Research allows corporations to discover 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 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.
The following information was unavailable after the Galactic Expedition update
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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
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%
|