I took some screenshots of Research Details

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talisman56

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This YT Video shows all of the standard Research items (19 per category), but only a subset of the Breakthrough tech. Unfortunately he skips over a couple of the Physics research items - one of them is Nuclear Fusion, the other is one not known to me.


The titles of the Research items I've gleaned are (in alphabetical order):

Biotech
Biome Engineering
Dome Bioscaping
Farm Automation
Gene Adaptation
Hanging Gardens
Holographic Scanning
Hygroscopic Vaporators
Localized Terraforming
Low-G Fungi
Magnetic Filtering
Martianborn Adaptability
Microgravity Medicine
Moisture Farming
Rejuvenation Treatment
Soil Adaptation
Stem Reconstruction
Utility Crops
Water Conservation System
Water Reclamation

Engineering
3D Machining
Advanced Martian Engines
Advanced Passenger Module
Arcology
Decommission Protocol
Fuel Compression
Gravity Engineering
Low-G Engineering
Low-G High-rise
Low-G Hydrosynthesis
Mars Nouveau
Micro Manufacturing
Orbital Engineering
Plasmer Cutters
Resilient Architecture
Smart Home
Storage Compression
Sustainable Architecture
Waste Rock Liquefaction

Robotics
3D Machining
Battery Optimization
CO2 Jet Propulsion
Compact Hangers
Drone Hub
Drone Printing
Drone Swarm
Explorer AI
Factory AI
Fueled Extractors
High-powered Jets
Large-scale Excavation
Low-G Drive
Martian Aerodynamics
Project Mohole
Rover Command AI
Rover Printing
The Martian Network
Transport Optimization

Physics
Adapted Probes
Atomic Accumulator
Autonomous Sensors
Deep Metal Extraction
Deep Water Extraction
Dust Repulsion
Extractor Amplification
Factory Amplification
Fusion Autoregulation
Interplanetary Astronomy
Low-G Turbines
Meteor Defence System
Micro Fusion
Nuclear Fusion
Research Amplification
Stirling Generator
Subsurface Heating
Triboelectric Scrubbing
+ 1 unknown

Social
"Live From Mars"
Behavioral Melding
Behavioral Shaping
Dream Reality
Earth-Mars Initiative
Emergency Training
General Training
Home Collective
Mars Crowdfunding
Martian Copyrights
Martian Education
Martian Festivals
Martian Institute of Science
Martian Patents
Martianborn Resilience
Martianborn Strength
Productivity Training
Supportive Community
Systematic Training

Breakthrough
Advanced Drone Drive
Artificial Muscles
Autonomous Hubs
Cloning
Construction Nanites
Core Rare Metals
Cryo-sleep
Dry Farming
Extractor AI
Factory Automation
Forever Young
Good Vibrations
Hive Mind
Inspiring Architecture
Magnetic Extraction
Multispiral Architecture
Nano Refinement
Nocturnal Adaptation
Plasma Rockets
Plutonium Synthesis
Prefab Compression
Printed Electronics
Service Bots
Soylent Green
Superconducting Computing
Superfungus
Superior Cables
Superior Pipes
Sustained Workload
The Positronic Brain
Vector Pump
 
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Bryartuck

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Alright, I think I have them all with descriptions and cost where I could find them. These are sorted by cost, which should be close to the order they appear in the lists, except the ones that I don't have costs for.

Biotech

Name Effect Cost
Soil Adaptation New building: Farm - Produces food 1000
Magnetic Filtering MOXIE upgrade - O2 production increased by 50% 1500
Water Reclamation New Spire: Water Reclamation System - drastically reduces water consumption of dome 1500
Utility Crops Unlock new crops in farms and hydroponic farms 2000
Martianborn Adaptability Martianborn colonists graduate faster 3000
Biome Engineering Farms increase comfort of all residents in dome 4500
Dome Bioscaping Residences in basic domes have improved comfort 4500
Microgravity Medicine New Spire building - Medical Center 4500
Farm Automation Farm and Hydroponic Farm upgrade - decreases number of workers 10000
Holographic Scanning Medical Center upgrade - Increases birth rate in dome 10000
Hanging Gardens New Spire - Increases comfort of all residences in dome
Localized Terraforming New Wonder: Geoscape Dome - Dome has high comfort and increases sanity
Rejuvenation Treatment Infirmary and Medical Center upgrade - Improves service comfort
Stem Reconstruction Retirement Age and death from old age occur later
Water Conservation System Water consumption of domes reduced 50%
Gene Adaptation
Hygroscopic Vaporators
Moisture Farming


Engineering

Name Effect Cost
Advanced Martian Engines Rockets and Shuttles require less fuel 1000
Decommision Protocol Allows clearing of salvaged and destroyed buildings 1500
Low-G High-rise New building: Apartments 1500
3D Machining New buildings: Electonics factory and Machine Parts factory 2000
Low-G Hydrosynthesis New Buildings: Polymer Factory and Fuel Refinery - require water 2000
Low-G Engineering New dome: Medium 4500
Storage Compression Water, power and O2 storage increased 50% 4500
Arcology New Spire: Arcology - provides comfortable living space for many colonists 7000
Compact Passenger Module Passenger rockets carry 10 more colonists 7000
Smart Home New buildings: Smart Home and Smart Complex 7000
Sustainable Architecture In-dome buildings require maintenance less often 7000
Gravity Engineering New dome: Mega 10000
Waste Rock Liquefication Drones can extract concrete from waste rock 10000
Mars Nouveau Building costs in metals and concrete reduced 20% (excluding domes) 15000
Orbital Engineering New Wonder: Space Elevator 20000
Resilient Architecture Out-dome buildings require mainenance less often 20000
Plasma Cutters Rare matals extractor production increased 50%
Fuel Compression
Micro Manufacturing

Robotics

Name Effect Cost
Explorer AI Generate 60 research per Sol fro each explorer. 1000
Transport Optimization RC Transport harvests resources faster and its storage increased by 15 1000
Drone Swarm Drone Hubs built with +2 drones and max increased +80 1500
Low-G Drive Drones and Rovers move 25% faster 1500
Drone Hub New building: Drone Hub - Controls drones and allocates to different jobs 2000
Battery Optimization Drone battery increased by 50% 2400
3D Machining New building: Machine Parts Factory 3000
Factory Automation Factory upgrade - lowers amount of workers needed in factories 3000
Rover Command AI RC rover no longer needs charging, start with +4 drones, command limit +12 3600
CO2 Jet Propulsion New building: Shuttle Hub - Houses and refuels shuttles 4050
Drone Printing New building: Drone Assembler - Constructs drones from electronics 4500
Factory AI Factory Upgrade - performance increased by 20% 5600
Fueled Extractors Extractor Upgrade - Production increased 30% if building supplied with fuel 6300
Martian Aerodynamics Shuttle speed increased 33% 9000
Rover Printing Can construct RC Rover, RC Transport, and RC Explorer 10000
Compact hangers Max shuttles in Hub increased by 4
High Powered Jets Shuttle cargo capacity increased by 3
Large Scale Excavation Wonder: The Excavator - produces concrete without deposit
Project Mohole New Wonder: Mohole Mine - Extraxcts metals, rares and waste without deposit
The Martian Network New Spire: Network Node - increase research output of labs and institutes in dome
 

FunkyBigodon

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Hello!

I heard the order of the technologies are randomized. Does that mean I could have a 10000 point technology available for research before a 1500 point technology?

Thanks!
 

Bryartuck

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Physics

Name Effect Cost
Extractor Amplification Extractor upgrade - Increase production by 50%, but increases power consumption by 10 1000
Nuclear Fusion New building: Fusion Reactor - Generates power 1000
Subsurface Heating New building: Subsurface heater - Increases local temp in cold areas 1000
Autonomous Sensors Sensor towers no longer require power or maintenance 1500
Low-G Turbines Wind Turbine Upgrade - Power production increased by 33% 1500
Adapted Probes Probes cheaper and can deep scan 2000
Stirling Generator New Building: Stirling generator - generates power 2000
Dust Repulsion Solar panels are gradually cleaned from dust when closed 3000
Atomic Accumulator New building: Atomic Accumulator - Stores electrical power 4500
Deep Scanning Sectors can now be scanned for deep deposits 4500
Deep Metal Extraction Can exploit deep metal and rare metal deposits 7000
Deep Water Extraction Can exploit deep water deposits 10000
Triboelectric Scubbing New building : Triboelectric Scrubber - reduces dust accumulated on buildings in range 10000
Meteor Defense System New building: MDS Laser - Destroys falling meteors in range 15000
Factory Amplication factory upgrade - Increases production 25% but also increases power consumption by 20 3000 or 4500
Fusion Autoregulation Fusion Reactor upgrade - reduces workers needed
Interplanetary Astronomy Wonder: Omega Telescope - Gives access to new breakthrough tech and increases research
Micro Fusion Wonder: Artificial Sun - Produes colossal amounts of power
Research Amplification Lab, Institute and Node upgrade - increases production 25%


Social

Name Effect Cost
"Live From Mars" More applicants appear on Earth 1000
Mars Crowdfunding receive one time grant od $1000M 1000
General Training Lower penalty for no specialization 1500
Productivity Training Engineers and Geologists have +10 performance working in their field 1500
Martian Education New building: Martian University - Trains specialists 2000
Systematic Training Scientists and Botonists have +10 performance in specialty 2000
Emergency Training Securiry Officers and Medics have +10 performance working in their field 3000
Martian Patents Earn $500M funding - repeatable 4050
Supportive Community Lowers risk of developing flaws after sanity breakdown 4500
Behavioral Shaping New spire: Sanatorium - Treat colonists to remove flaws 7000
Martian Copyrights License Martian copyrights for use back on Earth: Earn $2000M funding - Repeatable 10000
Martian Festivals Decorations have increased service comfort 10000
Home Collective Residential building upgrade - Increases service comfort of building by 10 15000
Behavioral Molding Sanatorium upgrade - replaces flaws with random perks
Dream reality Wonder: Project Morpheous - stimulates development of new perks in entire colony
Earth-Mars Initiative Increases research provided by sponsor by 100
Martian Institute of Science New building - Science Institute - Generates more research than Research Lab
Martianborn Resilience Martianborn don't take sanity damage working in out-dome buildings
Martianborn Stength Martianborn don't take sanity damage from disasters

Breakthrough

Name Effect Cost
Printed Electronics Allows drones to be constructed using metals instead of electronics 2000
Cryo-sleep Passenger rockets carry 20 more colonists 2000
Multispiral Architecture New Dome: Oval Dome - Has space for 2 spires 2000
Plasma Rocket Rocket travel time reduced by 50% 2000
Advanced Drone Drive Drones move 50% faster 2000
Extractor AI metal and Rare metal extractors can work without crews at 50% 2000
Soylent Green "It's people! Soylent Green is people!" 2000
Factory Automation Factory upgrade - Lowers the number of workers needed in factories 2700
Inspiring Architecture Colonists in domes with spire have increased morale 3000
Hull Polarization Buildings require maintenance less often 3000
Good Vibrations Domes restore sanity to their inhabitants every sol 6000
Magnetic Extraction Extractor upgrade - Production increased by 50% 9000
Plutonium Synthesis Stirling Generator upgrade - Increased power production while opened 14000
Nano Refinement All extractors continue to extract small amounts when resouce depleted
Superfungus Fungal farm upgrade - Increases production and O2 consumption
Automated Hubs Drone Hubs no longer require power or maintenance
Hive Mind Residents in Arcology get a bonus to work performance
Sustained Workload Doubles performance bonus when working on a heavy workload
Artificial Muscles Drones carry 2 resources at once
Forever Young Seniors can work and have children
Cloning New Spire: Clone Vats - Creates clones over time
Plutonium Synthesis Stirling Generator upgrade - Increased power production while opened
Wservice Bots Non-medical service building upgrade - service buildings no longer require workers
Prefab Comression Spires can be ordered as prefabs
Dry Farming Water requirement of crops reduced 50%
Superior Cables Instant and free power cable construction, no faults
Superior Pipes Instant and free pipe construction, no faults
Core Rare Metals Uncovers extremely rich underground rare metal deposit
Superconducting Computing Converts unused power to research points
Construction Nanites Buildings construct themselves slowly without drones
The Positronic Brain Allows construction of BIOrobots in Drone Assembler
Vector Pump Moisture Vaporator upgrade - Increases production 100%

Mysteries

Name Effect Cost
Dark Spectrometry A surface scratcher towards understanding Cubes
S.H.E.P.I.D Spontaneous High-Energy Particle Interception allows sensor towers to deflect cubes 2000
 
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Beric

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Hello!

I heard the order of the technologies are randomized. Does that mean I could have a 10000 point technology available for research before a 1500 point technology?

Thanks!

I've definitely seen some Youtubers get 7K research very early game, so I'm sure that's possible.

Bryartuck, thanks for listing all of those techs!
 

talisman56

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Physics

Name Effect Cost
Explorer AI Generate 60 research per Sol for each explorer. 1000
Transport Optimization RC Transport harvests resources faster and its storage increased by 15 1000
Drone Swarm Drone Hubs built with +2 drones and max increased +80 1500
Low-G Drive Drones and Rovers move 25% faster 1500
Drone Hub New building: Drone Hub - Controls drones and allocates to different jobs 2000
Battery Optimization Drone battery increased by 50% 2400
3D Machining New building: Machine Parts Factory 3000
Factory Automation Factory upgrade - lowers amount of workers needed in factories 3000
Rover Command AI RC rover no longer needs charging, start with +4 drones, command limit +12 3600
CO2 Jet Propulsion New building: Shuttle Hub - Houses and refuels shuttles 4050
Drone Printing New building: Drone Assembler - Constructs drones from electronics 4500
Factory AI Factory Upgrade - performance increased by 20% 5600
Fueled Extractors Extractoe Upgrade - Production increased 30% if building supplied with fuel 6300
Martian Aerodynamics Shuttle speed increased 33% 9000
Rover Printing Can construct RC Rover, RC Transport, and RC Explorer 10000
Compact hangers Max shuttles in Hub increased by 4
High Powered Jets Shuttle cargo capacity increased by 3
Large Scale Excavation Wonder: The Excavator - produces concrete without deposit
Project Mohole New Wonder: Mohole Mine - Extracts metals, rares and waste without deposit
The Martian Network New Spire: Network Node - increase research output of labs and institutes in dome

These are the same as in your previous posting under 'Robotics'.
 

Promethian

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Hello!

I heard the order of the technologies are randomized. Does that mean I could have a 10000 point technology available for research before a 1500 point technology?

Thanks!
The order is randomized and the costs are determined by the order. You'll see a tech cost 1k one game then 2k the next. That said there is some kind of clear weighting system or minimum distance form the left on some techs. Like medium domes are always a good distance from the start and mega domes are always going to be deep in. I also always see farms appearing in the first 3ish of biotech. Martian crowdfunding and Live From Mars are also frequently in the first 3 of social.
 

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Last edited:

Coffee Fox

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A recent mishap in the lab seems to be an exception, as we have created a new and breed of fungi which hold much promise.
The 'Superfungus' breakthrough has a spelling mistake in the discription.


Saying "a new and breed of fungi" doesn't make sense.
 

Skirlasvoud

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... at this point, I’m a little confused on how research works. Breakthrougs are special and you can’t get all of them in a single game.

Are they random?

And what about ordinary tech? Is that completely random too, or fixed?

Kinda sucks if the efficacy of your final colony depends on RNG. I’m not sure I’m a fan.
 

FunkyBigodon

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... at this point, I’m a little confused on how research works. Breakthrougs are special and you can’t get all of them in a single game.

Are they random?

And what about ordinary tech? Is that completely random too, or fixed?

Kinda sucks if the efficacy of your final colony depends on RNG. I’m not sure I’m a fan.

Hello! As to my understanding, you can research all the regular technologies, but the order they appear will change each playthrough. As for the breakthrough technologies, they are randomized and you will not really have access to all of them in each playthrough. If I remember correctly, I saw a video in which one of the devs said about 1/3 or 1/4 of the breakthrough technologies will be accessible each time you start a new game.
Cheers!