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[[File:800px-Pulsar_schematic.svg.png|thumb|Science: better delegate it.<br /> Image Pulsar Schematic by Roy Smits/Wikipedia]]
[[File:Pulsar schematic.jpg|thumb|Science: better delegate it.<br /> Image Pulsar Schematic by Roy Smits/Wikipedia]]


'''Research''' is the backbone of any good trans-Newtonian empire. Research is required to do almost anything in Aurora, from speeding up your mines to building fighters that travel at the speed of light.  
== Overview ==
'''Research''' is the backbone of every trans‑Newtonian empire. It determines how quickly your civilization advances from basic industrial capability to deep‑space exploration, advanced weaponry, and efficient logistics. Nearly every meaningful improvement in Aurora—faster engines, stronger armor, better sensors, improved mining, advanced terraforming, and more—depends on scientific progress.


More precisely, it should be called "Research & Development", because what you do in order to get that shiny new ion-powered Spaceship engine (or sensor, or weapon, or almost any other ship component) is:
A strong research program not only unlocks new technologies but also accelerates your ability to design components, prototype systems, and field competitive fleets. Whether you begin in the Conventional Era or with full Trans‑Newtonian infrastructure, research is the engine that drives long‑term growth, military strength, and strategic flexibility.
# Research the "Ion Engine" technology. But that gives you only the scientific understanding of how tiny little ions can propel huge ships, not the engine itself.
# So you have to design an actual engine next. You can specify whether it's going to be a military or commercial engine, if it should have a little extra power at the expense of fuel efficiency etc. When you are satisfied with the design, you name it the "Ion Boar Engine MkI" and return to the Research window. The engine has also become a research-able project.
# You now assign a scientist and some labs to research the engine. Call it the prototyping phase. ''This can be skipped by using the "Instant Tech" button in SM Mode.''
# Only when this is done can you design an actual ship using this engine.
# And then, finally, your shipyards can build the fastest, bestest, deadliest ships in the universe.  


==Overview==
This page provides an overview of how research works, how Research Points (RP) are generated, how scientists influence progress, and how new technologies become usable components. It concludes with a step‑by‑step example showing how a simple technology—such as the Ion Drive—moves from theory to a fully deployable ship engine.


Research is divided into eight separate areas. Each area includes different types of technology. Every [[Race|Empire]] start off in either Conventional or Trans-Newtonian Era. Conventional Empire's start from scratch, while each Trans-Newtonian Empire's starts with different space-age technologies in every area. Possible schools of research are:
== Research Points ==
 
Each technology requires a specific number of Research Points (RP) to complete. RP are generated by active research projects based on your [[leaders|scientist’s]] bonus and the number of [[Research Facility|labs]] assigned. RP can also be gained through [[ruins]] and through the disassembly of alien components.
 
More advanced technologies require more RP, and therefore more time, unless you improve your RP generation through labs, bonuses, or special modifiers.
 
=== Gaining RP with Research Facilities ===
Assigning more labs increases RP output. Each lab contributes the base RP rate shown at the top of the Research tab. You begin with 20 labs by default (configurable at game start), and additional labs can be built in the Industry tab. Each lab costs '''1200 Duranium''' and '''1200 Mercassium'''.
 
You can also increase the RP output of each lab by researching “Research Rate ### RP” technologies under Construction/Production. These upgrades significantly accelerate late‑game research, where individual technologies may require hundreds of thousands of RP.
 
=== Gaining RP through Researcher Bonuses ===
Scientists have three important attributes: specialization, bonus percentage, and maximum labs. 
* The **bonus** increases RP output. 
* If the project matches the scientist’s **specialization**, the bonus is **quadrupled**. 
* A scientist’s **max labs** determines how many labs they can effectively manage.
 
Scientists can improve over time, gaining higher bonuses or increased max labs. You can also change a scientist’s specialization, though this reduces their bonus by 75% until they improve in the new field.
 
=== Gaining RP through ruins ===
[[Ruins]] discovered during gravitational surveys may provide a research bonus (10%–100%) for a specific field when research is conducted on that world. This bonus stacks multiplicatively with scientist bonuses. Ruins also provide a smaller empire‑wide bonus equal to one‑tenth of their listed value.
 
=== Gaining RP through conquest ===
Alien ship components recovered from [[ruins]] or [[salvage]] can be reverse‑engineered at any colony with research facilities. Each component provides 1%–5% of the RP needed for the next tech level in its field.
 
== Researching Technology ==
 
[[File:Research_tab.png|thumb|[[Population and Production#Research|Research tab]]]]
 
Research in Aurora is divided into eight major fields. Each field contains multiple technology lines, and each empire begins with different starting levels depending on whether it is a Conventional or Trans‑Newtonian start. Conventional empires begin with almost no space‑age capability, while Trans‑Newtonian empires begin with a broad foundation of early TN technologies.


* BG Biology / Genetics
Researching a technology gives you the theoretical understanding of how something works—such as Ion Engines, Active Sensors, or Gauss Cannons—but does **not** give you a usable component. After researching the theory, you must design and prototype the actual component.
* CP Construction / Production
* DS Defensive Systems
* EW Energy Weapons
* GC Ground Combat (note: in [[VB6]], part of "Logistics / Ground Combat")
* LG Logistics (note: in VB6, part of "Logistics / Ground Combat")
* MK Missiles / Kinetic Weapons
* PP Power and Propulsion
* SF Sensors and Fire Control.  


To develop your empire you will need to invent new technologies. Every colony with [[Research Facility|Research Facilities]] can be used to conduct research projects to produce new technology and develop new [[component]]s from that technology.  
To create a research project, open the Research tab in the Population and Production window {{Key|F2}}. Select a project on the left, choose a scientist on the right, and assign labs. Existing projects appear at the top of the window.


Each level of research within a school and a discipline costs progressively more research points. See also a complete [[List of Research Costs]]
You can cancel a project at any time without losing progress; accumulated RP remains until the project is resumed.


== Research Points ==
You can also queue projects so that a scientist automatically begins the next task when the current one finishes.
Each technology requires a number of Research Points (RP) to complete. These are obtained through active research project, according to your [[leaders|scientist's]] abilities and the amount of [[Research Facility|labs]] assigned to the project, until the technology is fully researched. RP may also be obtained though [[ruins]] and conquest.
 
{| class="wikitable"
! ABR !! Field !! Description
|-
| BG || [[Biology and Genetics]] || Population growth, terraforming rate, genetic modification, and colonization‑cost biology.
|-
| CP || [[Construction and Production]] || Industrial capacity, mining efficiency, factory output, shipyard expansion, and economic infrastructure.
|-
| DS || [[Defensive Systems]] || Armor materials and shield technology that improve ship durability and defensive energy absorption.
|-
| EW || [[Direct Fire Weapons]] || Lasers, particle beams, mesons, railguns, gauss cannons, and all beam‑weapon improvements.
|-
| GC || [[Ground Research|Ground Combat]] || Ground unit weapons, armor, mobility, training, and planetary invasion technologies.
|-
| LG || [[Logistics]] || Fuel efficiency, maintenance systems, engineering modules, jump point stabilization, and long‑range fleet support.
|-
| MK || [[Missile Research|Missiles]] || Missile engines, warheads, agility, fuel efficiency, and ECCM‑related missile subsystem technologies.
|-
| PP || [[Power and Propulsion]] || Ship engines, reactors, power plants, thermal efficiency, and technologies determining speed and energy output.
|-
| SF || [[Sensors and Control Systems]] || Active/passive sensors, fire control systems, tracking speed, detection range, and electronic warfare.
|}
 
To advance your empire, you must develop new technologies within these fields. Any colony with [[Research Facility|Research Facilities]] can conduct research projects, generating Research Points (RP) that unlock new technologies and enable the design of new [[component]]s.


The more advanced the technology is, the more RP a project requires, the longer it will take to research it. However, there are ways to speed up RP gains.  
Each successive level of technology costs more RP than the last. For a complete breakdown, see the individual fields above.


===Gaining RP with Research Facilities===
=== Automatic Research ===
The most basic way is to assign more [[Research Facility|Research Facilities]] to a project. Each additional lab increases the RP gains for a project by the base rate, which is shown on top of the Current Research Project list. You start with 20 labs by default, though you can set that number to whatever you want in the game creation screen, and you can build more in the Industry tab. Each lab costs 1200 Duranium and 1200 Mercassium to build.
{{VersionIntro|1.1.0}}


Additionally, you can improve the output of each lab by researching "Research Rate ### RP". This increases the base annual RP per lab, which can have a cascading effect when combined with the first two methods of increasing RP gain. Research Rate projects are listed under "Construction/Production" projects. This will prove vital to getting some of the final pieces of technology in a reasonable time frame, some of which can take hundreds of thousands of RP to research.
Some Tech Systems are now flagged as ‘automatic research’. When a tech system is researched, any other tech system with that tech as a pre-requisite that is also flagged as ‘automatic research’ will be researched immediately.


===Gaining RP through Researcher Bonuses===
For v1.10 (so far) this will apply to the three types of Troop Transport Bay. When the standard troop transport bay is researched, the other bay sizes will become available automatically (large, small, very small). The same applies to the standard drop bay and the standard boarding bay.
By selecting a better researcher for the task. Next to the scientist name, there are three additional pieces of information. The most important of these pieces of information is the one labeled ''Bonus'', the percentage. When a researcher is assigned to a project, the project's annual RP gain is increased by the researchers bonus. For example, all the projects headed by a researcher with a 10% bonus will gain 10% more RP per lab. However, not all bonuses are equal. Each researcher has a specialization, which is listed to the left of his bonus. If the researcher is working on a project in his area of specialization, the bonus is ''quadrupled''! A researcher with a 25% bonus working on a project in his specialization will gain RP at double the base rate! The fourth tab is the number of labs a researcher can manage. This number always begins a multiple of 5, and can range anywhere from 5 to 45 or higher. Sometimes it may be better to use a researcher with less of a bonus or even one who's specialization is not in the area that you're researching in order to speed up the project by assigning him more labs.


Your scientists can gain skills if they are active, with a chance to slowly increase their bonus or max labs. It can be worthwhile to keep some of your more promising young scientists active on research projects, assigning them only one lab, to give them a chance to improve. Some Researchers will get lucky and slowly increase their tech bonus for their research field and the amount of labs they can use.
== Researching Projects (Component Prototyping) ==


Note that it is possible to change a scientist's specialization. This cuts their bonus by 75%, which means they're no better at the new field than they'd have been researching it off-specialization before. However, any improvements after that point are fully effective, so if the scientist's skills improve, this can have some benefits.  
Once a theoretical technology is researched, you must design the actual component. This is done in the Class Design or Component Design windows, depending on the item. After designing the component, it appears as a new research project that must be completed before the component becomes usable.


=== Gaining RP through ruins ===
This process represents the prototyping and validation phase. (In SM Mode, this can be skipped using “Instant Tech.”)
[[Ruins]] occur on system bodies, and are discovered during gravitational surveys. They provide a bonus from 10% to 100% in one area of study if the research is done on that particular system body. Using them thus requires a colony with enough population to operate the labs,. The research bonus multiplies with the bonus from researchers, making it possible to generate a lot of extra RPs. Each ruin also gives one-tenth of its bonus to all labs in your empire, so a 50% Energy Weapons ruin will give +50% to EW research on its own planet, but also +5% to all EW research on other planets.  


=== Gaining RP through conquest ===
== Example: Developing the Ion Drive ==
The last way to gain RP is to gain ship components either from [[ruins]] or via [[salvage]]. When transported to a planet with research facilities, the components can be reverse engineered and RP towards some of the tech needed to build the component will be gained.  Each ship component disassembled will give you 1%-5% of the RP needed to advance to the next tech level.


==Starting new Projects==
To illustrate the full process:
[[File:Research_tab.png|thumb|[[Population and Production#Research|Research tab]]]]


To create a research project, go to the "Research" tab in the Population and Production window {{key|F2}}. From here, you can select the project you want to research on the left, the researcher you want to head the project on the right, and see any existing research projects you have along the top, right under the tabs.
# Research the “Ion Engine” technology. This provides the scientific understanding but not the engine itself. 
# Design the engine: choose military or commercial, adjust power vs. fuel efficiency, and name it (e.g., “Ion Boar Engine Mk I”). 
# Research the engine prototype as a new project
# Once complete, the engine becomes available in ship design. 
# Shipyards can now build ships using the new Ion Drive.


: Tip: You can cancel a research project partway through without losing any accrued research. The research accrued will remain without depleting until you resume the project again.
This cycle—research theory → design component → research prototype → use in ship design—is the core loop of technological advancement in Aurora.


It is possible to set up a series of tasks for scientists, so that they begin a new research project immediately upon completion of an existing task. Simply select the task in question from 'Create New Research Project', highlight it, highlight a scientist from 'Current Research Project' and click on 'Queue'.
== Additional Notes ==
== Additional Notes ==


*'''Research and components''' Note that after being designed, most ship [[component]]s must be researched. New weapons, missiles, engines, sensors, and almost all othersThese projects are usually small, generally a few hundred RP.
* '''Research and components:''' Most ship [[component]]s require research after being designed.   
 
* '''Research and aliens:''' Technology can be shared through [[diplomacy]], or leaked unintentionally when empires interact.
*'''Research and bloody aliens''' You can [[diplomacy|share technology]] with the NPRs you encounter. But sometimes, you will share it unwillingly : when several empires come to contact there is a chance that technology leaks occur. Lower level technology flows to nations on the same planet and also to trade partners.


[[Category:Content]]
[[Category:Gameplay Concepts]]
[[Category:Research]]

Latest revision as of 14:24, 6 April 2026

This article contains information relevant to both the C# and VB6 versions of Aurora. Where differences exist, they are noted in the appropriate sections.

Science: better delegate it.
Image Pulsar Schematic by Roy Smits/Wikipedia

Overview

[edit]

Research is the backbone of every trans‑Newtonian empire. It determines how quickly your civilization advances from basic industrial capability to deep‑space exploration, advanced weaponry, and efficient logistics. Nearly every meaningful improvement in Aurora—faster engines, stronger armor, better sensors, improved mining, advanced terraforming, and more—depends on scientific progress.

A strong research program not only unlocks new technologies but also accelerates your ability to design components, prototype systems, and field competitive fleets. Whether you begin in the Conventional Era or with full Trans‑Newtonian infrastructure, research is the engine that drives long‑term growth, military strength, and strategic flexibility.

This page provides an overview of how research works, how Research Points (RP) are generated, how scientists influence progress, and how new technologies become usable components. It concludes with a step‑by‑step example showing how a simple technology—such as the Ion Drive—moves from theory to a fully deployable ship engine.

Research Points

[edit]

Each technology requires a specific number of Research Points (RP) to complete. RP are generated by active research projects based on your scientist’s bonus and the number of labs assigned. RP can also be gained through ruins and through the disassembly of alien components.

More advanced technologies require more RP, and therefore more time, unless you improve your RP generation through labs, bonuses, or special modifiers.

Gaining RP with Research Facilities

[edit]

Assigning more labs increases RP output. Each lab contributes the base RP rate shown at the top of the Research tab. You begin with 20 labs by default (configurable at game start), and additional labs can be built in the Industry tab. Each lab costs 1200 Duranium and 1200 Mercassium.

You can also increase the RP output of each lab by researching “Research Rate ### RP” technologies under Construction/Production. These upgrades significantly accelerate late‑game research, where individual technologies may require hundreds of thousands of RP.

Gaining RP through Researcher Bonuses

[edit]

Scientists have three important attributes: specialization, bonus percentage, and maximum labs.

  • The **bonus** increases RP output.
  • If the project matches the scientist’s **specialization**, the bonus is **quadrupled**.
  • A scientist’s **max labs** determines how many labs they can effectively manage.

Scientists can improve over time, gaining higher bonuses or increased max labs. You can also change a scientist’s specialization, though this reduces their bonus by 75% until they improve in the new field.

Gaining RP through ruins

[edit]

Ruins discovered during gravitational surveys may provide a research bonus (10%–100%) for a specific field when research is conducted on that world. This bonus stacks multiplicatively with scientist bonuses. Ruins also provide a smaller empire‑wide bonus equal to one‑tenth of their listed value.

Gaining RP through conquest

[edit]

Alien ship components recovered from ruins or salvage can be reverse‑engineered at any colony with research facilities. Each component provides 1%–5% of the RP needed for the next tech level in its field.

Researching Technology

[edit]
File:Research tab.png
Research tab

Research in Aurora is divided into eight major fields. Each field contains multiple technology lines, and each empire begins with different starting levels depending on whether it is a Conventional or Trans‑Newtonian start. Conventional empires begin with almost no space‑age capability, while Trans‑Newtonian empires begin with a broad foundation of early TN technologies.

Researching a technology gives you the theoretical understanding of how something works—such as Ion Engines, Active Sensors, or Gauss Cannons—but does **not** give you a usable component. After researching the theory, you must design and prototype the actual component.

To create a research project, open the Research tab in the Population and Production window F2. Select a project on the left, choose a scientist on the right, and assign labs. Existing projects appear at the top of the window.

You can cancel a project at any time without losing progress; accumulated RP remains until the project is resumed.

You can also queue projects so that a scientist automatically begins the next task when the current one finishes.

ABR Field Description
BG Biology and Genetics Population growth, terraforming rate, genetic modification, and colonization‑cost biology.
CP Construction and Production Industrial capacity, mining efficiency, factory output, shipyard expansion, and economic infrastructure.
DS Defensive Systems Armor materials and shield technology that improve ship durability and defensive energy absorption.
EW Direct Fire Weapons Lasers, particle beams, mesons, railguns, gauss cannons, and all beam‑weapon improvements.
GC Ground Combat Ground unit weapons, armor, mobility, training, and planetary invasion technologies.
LG Logistics Fuel efficiency, maintenance systems, engineering modules, jump point stabilization, and long‑range fleet support.
MK Missiles Missile engines, warheads, agility, fuel efficiency, and ECCM‑related missile subsystem technologies.
PP Power and Propulsion Ship engines, reactors, power plants, thermal efficiency, and technologies determining speed and energy output.
SF Sensors and Control Systems Active/passive sensors, fire control systems, tracking speed, detection range, and electronic warfare.

To advance your empire, you must develop new technologies within these fields. Any colony with Research Facilities can conduct research projects, generating Research Points (RP) that unlock new technologies and enable the design of new components.

Each successive level of technology costs more RP than the last. For a complete breakdown, see the individual fields above.

Automatic Research

[edit]

Introduced in v1.1.0.

Some Tech Systems are now flagged as ‘automatic research’. When a tech system is researched, any other tech system with that tech as a pre-requisite that is also flagged as ‘automatic research’ will be researched immediately.

For v1.10 (so far) this will apply to the three types of Troop Transport Bay. When the standard troop transport bay is researched, the other bay sizes will become available automatically (large, small, very small). The same applies to the standard drop bay and the standard boarding bay.

Researching Projects (Component Prototyping)

[edit]

Once a theoretical technology is researched, you must design the actual component. This is done in the Class Design or Component Design windows, depending on the item. After designing the component, it appears as a new research project that must be completed before the component becomes usable.

This process represents the prototyping and validation phase. (In SM Mode, this can be skipped using “Instant Tech.”)

Example: Developing the Ion Drive

[edit]

To illustrate the full process:

  1. Research the “Ion Engine” technology. This provides the scientific understanding but not the engine itself.
  2. Design the engine: choose military or commercial, adjust power vs. fuel efficiency, and name it (e.g., “Ion Boar Engine Mk I”).
  3. Research the engine prototype as a new project.
  4. Once complete, the engine becomes available in ship design.
  5. Shipyards can now build ships using the new Ion Drive.

This cycle—research theory → design component → research prototype → use in ship design—is the core loop of technological advancement in Aurora.

Additional Notes

[edit]
  • Research and components: Most ship components require research after being designed.
  • Research and aliens: Technology can be shared through diplomacy, or leaked unintentionally when empires interact.