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Research & Progression Tree

Research is the permanent-upgrade backbone of the empire. Scientists in your Science Dorms generate Research Points (RP), which you spend to unlock nodes across five branches. Nodes boost existing systems, unlock new ones (stations, buildings, automation), and gate deeper sectors and mega projects. Nothing here resets — every unlock is forever.

Manage it all from the Research panel.


How Research Works

Generating Research Points

RP accrue automatically, every tick, from Scientist-class dwarves housed in Science Dorms:

rp/s = Σ over each scientist in a Science Dorm of:
         0.5                              (base rate per scientist)
       × dormLevel
       × (1 + 0.08 × researchStatLevel)  (accommodation training)
       × classFit                        (1.0 Scientist, 0.5 other class)

  × Research Nexus bonus (+40% if a Research Nexus serves the sector)
  × galaxy / artifact researchRate modifiers

So the levers on your RP income are: more scientists, higher Science Dorm level, higher research training stat, a Research Nexus station, and research-boosting galaxy rulesets or artifacts.

Spending: Starting a Node

To research a node you must meet its prerequisites and afford its cost. A node’s cost is RP + Credits + (sometimes) materials, and the full cost is paid up front when you start it. After that, a wall-clock timer governs completion — research progresses in real time, including while you’re offline.

  • A prerequisite counts as met once it has been researched at least once — you don’t have to max a prior node to branch onward.
  • Cancelling an in-progress node does not refund resources, but it keeps any stages you’d already completed.

Staged Research

Most nodes are not a single unlock — they can be researched in up to 5 stages. The values printed in this page are Stage 1 (the base step); each further stage costs more and scales the effect:

Stage 1 Stage 2 Stage 3 Stage 4 Stage 5
Cost (× base) ×1 ×5 ×20 ×80 ×250
Time (× base) ×1 ×1.5 ×2.2 ×3.0 ×4.0
Upside effects (yields, rewards, chances) ×1 ×2.5 ×4.5 ×7 ×10
Reduction effects (cost/timer cuts) ×1 ×1.8 ×2.4 ×2.8 ×3.0 (capped at −85%)
Risk/hazard downsides ×1 ×1.4 ×1.8 ×2.2 ×2.6
Count effects (slots, caps, hours) ×1 ×2 ×3 ×4 ×5

Key points:

  • Upside grows faster than its matching downside. A mining node’s yield scales to 10× base while its health risk only reaches ~2.6× — so deeper stages are worth it.
  • Reductions hit a hard floor of −85%, so cost/timer cuts can never break the economy.
  • Pure unlock flags (booleans / station unlocks) are granted once and don’t stage.
  • A few nodes carry an explicit stage limit (for example, Automated Habitat Training is single-stage; Automated Trading caps at 5).

Fast-Forwarding Research with Dwarven Montage

As of v0.15.0, Dwarven Montage minutes — the time-skip resource banked from the Welcome-screen prize wheel — can fast-forward in-progress research nodes, not just expedition timers.

The Research panel header shows your banked balance as 🎬 N min, and every node that is currently researching gains a 🎬 “Use Dwarven Montage” button. Pressing it spends a chunk of your banked minutes to advance that node’s progress, capped by the minutes you have and by the time remaining on the node. When your Montage balance is 0 the button is disabled.

Montage only skips the wait — it never changes the cost. Research Points (and any Credits / materials) are still paid up front when you start the node, exactly as described above; Montage just brings the completion timer forward. It pairs naturally with staged research, where deeper stages carry longer timers.


The Five Branches

Branch Domain Focus
Deep Delving Mining Yields, mining bursts, void/ancient deposits, global extraction.
Ancestor Lore Artifacts Artifact drops, the reliquary, relic forging, artifact slots.
Runic Engineering Stations Station bonuses, connections, specialization & Assembly Plant unlocks.
Void Navigation Expeditions Stage timers, supplies, doctrines, concurrent slots, galaxy expansion.
Guild Administration Global / Automation Global production, the automation ladder, offline cap, trade.

Branches are five tiers deep (Tier 1 = foundational, Tier 5 = endgame). Several Tier-5 nodes require a node from a different branch, weaving the tree together near the top.


Deep Delving (Mining)

Node Tier Prereqs RP + Materials Time Effect (Stage 1)
Seismic Survey 1 200 10 m Mining yield +10%
Hardened Drill Bits 1 Seismic Survey 350 15 m Mine Shaft upgrade cost −15%
Blasting Charges 2 Hardened Drill Bits 700 + 200 Steel 30 m Mining Burst duration ×1.33, cooldown ×0.80
Deep Vein Prospecting 2 Seismic Survey 600 25 m Secondary deposit chance +15%
Pressure Mining 3 Blasting Charges, Deep Vein Prospecting 1,500 + 500 Alloys 1 h Mining yield +25%, mining health risk +10%
Void Bore Protocol 3 Pressure Mining 2,500 + 300 Machine Parts 1.5 h Void Bore yield +50%, miner health risk +20%, unlocks Void Bore deposits
Resonance Drilling 4 Void Bore Protocol 5,000 + 800 Electronics 3 h Global extraction +30%, Void Bore hazard −15%
Ancient Vein Tapping 5 Resonance Drilling, Relic Forge 12,000 + 2,000 Components + 500 Exotic Materials 8 h Ancient Vein yield +100%, unlocks Ancient Vein deposits

Ancestor Lore (Artifacts)

Node Tier Prereqs RP + Materials Time Effect (Stage 1)
Dwarven Heritage 1 200 10 m Artifact drop chance +10%
Rune Reading 1 Dwarven Heritage 350 15 m Equipped artifact effect +10%
Ancient Cartography 2 Dwarven Heritage 600 25 m Discovery-trait chance +20%, +1 artifact slot
Reliquary Protocol 2 Rune Reading 800 + 200 Copper 30 m Unlocks the Reliquary (capacity 12)
Ancestor’s Blessing 3 Ancient Cartography, Reliquary Protocol 1,800 + 400 Steel 70 m Artifact effect +20%, squad artifact health cost −5%
Relic Forge 3 Reliquary Protocol 2,000 + 600 Alloys + 100 Exotic Materials 80 m Unlocks relic forging, forged artifact magnitude +50%
Void Memory Resonance 4 Ancestor’s Blessing, Relic Forge 6,000 + 1,000 Electronics 4 h Legendary memory-echo chance +5%
Hall of Ancestors 5 Void Memory Resonance, Grand Array 15,000 + 3,000 Components + 200 Exotic Materials 10 h Artifact slots ×2, global artifact effect +30%, unlocks ancestral relic tier

See Artifacts & Reliquaries for how slots, forging, and equip scopes work.


Runic Engineering (Stations)

Node Tier Prereqs RP + Materials Time Effect (Stage 1)
Structural Runes 1 250 12 m Station regional bonus +5%
Power Conduit Array 1 Structural Runes 400 + 300 Steel 20 m Station max connections +2, station upgrade cost −10%
Industrial Protocols 2 Power Conduit Array 800 + 500 Steel 40 m Unlocks Industrial Hub specialization
Arcane Coordination 2 Power Conduit Array 900 + 300 Electronics 45 m Unlocks Research Nexus specialization
Modular Expansion Frame 2 Structural Runes 700 + 400 Alloys 35 m Station production +10%, unlocks Assembly Plant
Runic Fortification 3 Industrial Protocols, Arcane Coordination 2,200 + 800 Machine Parts 1.5 h Station hazard immunity, regional bonus +15%
Grand Array 4 Modular Expansion Frame, Runic Fortification 5,500 + 1,500 Components + 500 Station Parts 3.5 h Station bonus +25%, Lv5 specialization +50%, unlocks Military Outpost
Stellar Nexus Engineering 5 Grand Array, Deep Space Survey 20,000 + 5,000 Components + 1,000 Station Parts 12 h Cross-sector nexus +20%, inter-sector connection enabled

These nodes feed directly into Stations — both the specialization variants and the Assembly Plant that the Orbital Foundry is built on.


Void Navigation (Expeditions)

Node Tier Prereqs RP + Materials Time Effect (Stage 1)
Navigation Charts 1 250 12 m Expedition stage timer −10%
Efficient Provisioning 1 Navigation Charts 400 20 m Supply consumption −15%
Expedition Doctrine Framework 2 Efficient Provisioning 700 30 m Enables doctrines, +1 doctrine slot
Deep Space Cartography 2 Navigation Charts 600 + 200 Fuel 25 m Enables Gamma-sector expeditions, deep-stage reward +20%
Forward Base 2 Expedition Doctrine Framework 800 + 400 Steel 40 m Unlocks Military Outpost, +1 concurrent expedition slot
Supply Chain Optimization 3 Efficient Provisioning, Deep Space Cartography 1,800 + 500 Alloys 70 m Auto-provision expeditions, squad supply capacity +10%
Deep Space Survey 4 Forward Base, Supply Chain Optimization 4,500 + 1,000 Electronics + 300 Exotic Materials 3 h Unlocks galaxy-expansion research, expedition reward +25%, +1 doctrine slot
Void Fleet Doctrines 5 Deep Space Survey, Imperial Logistics 18,000 + 4,000 Components + 800 Exotic Materials 12 h +2 concurrent slots, +2 doctrine slots, comms-event chance +10%, fleet doctrine
Expeditionary Logistics 3 Forward Base 1,500 + 4 Rare Relics 40 m +5 concurrent expedition slots (max 3 stages)
Void Fleet Logistics 5 Expeditionary Logistics, Deep Space Survey 8,000 + 50 Exotic Materials 3 h +5 concurrent expedition slots (max 2 stages)

See Expeditions for doctrines, supplies, and concurrent slots.


Guild Administration (Global & Automation)

This branch drives empire-wide production, the automation ladder, the offline progression cap, and trade.

Node Tier Prereqs RP + Materials Time Effect (Stage 1) Unlocks
Corporate Charter 1 200 10 m Global production +5% Auto-Collect (Tier 2)
Logistics Standards 1 Corporate Charter 350 15 m Auto-transport enabled Auto-Transport (Tier 3)
Resource Priority Framework 1 Logistics Standards 500 20 m Resource priorities enabled Auto-Priorities (Tier 4)
Production Balancing 2 Resource Priority Framework 800 + 300 Steel 40 m Production balancing enabled Auto-Balance (Tier 5)
Trade Contracts 2 Resource Priority Framework 700 + 200 Copper 35 m Unlocks Trade Hub, global sell price +10%
Offline Operations Protocol 3 Production Balancing, Trade Contracts 1,500 + 400 Electronics 1 h Offline cap → 24 h, offline generation +15%
Imperial Logistics 4 Offline Operations Protocol 4,000 + 800 Components 2.67 h +1 concurrent expedition slot, +1 dwarf trait slot Auto-Refine (Tier 6)
Upgrade Advisory Engine 4 Imperial Logistics 5,000 + 1,200 Electronics 3.33 h 3 upgrade-advisory slots Auto-Suggestions (Tier 7)
Full Sector Automation 5 Upgrade Advisory Engine, Stellar Nexus Engineering 25,000 + 5,000 Components + 1,000 Station Parts + 2,000 Exotic Materials 16 h +1 automated-sector slot, offline cap → 72 h Full Sector Automation (Tier 8)
Galaxy Administration Charter 5 Full Sector Automation, Deep Space Survey 30,000 + 8,000 Components + 500 Exotic Materials 20 h Offline income +25%, +1 expedition slot, +1 trait slot, +1 galaxy reroll, colony directives
Automated Habitat Training 2 Corporate Charter 800 30 m Habitat auto-training enabled (single stage)
Automated Trading 3 Trade Contracts 1,200 + 5,000 Credits 40 m Auto-sell efficiency +8% (max 5 stages → +40%)

Notable Nodes

  • Corporate Charter → Resource Priority Framework → … → Full Sector Automation is the automation ladder. Each node unlocks one tier of the Automation & QoL system, gradually removing manual steps without removing decisions.
  • Offline progression cap. The base offline cap is 8 hours. Offline Operations Protocol raises it to 24 hours, and Full Sector Automation raises it to the 72-hour hard ceiling. Galaxy Administration Charter further boosts offline income by +25%. These feed the offline catch-up curve described under the core loop.
  • Automated Trading sets up standing sell orders executed by the Trade Lodge while you’re away, improving auto-sell efficiency by +8% per stage (up to +40% at max).

The five branches converge at the top. Several high-tier nodes require a node from another branch, so you can’t rush a single branch to its endgame in isolation:

Node Also Requires (other branch)
Ancient Vein Tapping (Deep Delving T5) Relic Forge (Ancestor Lore T3)
Hall of Ancestors (Ancestor Lore T5) Grand Array (Runic Engineering T4)
Stellar Nexus Engineering (Runic Engineering T5) Deep Space Survey (Void Navigation T4)
Void Fleet Doctrines (Void Navigation T5) Imperial Logistics (Guild Administration T4)
Full Sector Automation (Guild Administration T5) Stellar Nexus Engineering (Runic Engineering T5)
Galaxy Administration Charter (Guild Administration T5) Deep Space Survey (Void Navigation T4)

What Research Unlocks Elsewhere

Unlock Granted by
Industrial Hub station Industrial Protocols (Runic Engineering)
Research Nexus station Arcane Coordination (Runic Engineering)
Trade Hub station Trade Contracts (Guild Administration)
Military Outpost station Grand Array (Runic Engineering) / Forward Base (Void Navigation)
Assembly Plant building Modular Expansion Frame (Runic Engineering)
The Reliquary & relic forging Reliquary Protocol / Relic Forge (Ancestor Lore)
Void Bore & Ancient Vein deposits Void Bore Protocol / Ancient Vein Tapping (Deep Delving)
Gamma-sector & galaxy-expansion access Deep Space Cartography / Deep Space Survey (Void Navigation)

Strategy Notes

  • Start with the cheap Tier-1 multipliers — Seismic Survey, Dwarven Heritage, Corporate Charter all cost 200 RP and pay off immediately.
  • Climb the automation ladder early. It is intentionally front-loaded so old gameplay self-runs while you focus on new content.
  • RP is your throttle. Building and training Science Dorms (and adding a Research Nexus) compounds everything else, since every node is bought with RP.
  • Stage what you use most. Because upside scales to 10× while downside grows far slower, deep-staging your core mining/production nodes is usually better value than spreading shallow unlocks everywhere.

Balance note: RP costs, material costs, and timings are first-pass values and may change in balance passes.

See also: Stations · Mega Projects · Automation & QoL · Core Loop & Offline Progression

Documents SpaceDwarves v0.10.0 · Changelog