Level 1
400 100
Refined extraction techniques. +10% harvester yield per level.
- Research time
- 10m
- Tier
- 1
Requires: Refinery
Every research line and level, with what each level grants and what it costs.
400 100
Refined extraction techniques. +10% harvester yield per level.
Requires: Refinery
640 160
Refined extraction techniques. +10% harvester yield per level.
Requires: Refinery
1,025 255
Refined extraction techniques. +10% harvester yield per level.
Requires: Refinery
1,640 410
Refined extraction techniques. +10% harvester yield per level.
Requires: Refinery
2,620 655
Refined extraction techniques. +10% harvester yield per level.
Requires: Refinery
1,250 750
Stronger officers maintain control over larger garrisons and more complex operations. Each level raises the number of units a base can keep under command and unlocks advanced Command research.
10,000 7,500
Stronger officers maintain control over larger garrisons and more complex operations. Each level raises the number of units a base can keep under command and unlocks advanced Command research.
35,000 25,000
Stronger officers maintain control over larger garrisons and more complex operations. Each level raises the number of units a base can keep under command and unlocks advanced Command research.
72,000 48,000
Stronger officers maintain control over larger garrisons and more complex operations. Each level raises the number of units a base can keep under command and unlocks advanced Command research.
125,000 84,000
Stronger officers maintain control over larger garrisons and more complex operations. Each level raises the number of units a base can keep under command and unlocks advanced Command research.
300 75
Denser storage of raw Titanite. +20% storage capacity per level.
Requires: Silo
480 120
Denser storage of raw Titanite. +20% storage capacity per level.
Requires: Silo
770 190
Denser storage of raw Titanite. +20% storage capacity per level.
Requires: Silo
1,230 305
Denser storage of raw Titanite. +20% storage capacity per level.
Requires: Silo
1,965 490
Denser storage of raw Titanite. +20% storage capacity per level.
Requires: Silo
1,200 200
Streamlined unloading docks. +1 harvester slot per refinery per level.
Requires: 3 × Refinery
22,000 7,500
Streamlined unloading docks. +1 harvester slot per refinery per level.
Requires: 3 × Refinery
500 125
Deeper Imperial Bank vaults. +25% safe capacity per level.
Requires: 2 × Silo
800 200
Deeper Imperial Bank vaults. +25% safe capacity per level.
Requires: 2 × Silo
1,280 320
Deeper Imperial Bank vaults. +25% safe capacity per level.
Requires: 2 × Silo
2,050 510
Deeper Imperial Bank vaults. +25% safe capacity per level.
Requires: 2 × Depot, 2 × Silo
3,275 820
Deeper Imperial Bank vaults. +25% safe capacity per level.
Requires: 2 × Silo
350 90
Long-range detection. +2 minutes attack warning per level.
Requires: 2 × Observatory
560 145
Long-range detection. +2 minutes attack warning per level.
Requires: 2 × Observatory
895 230
Long-range detection. +2 minutes attack warning per level.
Requires: 2 × Observatory
1,435 370
Long-range detection. +2 minutes attack warning per level.
Requires: 2 × Observatory
2,295 590
Long-range detection. +2 minutes attack warning per level.
Requires: 2 × Observatory
350 90
Refined optics for the Observatory line. Each level extends your live viewing radius — +2 tiles per level, capped at 24.
Requires: 2 × Observatory
560 145
Refined optics for the Observatory line. Each level extends your live viewing radius — +2 tiles per level, capped at 24.
Requires: 2 × Observatory
895 230
Refined optics for the Observatory line. Each level extends your live viewing radius — +2 tiles per level, capped at 24.
Requires: 2 × Observatory
1,435 370
Refined optics for the Observatory line. Each level extends your live viewing radius — +2 tiles per level, capped at 24.
Requires: 2 × Observatory
2,295 590
Refined optics for the Observatory line. Each level extends your live viewing radius — +2 tiles per level, capped at 24.
Requires: 2 × Observatory
350 90
Counter-espionage network. Each level improves your odds of detecting an enemy spy — the top level unmasks the attacker on a detected spy or a killed scout.
Requires: 2 × Observatory
560 145
Counter-espionage network. Each level improves your odds of detecting an enemy spy — the top level unmasks the attacker on a detected spy or a killed scout.
Requires: 2 × Observatory
895 230
Counter-espionage network. Each level improves your odds of detecting an enemy spy — the top level unmasks the attacker on a detected spy or a killed scout.
Requires: 2 × Observatory
1,435 370
Counter-espionage network. Each level improves your odds of detecting an enemy spy — the top level unmasks the attacker on a detected spy or a killed scout.
Requires: 2 × Observatory
2,295 590
Counter-espionage network. Each level improves your odds of detecting an enemy spy — the top level unmasks the attacker on a detected spy or a killed scout.
Requires: 2 × Observatory
700 175
Barracks annexes that house allied garrisons. Each level lets your base quarter more allied units stationed for its defense.
Requires: 2 × Barracks
1,120 280
Barracks annexes that house allied garrisons. Each level lets your base quarter more allied units stationed for its defense.
Requires: 2 × Barracks
1,790 450
Barracks annexes that house allied garrisons. Each level lets your base quarter more allied units stationed for its defense.
Requires: 2 × Barracks
2,865 715
Barracks annexes that house allied garrisons. Each level lets your base quarter more allied units stationed for its defense.
Requires: 2 × Barracks
4,590 1,145
Barracks annexes that house allied garrisons. Each level lets your base quarter more allied units stationed for its defense.
Requires: 2 × Barracks
7,500 1,875
Colonial charter to found new bases beyond your first. Level 1 also authorizes MCV construction (2× Repair Platform); each level raises your base cap by one.
Requires: Repair Platform
30,000 7,500
Colonial charter to found new bases beyond your first. Level 1 also authorizes MCV construction (2× Repair Platform); each level raises your base cap by one.
Requires: Repair Platform
120,000 30,000
Colonial charter to found new bases beyond your first. Level 1 also authorizes MCV construction (2× Repair Platform); each level raises your base cap by one.
Requires: Repair Platform
1,050 265
Pre-positioned fuel dumps and standing march orders. Every level moves your armies 5% faster, on top of your House and your commander.
1,680 420
Pre-positioned fuel dumps and standing march orders. Every level moves your armies 5% faster, on top of your House and your commander.
2,690 675
Pre-positioned fuel dumps and standing march orders. Every level moves your armies 5% faster, on top of your House and your commander.
1,050 265
Staff officers who can hold a bigger formation together. Each level raises the number of units you may send out in a single army.
1,680 420
Staff officers who can hold a bigger formation together. Each level raises the number of units you may send out in a single army.
2,690 675
Staff officers who can hold a bigger formation together. Each level raises the number of units you may send out in a single army.
1,050 265
Relay stations that keep more forces in contact at once. Each level lets you have more forces on the move at the same time — armies, scouts and spies alike.
1,680 420
Relay stations that keep more forces in contact at once. Each level lets you have more forces on the move at the same time — armies, scouts and spies alike.
2,690 675
Relay stations that keep more forces in contact at once. Each level lets you have more forces on the move at the same time — armies, scouts and spies alike.
1,050 265
Shared command protocols with your allies. Each level lets one more allied commander station units at your bases — Allied Quarters still decides how many units in total.
1,680 420
Shared command protocols with your allies. Each level lets one more allied commander station units at your bases — Allied Quarters still decides how many units in total.
2,690 675
Shared command protocols with your allies. Each level lets one more allied commander station units at your bases — Allied Quarters still decides how many units in total.
4,300 1,075
Shared command protocols with your allies. Each level lets one more allied commander station units at your bases — Allied Quarters still decides how many units in total.
6,880 1,725
Shared command protocols with your allies. Each level lets one more allied commander station units at your bases — Allied Quarters still decides how many units in total.
1,200 300
A lab that runs itself as well as its experiments. Every level speeds your research by 5%. The first lets you rearrange the queue while it waits; from the third you may park a project — its progress held exactly where it stood — and put the bench to work on something else; and the fifth opens a second bench, so two projects run side by side.
Requires: 3 × Observatory
1,920 480
A lab that runs itself as well as its experiments. Every level speeds your research by 5%. The first lets you rearrange the queue while it waits; from the third you may park a project — its progress held exactly where it stood — and put the bench to work on something else; and the fifth opens a second bench, so two projects run side by side.
Requires: 3 × Observatory
3,070 770
A lab that runs itself as well as its experiments. Every level speeds your research by 5%. The first lets you rearrange the queue while it waits; from the third you may park a project — its progress held exactly where it stood — and put the bench to work on something else; and the fifth opens a second bench, so two projects run side by side.
Requires: 3 × Observatory
4,915 1,230
A lab that runs itself as well as its experiments. Every level speeds your research by 5%. The first lets you rearrange the queue while it waits; from the third you may park a project — its progress held exactly where it stood — and put the bench to work on something else; and the fifth opens a second bench, so two projects run side by side.
Requires: 3 × Observatory
7,865 1,965
A lab that runs itself as well as its experiments. Every level speeds your research by 5%. The first lets you rearrange the queue while it waits; from the third you may park a project — its progress held exactly where it stood — and put the bench to work on something else; and the fifth opens a second bench, so two projects run side by side.
Requires: 3 × Observatory
These figures are read from the live game data as this round is configured, so they are what you will actually be charged.