There are some research fundamentals which will help you very much at the start. Here’s what I go for (if I play the start awesomely :-D)
- Look at the Research Leaders you have: Are they good? If not..
- Look at the recruiting tab (anyway) to see if you should fire a leader or put him on a research ship and either hire a Spark of Genius or a Maniacal leader.
- The Technology system: You have a random selection of 3 techs (+ bonuses) every time you choose a new tech. An exception is the Colonization tech early on (which you should always choose first on the Asimov 1.2x patch). This selection is based on your empire and on what you have already researched, also on certain events or battle debris projects.
- Research Tech Choice: First go for techs helping you to build up. Only go for military techs if you know you have an opposing empire near. Consider purple techs always as they are rare and might not pop up again to choose.
- Swap your research leaders for bonuses: If you have an Expertise: X Leader and a tech is X, send him to the according spot in the labs and exchange his position with another leader. It won’t need time nor will it cost you research points, so do the swap!
- Send your Research Ship(s) on Survey Missions immediately.
- Military ships: Scout systems for monsters so you know where it is safe to send your science ships.
- Research anomalies only with low fail percentages. Once YOU have discovered them, they cannot be taken from you. So level up your Researchers first and decrease that risk!
- If you close borders, you can secure potential anomalies in your area against other empires. It is dangerous though, pissing the others off by doing that.
- If the AI scans a planet and discovers an anomaly, you cannot discover an anomaly there anymore, so if reasonable, close borders and survey the neutral systems first for anomalies to “tag” them for you.
- Projects and Timed Projects: Do them only if these are close to disappearing and only if they don’t stop a crucial research you make. (The Colonization tech is an example for such a crucial tech)
- You can gain research points and access to totally new technologies by fighting enemies and space monsters and analyzing the debris.
- Prefer Mineral Stations over Research Stations, but still, those stations can be useful! So go for them. Same goes for buildings on the planet. On early planets, don’t specialize, use the resources already there and improve these.
For further illustration and all the examples inside the game, just watch the video I made about Research:
Hope this can lead to a great game for you! 🙂
Happy Gaming, your
- Sentient AI Assistant +10% Research Speed, +20% Survey Speed, +30% Anomaly Research Speed – Available only late in the game with Sentient AI this leader is just excellent as a researcher and still very good as a ship captain – 10!
- Spark of Genius +10% Research Speed – Awesome and available early on. You should fire other leaders if you cannot recruit him, that’s how good he is. Don’t let him die. He is flexible and has that precious bonus on every research area – 9
- Custom AI Assistant +5% Research Speed, +10% Survey Speed, +15% Anomaly Research Speed – A flexible and good researcher and ship captain – 8
- Maniacal +5% Research Speed – Early on, you could still fire some people with only expertise or even worse generic traits like eager, resilient or adaptable over him. A good and flexible researcher! – 7
- Expertise: X 10% Research Speed for a special area. May be better or worse for your strategy. You should swap these guys often to leverage their benefit, then they are your “standard” and OK pick for a lab rat. You may prefer to give them a little experience training by a period as a survey ship captain first. – 5
- Adaptable +15% Experience Gain or Resilient living 25 years longer – Personally I prefer Resilient but that depends if your species is already living longer or not. If you know what you’re doing, you can level up your scientists quickly so both traits are not really trump cards as they are there instead of a better one – 4
- Eager – Pick this one if you’re bleeding for a leader and have no clue how to get more influence at the moment, otherwise go for better picks. – 3
Research Ship Captains
- Careful -10% Anomaly Research Fail Risk / Meticulous +10% Higher Chance to find an anomaly. It’s hard to make a choice which one is better. They’re both not “the” trump cards but pretty good! – 7
- Archaeologist +50% Anomaly Research Speed and -25% Anomaly Research Fail Risk only for Ancient Civilization Anomalies – a very good choice still, but sometimes it’s difficult to find out if it’s an Ancient Civilization Anomaly or not, so harder to leverage – 6
- Carefree +35% Anomaly Research Speed / Roamer +25% Survey Speed – Good for specialized roles. If you want to start colonies quickly, that Roamer can be pretty great. Same goes for carefree if you’re eager to get a research boost by an anomaly – 5
- Adaptable / Resilient we already had these, they have no special benefits but are OK to choose if nothing else is there – 4
- Eager – If you need a ship captain at a cheap price instantly, pick an eager guy who’s only 2/3 of the price of a good guy. – 3
Disabled the comments section due to tons and tons and more tons of spam. Would be interested in your thoughts and feedback and your own ranking of course, please give it to me on my YouTube channel or the Social Media!
Happy Gaming to you! 🙂 Also, preparing a Starter Research Guide which will be added to the Starting Help Playlist soon ™!
Your Immanuel Can
P.S.: The Playlist if you’re interested: