Research

Research is used to unlock technologies.

Generation
Research is produced primarily by planets. Each population produces 2 Research per turn at base, but this can be modified or supplemented by racial traits and buildings.

Other means of gaining research include the following:


 * The Astrometrics Lab ship module produces 5 Research per turn.
 * The Embed Mole espionage Operation produces 3 Research per turn towards an opponent's technology.

Technologies
The primary means of unlocking technologies is by spending research towards them. Except for experimental technologies, each research tier has two or three technologies to choose from. Unless the race has the Creative trait, only one may be chosen; the remainder must be acquired via other means:


 * Technologies may be traded for directly.
 * The Smash and Grab espionage Operation gives an opportunity to steal an opponent's technology using ground forces.
 * With the Assimilation trait and/or Xeno Assimilation technology, conquering a planet will grant one technology.

Cost
Non-experimental techs have a base cost depending on their level:

Experimental techs have a base cost of 500 regardless of level.

Each colony beyond the home planet increases tech costs by 5%.

Special projects
Anomalies may present the opportunity for researching special projects.

See Special projects.

Bugs
If you have obtained the Creative trait and simultaneously have the ability to Sacrifice civilians, and the sacrificed civilian would finish the research, you will only get the bottom technology instead of all technologies.