Skip to content

Manual: Research and technology

Research progress

Research produced on turn zero is retained even if no technology field was selected before ending the turn. The first Hyper-Advanced level costs 25,000 research points by default; later repeat levels add the configured Hyper-Advanced cost increment.

Cybernetic races do not receive Advanced Damage Control in their research tree because its repair effect is redundant for them.

Strategic games normally omit technologies that have no strategic-combat function. See Strategic combat for the default changes.

Acquiring technology

Scrapping a ship can reverse-engineer eligible installed technology, including its shield technology. The normal ownership, chance, and eligibility rules still apply.

When an empire surrenders, the receiving player gains all of its technologies and map knowledge. Technology exchanges, gifts, and demands between human players include every valid technology rather than applying AI trade preferences.