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Codex · Research

Research codex

Research is how a commander turns a rock with a headquarters on it into an industrial power. Every line here lists its prerequisites, its first-level cost, and exactly what it opens up.

Nothing in X-Wars unlocks itself. Refineries, phase converters, hulls, engines, beacons, and colony modules all sit behind a research line, and most lines sit behind another line before them. This codex maps that chain so you can plan three moves ahead instead of discovering a dead end at level nine.

Read the entries as a route, not a shopping list. Extraction and storage keep the early economy breathing, processing and phase work decide which materials you can actually build with, and industry, propulsion, and intel decide how far off your home planet you can reach.

Numbers on these pages come from the live alpha rules. Where a research line only opens a door rather than boosting a number, the entry says so plainly - no invented bonuses.

Extraction

Storage

Processing and phase

Intel and occupation

Industry and logistics

Propulsion

Power

All reference docs

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