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:
- 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
- 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 |