Research

While you begin the game with all technologies that will ever be available, it is possible to improve the effectiveness of these technologies through research. The current state of faction knowledge is found in the Faction knowledge tab.

Each of these proficiencies can be improved by research of two types:

  1. xenoanalysis reverse engineers xenotechnology artifacts gained through combat, scavenging, or trade and can quickly advance your technological level to match that of the captured technology; and
  2. incremental research experiments with your own manufactured products in an attempt to improve them. Incremental research tends to take much longer to make gains than via reverse engineering xenotechnology, but is able to reach the very highest levels of attainment.

This research is conducted within research facilities specialized to particular areas.

Proficiency Effects
AM Yield Increases the base impact of strikes from antimatter effectors
EM Yield Increases the effects of attacks from electro-magnetic effectors
Nova Yield Increases the base impact of strikes from nova emission effectors
PD Yield Increases the base impact of strikes from physical dissociator effectors
Extraction Yield Increases the yield of mined resources
EPM Agency Re-establishes the integrity of systems affected by EPM attacks over time
EPM Strength Reduces the effects of EPM attacks upon your effectors
Deflector AM Resistance Deflector field resistance to antimatter attacks
Deflector PD Resistance Deflector field resistance to physical dissociator attacks
Deflector Nova Resistance Deflector field resistance to nova emission attacks
Deflector Stablization Compensates for deflector strength reduction over time
Deflector Strength Increases the damage capacity deflector fields can take before collapse
Armour AM Resistance Armour resistance to antimatter attacks
Armour Nova Resistance Armour resistance to nova emission attacks
Armour Strength Increases the damage capacity of armour plating
Hull AM Resistance Hull resistance to antimatter attacks
Hull PD Resistance Hull resistance to physical dissociator attacks
Hull Nova Resistance Hull resistance to nova emission attacks
Evasion Modifier Bonus to the chance to evade an antimatter or nova emission attack, directly added to the evasion skill mastery level
Fleet Coordination The total number of ships that you can have in the Forward area of combat simultaneously
Hull Architecture The maximum ship hull class you are able to construct. Static bases are technically unlimited in size but ships need advanced architecture to withstand the rigours of warp travel
Targetting Modifier Bonus to the chance to hit for antimatter or nova emission attacks, directly added to the barrage skill mastery level
Jump Range Bonus to jump range for all ships
Warp Acceleration Bonus to warp drive acceleration for all ships