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− | Research allows [[corporation|corporations]] to discover [[blueprint|blueprints]] by spending 1,000,000 [[energy]] and $1,000,000, with an additional expense of 500,000 [[energy]]+ for every research facility beyond 6 in the region, which can then be instantly finished with 4x gratitude points | + | Research allows [[corporation|corporations]] to discover [[blueprint|blueprints]] by spending 1,000,000 [[energy]] and $1,000,000, with an additional expense of 500,000 [[energy]]+ for every research facility beyond 6 in the region, which can then be instantly finished with 4x gratitude points. Corporations need to have a [[research facility]] built in the region to perform research. Blueprints can be developed into their respective [[:Category:Asset#Technology|technologies]] to be installed in a region. |
3 of the same tech can be upgraded for increased power. Losing some of the original power to save 2 slots helps when you have other tech that can fit the other spots. When the tech is already u, sometimes the 3 techs are actually better off combined to uu as they give more than 3x benefit. Any non-stackable tech one wishes to keep should ALWAYS be upgraded to maximum capacity ASAP. | 3 of the same tech can be upgraded for increased power. Losing some of the original power to save 2 slots helps when you have other tech that can fit the other spots. When the tech is already u, sometimes the 3 techs are actually better off combined to uu as they give more than 3x benefit. Any non-stackable tech one wishes to keep should ALWAYS be upgraded to maximum capacity ASAP. | ||
Upgraded tech becomes (tech name)u. Upgrading consumes 3 of the original tech to build the tech u. Some tech can be upgraded to another level, creating a (tech name)uu. Use the examine command to view each tech. Note: Tech installed into a region tech slot can not be upgraded, uninstall the tech to upgrade. | Upgraded tech becomes (tech name)u. Upgrading consumes 3 of the original tech to build the tech u. Some tech can be upgraded to another level, creating a (tech name)uu. Use the examine command to view each tech. Note: Tech installed into a region tech slot can not be upgraded, uninstall the tech to upgrade. | ||
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Multiple research projects can occur simultaneously as long as they are started in separate regions. [[Research facility]] is the only building that has a cap, at 8 buildings per region. | Multiple research projects can occur simultaneously as long as they are started in separate regions. [[Research facility]] is the only building that has a cap, at 8 buildings per region. | ||
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==Rarity Table== | ==Rarity Table== | ||
Below are the tables for each research facility count. | Below are the tables for each research facility count. | ||
− | === | + | === 1 Facility === |
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
Line 22: | Line 18: | ||
|data-sort-value="0" | Common || 55% | |data-sort-value="0" | Common || 55% | ||
|- | |- | ||
− | |data-sort-value="1" | Uncommon || | + | |data-sort-value="1" | Uncommon || 35% |
|- | |- | ||
− | |data-sort-value="2" | Rare || | + | |data-sort-value="2" | Rare || 9% |
|- | |- | ||
|data-sort-value="3" | Superior || 1% | |data-sort-value="3" | Superior || 1% | ||
|} | |} | ||
+ | |||
+ | === 2 Facilities === | ||
{| class="wikitable sortable" | {| class="wikitable sortable" | ||
− | + | ! Rarity !! Chance | |
− | ! | ||
|- | |- | ||
− | | | + | |data-sort-value="0" | Common || 50% |
|- | |- | ||
− | | | + | |data-sort-value="1" | Uncommon || 40% |
|- | |- | ||
− | | | + | |data-sort-value="2" | Rare || 9% |
|- | |- | ||
− | | | + | |data-sort-value="3" | Superior || 1% |
+ | |} | ||
+ | |||
+ | === 3 Facilities === | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Rarity !! Chance | ||
|- | |- | ||
− | | | + | |data-sort-value="0" | Common || 34% |
|- | |- | ||
− | | | + | |data-sort-value="1" | Uncommon || 30% |
|- | |- | ||
− | | | + | |data-sort-value="2" | Rare || 15% |
|- | |- | ||
− | | | + | |data-sort-value="3" | Superior || 1% |
+ | |} | ||
+ | |||
+ | === 4 Facilities === | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Rarity !! Chance | ||
|- | |- | ||
− | | | + | |data-sort-value="0" | Common || 23% |
|- | |- | ||
− | | | + | |data-sort-value="1" | Uncommon || 60% |
|- | |- | ||
− | | | + | |data-sort-value="2" | Rare || 15% |
|- | |- | ||
− | | | + | |data-sort-value="3" | Superior || 2% |
+ | |} | ||
+ | |||
+ | === 5 Facilities === | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Rarity !! Chance | ||
|- | |- | ||
− | | | + | |data-sort-value="0" | Common || 6% |
|- | |- | ||
− | | | + | |data-sort-value="1" | Uncommon || 70% |
|- | |- | ||
− | | | + | |data-sort-value="2" | Rare || 20% |
|- | |- | ||
− | | | + | |data-sort-value="3" | Superior || 4% |
+ | |} | ||
+ | |||
+ | === 6 Facilities === | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Rarity !! Chance | ||
|- | |- | ||
− | | | + | |data-sort-value="0" | Common || 1% |
|- | |- | ||
− | | | + | |data-sort-value="1" | Uncommon || 61% |
|- | |- | ||
− | | | + | |data-sort-value="2" | Rare || 30% |
|- | |- | ||
− | | | + | |data-sort-value="3" | Superior || 8% |
+ | |} | ||
+ | |||
+ | === 7 Facilities === | ||
+ | |||
+ | {| class="wikitable sortable" | ||
+ | ! Rarity !! Chance | ||
|- | |- | ||
− | | | + | |data-sort-value="0" | Common || 5% |
|- | |- | ||
− | | | + | |data-sort-value="1" | Uncommon || 25% |
|- | |- | ||
− | | | + | |data-sort-value="2" | Rare || 30% |
|- | |- | ||
− | | | + | |data-sort-value="3" | Superior || 40% |
|} | |} | ||
− | === | + | === 8 Facilities === |
− | |||
− | + | {| class="wikitable sortable" | |
− | + | ! Rarity !! Chance | |
− | + | |- | |
− | + | |data-sort-value="0" | Common || 1% | |
− | + | |- | |
+ | |data-sort-value="1" | Uncommon || 19% | ||
+ | |- | ||
+ | |data-sort-value="2" | Rare || 30% | ||
+ | |- | ||
+ | |data-sort-value="3" | Superior || 50% | ||
+ | |} |