
Branching dependencies
Topics unlock constructions, refinement tiers, storage types, and ship capabilities. Skipping a branch should close doors - choosing another should open genuinely different empires.

Science & unlocks
I want mastery to feel earned - not a flat checklist. Every research topic should open a new industrial or strategic lane, not just +5% to something you already had.
A research web where planet class, race, and neighbour pressure shape viable paths. You should stare at the tree and see futures: plasma logistics, deep espionage, trade stations, parallel construction - not one optimal line everyone copies by Tuesday.
37
Research topics
8
Component modules
5
Refinement tiers
2,642
Refinement paths
What you can do here

Topics unlock constructions, refinement tiers, storage types, and ship capabilities. Skipping a branch should close doors - choosing another should open genuinely different empires.

Solid, liquid, gas, and plasma processing are not reskins. Research should gate phase transfer, late-tier refinement, and the industrial pain that makes endgame colonies feel earned.

Espionage and signal research turn information into leverage. Trade and transmission topics are the socializer's infrastructure - but achievers use them to fuel faster climbs.
If this sounds like you
Achievers climb the tree for completion and power curves. Explorers research to reveal what the universe can become - hidden compounds, scan tiers, and map capabilities.
What you get out of it
Serious Fun from long research commits; Hard Fun when gates block lazy paths; Easy Fun when a new topic opens an unexpected industrial lane.