Materials science I
The Ferrite collector gets more out of the same ground.
Your Ferrite collectors extract more.
≤ 5 ▲ 1 min ⏱
What to expect
5 branches with clear prerequisites. No technology is decoration; each one unlocks something you could not do before.
The Ferrite collector gets more out of the same ground.
Your Ferrite collectors extract more.
≤ 5 ▲ 1 min ⏱
The Iridyne drill gets more out of the same spoil.
More Iridyne from every drill — the scarcest of the three resources.
≤ 5 ▲ 1 min ⏱
The compute field packs more into the same cycle.
Your compute fields deliver more Silex.
≤ 5 ▲ 1 min ⏱
Surveyed building sites: every facility stands sooner.
Shorter build time for all facilities, on every world.
≤ 5 ▲ 1 min ⏱
Your stores hold more without your having to build anew.
All your stores hold more.
≤ 5 ▲ 1 min ⏱
Your labs work faster.
Every research finishes sooner — including this line itself.
≤ 5 ▲ 2 min ⏱
Your fusion reactors deliver more output.
Your power plants deliver more energy.
≤ 5 ▲ 2 min ⏱
Your Iridyne extractor gets more out of foreign physics.
Your Iridyne extractors deliver more.
≤ 5 ▲ 1 h 6 min ⏱
All your stores hold more.
More storage without building another store.
≤ 5 ▲ 1 h 10 min ⏱
Salvage works recovers more from wrecks.
Makes lost engagements cheaper.
≤ 5 ▲ 1 h 9 min ⏱
The deep shaft hits productive layers more often.
Makes the deep shaft markedly more productive.
≤ 5 ▲ 1 h 17 min ⏱
The refinery gets more out of the same mixture.
The refinery upgrade without build costs.
≤ 5 ▲ 1 h 23 min ⏱
Your Deep bore hits the rare materials more precisely.
Your Deep bore brings up more rare materials.
≤ 5 ▲ 1 h 59 min ⏱
Your transfer posts hold more.
More buffer between your worlds.
≤ 5 ▲ 2 h 15 min ⏱
The survey yields more Silex.
Silex supply that is independent of how calm your world is.
≤ 5 ▲ 2 h 18 min ⏱
Your facilities build faster.
Shorter build times on all your worlds.
≤ 5 ▲ 2 h 17 min ⏱
The deep bore gets more out of the same vein.
Your deep shaft extracts more Caesite, Stibium or Halite.
≤ 5 ▲ 2 h 24 min ⏱
All your facilities produce more.
The broadest yield effect in the tree.
≤ 5 ▲ 2 h 35 min ⏱
All your stores hold markedly more.
The great storage upgrade of the late game.
≤ 5 ▲ 6 h 12 min ⏱
Your Iridyne yield rises.
More Iridyne from all sources at once.
≤ 5 ▲ 6 h 36 min ⏱
Your facilities build markedly faster.
The great build-time lever of the late game.
≤ 5 ▲ 6 h 47 min ⏱
All your facilities produce more.
The strongest broad yield effect in the tree.
≤ 5 ▲ 6 h 45 min ⏱
The deep shaft mines from layers that were out of reach before.
Makes every deep shaft markedly more productive — the second step after seam mapping.
≤ 5 ▲ 5 h 55 min ⏱
All your stores hold many times as much.
Storage room that no longer overflows even in the late game.
≤ 5 ▲ 10 h 50 min ⏱
All your facilities produce considerably more.
The last and strongest yield effect in the tree.
≤ 5 ▲ 12 h 5 min ⏱
Your Iridyne yield rises sharply.
Iridyne in the quantities that late rifts demand.
≤ 5 ▲ 13 h 7 min ⏱
Your facilities build considerably faster.
Build times that make even the last upgrade levels bearable.
≤ 5 ▲ 13 h 17 min ⏱
You see further. Each level raises the range of your scouting.
The first step into the branch. You see more without building anything.
≤ 5 ▲ 2 min ⏱
A crossing costs less Iridyne.
Makes your first rift passages affordable.
≤ 5 ▲ 2 min ⏱
More mass fits through a rift at once.
Fewer waves per passage: large fleets arrive more closed up.
≤ 5 ▲ 2 min ⏱
Your probes come through a crossing better.
Fewer losses when flying through a rift.
≤ 5 ▲ 2 min ⏱
You recognise rifts by their signature instead of stumbling over them. Each level widens your view by one system.
You see rifts on the map without having sent a scout.
≤ 5 ▲ 1 h 13 min ⏱
A rift lets more Ferrite through per hour.
More throughput for your own fleets.
≤ 5 ▲ 1 h 37 min ⏱
Unlocks the Relay mast — the cheaper extension of your rift detection.
More range for detection without upgrading the Rift listener.
≤ 1 ▲ 1 h 42 min ⏱
Your probes lose less shield in a crossing.
Ships arrive on the other side ready for action.
≤ 5 ▲ 1 h 43 min ⏱
Flights through rifts take less time.
Shorter routes between the universes.
≤ 5 ▲ 1 h 43 min ⏱
You can send fleets through a rift. The one technology without which you stay in the Homespace.
Your fleets may use rifts.
≤ 1 ▲ 1 h 33 min ⏱
You throttle foreign fleets more strongly.
Attacks through rifts become expensive for others.
≤ 5 ▲ 2 h 41 min ⏱
You may hold one more outpost. One per level.
More outposts and thus more eyes in foreign space.
≤ 4 ▲ 2 h 42 min ⏱
Passing through a rift takes less time when a conduit carries it.
Shorter passages between the universes — the second step of the transit ladder.
≤ 5 ▲ 2 h 49 min ⏱
More ship mass fits through a rift per wave.
Your fleets get through in fewer waves.
≤ 5 ▲ 2 h 29 min ⏱
A rift crossing costs less Iridyne.
You travel more often for the same amount of Iridyne.
≤ 5 ▲ 2 h 36 min ⏱
Your facilities win more Iridyne from foreign physics.
All your Iridyne extractors deliver more.
≤ 5 ▲ 2 h 32 min ⏱
You can build Rift Tenders that hold a rift open as long as they stand there.
You can hold a rift open permanently, even against a foreign rift anchor.
≤ 1 ▲ 2 h 59 min ⏱
A rift lets considerably more through.
Large fleets arrive in one wave instead of four.
≤ 5 ▲ 7 h 2 min ⏱
You see considerably further. Each level raises scouting depth markedly — and you share the scouted regions of your alliance members.
Finding targets before others even notice them.
≤ 5 ▲ 7 h 4 min ⏱
Flights through rifts take considerably less time.
Reaction time across universe boundaries.
≤ 5 ▲ 7 h 5 min ⏱
Your rift anchor slows foreign fleets more strongly.
Strangers come more slowly through the rifts you control.
≤ 5 ▲ 6 h 6 min ⏱
Unlocks the Rift watch — the facility that throttles foreign fleets at your rift.
Foreign fleets come through your rifts slowly, yours do not.
≤ 1 ▲ 7 h ⏱
You see further than anyone else. Each level raises scouting depth sharply.
A complete overview of your surroundings and beyond.
≤ 5 ▲ 13 h 26 min ⏱
A rift lets many times as much through.
The last throughput lever in the game.
≤ 5 ▲ 13 h 31 min ⏱
A crossing costs almost no Iridyne at all.
Rift traffic without running Iridyne costs.
≤ 5 ▲ 14 h 19 min ⏱
Your throttling becomes nearly impenetrable.
A territory that is practically unreachable without your consent.
≤ 5 ▲ 14 h 10 min ⏱
You can build jump gates and move your fleets between your own worlds without the detour through the Homespace.
You connect two of your own worlds in different universes directly.
≤ 1 ▲ 8 h 48 min ⏱
Unlocks the Pathfinder — the scout that sees more and takes more.
The second scout: it sees more than the Scout and survives what burns the Scout up.
≤ 1 ▲ 4 min ⏱
Your probes carry more.
More loot per flight without building another Freighter.
≤ 5 ▲ 1 min ⏱
You can raise a shipyard and build ships in it. The basis of every fleet.
You may build the shipyard and thus produce ships at all.
≤ 1 ▲ 4 min ⏱
Your shipyard builds faster.
Shorter build times for probes.
≤ 5 ▲ 2 min ⏱
All your ships fly faster.
Your fleets travel faster everywhere.
≤ 5 ▲ 2 min ⏱
Your shipyard works on several hulls at once.
Ships are finished sooner.
≤ 5 ▲ 1 h 17 min ⏱
Your fleets take shorter routes.
Every journey takes less time, regardless of ship speed.
≤ 5 ▲ 1 h 24 min ⏱
Standardised frames: the shipyard assembles every hull faster.
Shorter build time for all ships — the second step of the shipyard ladder.
≤ 5 ▲ 1 h 24 min ⏱
Your probes fly markedly faster.
The first big speed jump.
≤ 5 ▲ 1 h 27 min ⏱
Unlocks the Anvil — the first hull that no longer carries itself.
Without it your shipyard stays with medium ships like the Wedge.
≤ 5 ▲ 1 h 42 min ⏱
Your ships take more with them.
All your ships carry more — including the loot from an attack.
≤ 5 ▲ 1 h 8 min ⏱
Your shipyard builds markedly faster.
The shipyard upgrade without build costs.
≤ 5 ▲ 2 h 32 min ⏱
Your probes carry considerably more.
Fewer flights for the same amount.
≤ 5 ▲ 2 h 33 min ⏱
Large groups lose less speed.
Mixed fleets arrive sooner.
≤ 5 ▲ 2 h 38 min ⏱
Flight times fall.
Shorter routes regardless of ship type.
≤ 5 ▲ 2 h 39 min ⏱
Your ships carry stronger shields.
Your ships take more before the hull is damaged.
≤ 5 ▲ 2 h 13 min ⏱
You can build colony ships — heavy, slow and good for one use.
You may build colony ships. Together with foreign-space settlement you found worlds with them.
≤ 1 ▲ 2 h 53 min ⏱
Your shipyard builds considerably faster.
Fleet build-up in hours instead of days.
≤ 5 ▲ 6 h 54 min ⏱
Flight times fall considerably.
The great travel-time lever.
≤ 5 ▲ 7 h 5 min ⏱
Your probes fly considerably faster.
The great speed lever of the late game.
≤ 5 ▲ 7 h 5 min ⏱
Unlocks the Flagship — the largest hull in the catalogue.
Without it the Flagship stays unbuildable.
≤ 5 ▲ 7 h 28 min ⏱
You can build Repair Tenders that patch hulls during a battle.
You may build Repair Tenders that mend your formation between rounds.
≤ 1 ▲ 5 h 45 min ⏱
Your probes carry many times as much.
In the end one freighter replaces a whole formation.
≤ 5 ▲ 12 h 38 min ⏱
Flight times fall sharply.
Your territory becomes contiguous instead of sprawling.
≤ 5 ▲ 12 h 53 min ⏱
Your probes fly as though they had no Ferrite.
The last speed lever in the game.
≤ 5 ▲ 13 h 31 min ⏱
Your shipyard builds many times faster.
Fleet build-up in minutes.
≤ 5 ▲ 13 h 55 min ⏱
Unlocks the first combat probes: Swarm and Splinter.
The way into combat: the two combat probes of the first era.
≤ 1 ▲ 4 min ⏱
Unlocks the Shutter: armoured stores that a raider cannot empty.
Part of your stock stays untouched in every raid.
≤ 1 ▲ 4 min ⏱
Your defences hit harder.
Makes your world expensive to take.
≤ 5 ▲ 2 min ⏱
Your probes hit harder.
Your probes do more damage.
≤ 5 ▲ 2 min ⏱
Your probes take more punishment.
Your probes take more.
≤ 5 ▲ 1 min ⏱
Your probes take markedly more punishment.
The second big hull bonus.
≤ 5 ▲ 1 h 32 min ⏱
Your probes hit markedly harder.
The second big attack bonus.
≤ 5 ▲ 1 h 34 min ⏱
Your probes have more shield.
Hits bounce off instead of reaching the hull.
≤ 5 ▲ 1 h 36 min ⏱
Bulwark and resonance wall hit harder.
Makes heavy defence installations markedly stronger.
≤ 5 ▲ 1 h 33 min ⏱
You can raise bulwarks and shutters — the heavy defences of your worlds.
You may build defence works — heavier ones with each level.
≤ 3 ▲ 1 h 31 min ⏱
Your scouts read more out of a foreign world — and your listening posts report foreign formations on their way to you.
Your reconnaissance shows you more about the target — and on the battle station you see who is on their way to you.
≤ 5 ▲ 1 h 13 min ⏱
Scatter field and defence lattice hit more often.
Makes light defence effective against swarms.
≤ 5 ▲ 2 h 39 min ⏱
Your probes take considerably more punishment.
The hull bonus for long engagements.
≤ 5 ▲ 2 h 42 min ⏱
Your probes hit considerably harder.
The attack bonus for large formations.
≤ 5 ▲ 2 h 47 min ⏱
Your probes have considerably more shield.
The shield bonus for the Emberspace.
≤ 5 ▲ 2 h 52 min ⏱
You take more with you in an attack.
Attacks pay off sooner.
≤ 5 ▲ 2 h 40 min ⏱
You can build Jammer probes that make the target’s defences aim worse.
You may build Jammer probes. They lower the hit rate of the enemy defence.
≤ 1 ▲ 2 h 26 min ⏱
Your probes take very much more punishment.
The great hull lever of the late game.
≤ 5 ▲ 7 h 7 min ⏱
Your probes hit very much harder.
The great attack lever of the late game.
≤ 5 ▲ 7 h 15 min ⏱
You can build Carriers that strengthen small combat probes within the group.
You may build Carriers. They make your small probes markedly more dangerous.
≤ 1 ▲ 5 h 30 min ⏱
Your detection reaches farther: rifts near your worlds show up sooner.
More range for listening posts and scouts.
≤ 1 ▲ 5 h 42 min ⏱
Your probes stop more with their shields.
Stronger shields for every probe that has any — the fourth step of the shield ladder.
≤ 5 ▲ 6 h 37 min ⏱
All your defences hit considerably harder.
Makes a core world practically unassailable.
≤ 5 ▲ 13 h 17 min ⏱
Your probes withstand almost anything.
The last hull lever in the game.
≤ 5 ▲ 14 h 24 min ⏱
Your probes strike with full force.
The last attack lever in the game.
≤ 5 ▲ 14 h 34 min ⏱
Your probes have many times the shield.
The last shield lever in the game.
≤ 5 ▲ 15 h 22 min ⏱
You win more Iridyne.
The first Iridyne stocks at all.
≤ 5 ▲ 2 min ⏱
The yield penalty of foreign universes shrinks.
The entry into the branch. Foreign worlds become less uneconomical.
≤ 5 ▲ 2 min ⏱
Your deep bore gets more out of the same vein.
More Caesite, Stibium or Halite from one drilling.
≤ 5 ▲ 2 min ⏱
Your shields work better in foreign universes.
Losses in foreign universes drop.
≤ 5 ▲ 2 min ⏱
You learn to measure foreign universes instead of merely entering them. After that you can see everywhere where you stand.
You see the complete factor table of every universe you have visited.
≤ 1 ▲ 1 h 25 min ⏱
Your facilities build faster in foreign universes.
Build times in foreign universes become bearable.
≤ 5 ▲ 1 h 45 min ⏱
The energy penalty of foreign universes shrinks.
The second adaptation step, markedly stronger than the first.
≤ 5 ▲ 1 h 51 min ⏱
You win markedly more Iridyne.
Iridyne in quantities that suffice for rift traffic.
≤ 5 ▲ 1 h 56 min ⏱
You may hold a second world.
Raises your world limit from one to two.
≤ 1 ▲ 1 h 52 min ⏱
You can build outposts on asteroid fields. Four building slots, and ore where no planet stands.
You may build outposts on asteroid fields. Four build slots per post, at most three.
≤ 1 ▲ 2 h 58 min ⏱
Your deep bores follow the vein rather than the plumb line.
Markedly more rare materials on all worlds with a vein.
≤ 5 ▲ 2 h 51 min ⏱
The hull penalty of foreign universes shrinks.
Your ships take almost as much in foreign universes as at home.
≤ 5 ▲ 2 h 59 min ⏱
The stranger the universe, the more Iridyne.
Turns the most awkward universe into the most rewarding one.
≤ 5 ▲ 3 h 2 min ⏱
Building takes less long in foreign universes.
In the Voidspace you build faster.
≤ 5 ▲ 2 h 12 min ⏱
Your facilities get something even out of barren ground.
In the Voidspace and Emberspace your facilities extract more.
≤ 5 ▲ 2 h 13 min ⏱
Your ships cope better with sluggish universes.
In the Denspace and Coldspace your fleets crawl less.
≤ 5 ▲ 2 h 14 min ⏱
Your power plants run smoothly even in poor conditions.
In the Coldspace and Denspace your power plants deliver more.
≤ 5 ▲ 2 h 15 min ⏱
You can found worlds in foreign universes instead of merely visiting them. The goal of the whole branch.
You may build colony ships and settle foreign universes permanently.
≤ 1 ▲ 3 h 58 min ⏱
You may hold two more worlds.
Raises your world limit from two to four.
≤ 1 ▲ 5 h 37 min ⏱
The hole becomes a shaft, the shaft an operation.
The biggest jump in rare materials.
≤ 5 ▲ 7 h 17 min ⏱
The build-time penalty of foreign universes shrinks sharply.
Building in foreign universes barely takes longer.
≤ 5 ▲ 7 h 38 min ⏱
Your Iridyne yield rises sharply.
Iridyne in the quantities that late rifts and fields demand.
≤ 5 ▲ 7 h 53 min ⏱
Your hulls stand up better to foreign radiation.
In the Emberspace and Voidspace your ships and defences last longer.
≤ 5 ▲ 5 h 32 min ⏱
Your shields hold even where fields are hard to keep.
In the Denspace and Coldspace your shields take more.
≤ 5 ▲ 5 h 34 min ⏱
You may hold three more outposts. Even in restless fields.
Raises your outpost limit from three to six.
≤ 1 ▲ 8 h 21 min ⏱
You may hold three more planets. Administration is reach.
Raises your planet limit from four to seven.
≤ 1 ▲ 9 h 54 min ⏱
You can settle moons. Fewer building slots than a planet, but they already lie where you are.
You may settle moons. They give six to twelve building slots — a planet gives fifteen to twenty-nine.
≤ 1 ▲ 8 h 13 min ⏱
You may hold one more moon.
Raises your moon limit from four to five.
≤ 1 ▲ 8 h 37 min ⏱
In the end nothing is left behind in the vein.
The last thing to be got out of a vein.
≤ 5 ▲ 13 h 46 min ⏱
The speed penalty of foreign universes nearly vanishes.
Your ships fly at almost the same speed everywhere.
≤ 5 ▲ 15 h 7 min ⏱
Iridyne is no longer a scarce resource for you.
Iridyne stops dictating your planning.
≤ 5 ▲ 15 h 50 min ⏱
You may hold four more worlds — eleven in all.
Raises your world limit from seven to eleven — the maximum.
≤ 1 ▲ 24 h 12 min ⏱
You may hold two more moons. They carry one another.
Raises your moon limit from five to seven.
≤ 1 ▲ 15 h 41 min ⏱
You may build the ship of your class. There are five of them, and you get exactly one.
Opens the class ship. Which one is decided by your class.
≤ 1 ▲ 22 h ⏱