Difference between revisions of "Research"

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Research allows [[corporation|corporations]] to discover [[blueprint|blueprints]] by spending 1,000,000 [[energy]], 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.  
 
Research allows [[corporation|corporations]] to discover [[blueprint|blueprints]] by spending 1,000,000 [[energy]], 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.  
  
[[:Category:Asset#Technology|technologies]] can also be upgraded.
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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 upgrade 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.
 
   
 
   
  
Multiple research projects can occur simultaneously as long as they are started in separate regions. [[Research facility]] is one of the 2 buildings (the other one being [[HQ]]) that has a cap, at 8 buildings specifically, per region.
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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.
  
 
==Rarity Table==
 
==Rarity Table==

Revision as of 13:46, 17 January 2021

Research allows corporations to discover blueprints by spending 1,000,000 energy, 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 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.

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.


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.

Rarity Table

Below are the tables for each research facility count.

1 Facility

Rarity Chance
Common 55%
Uncommon 35%
Rare 9%
Superior 1%

2 Facilities

Rarity Chance
Common 50%
Uncommon 40%
Rare 9%
Superior 1%

3 Facilities

Rarity Chance
Common 34%
Uncommon 30%
Rare 15%
Superior 1%

4 Facilities

Rarity Chance
Common 23%
Uncommon 60%
Rare 15%
Superior 2%

5 Facilities

Rarity Chance
Common 6%
Uncommon 70%
Rare 20%
Superior 4%

6 Facilities

Rarity Chance
Common 1%
Uncommon 61%
Rare 30%
Superior 8%

7 Facilities

Rarity Chance
Common 1%
Uncommon 37%
Rare 50%
Superior 12%

8 Facilities

Rarity Chance
Common 1%
Uncommon 23%
Rare 60%
Superior 16%