. The Earth-Mars Initiative tech will increase this by 100. This amount varies by sponsor from Church of the New Ark's 0 up to a maximum of 400/Sol with Europe. Sponsor Most Sponsors provide a set amount of research per Sol. The total amount of points is a combination of the following: See the Collaboration Loss column for more details. A 5th Hawking Institute is not worth building since it only provides 25 per worker. Every Research Lab after the 6th provides research at a rate of 28 per worker. A sixth Research Lab is still only worth 1500 but takes more jobs (28 per worker). To get the most research per worker, try building 3 Research Labs (44 per worker), then a Hawking Institute (42 ), then a 4th Research Lab (39 ), then a 2nd Hawking Institute (38 ), then a 5th Research Lab (33 ), then finally a 3rd (33 ) and 4th (29 ) Hawking Institute. Research points are awarded at the beginning of every hour. The order of technologies is determined by the map coordinates so starting in the same location will create the same order for technologies. The range is increased by the Tech Variety Game Rule and Chaos Theory makes every tech tree position valid for all technologies. ![]() Mystery and Story Bits technologies are also shown in the Breakthrough tree.Īll technologies have a range of positions where they can appear in the tech tree. Breakthroughs are obtained through Anomalies and can be researched in any order. Tech tree technologies normally have to be researched in a specific order randomized at the start of the game. Technologies are divided among 7 tech trees (including Terraforming, Recon & Expansion trees) and the breakthrough list. There are 100 regular technologies, 40 DLC technologies and 67 breakthroughs in the game. Research is used to unlock new technologies, structures, other opportunities that provide additional options for the colony. ![]()
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