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Comment: added section on automating the delivery of research wares as it is becoming a bit of an FAQ
Info

Updated for version 5.10

"Assistant, I have completed the research!" - Boso Ta

Overview

Research is performed on the player headquarters after completing the Player Headquarters Plot and enables for access to more abilities, modules and customisation. Each research item incurs a resource cost and may also involve a short mission or plot. Additionally once everything has been completed for starting research there is a time cost. Finally, only one research item can be completed at a time (this of course doesn't prevent stockpiling goods for further research).

Automation

Much like production stations, research can be configured so that player or NPC owned ships can deliver goods to the headquarters for the current research item. Configuring this is almost identical to configuring a production station where money is added to the headquarters' budget and trade restrictions can be made via the logical station overview (LSO). A key exception to the usual means of automation is the case of nividium where a player-owned ship must be used for mining as the NPC factions don't task their miners with mining nividium.

<research interface>

Research Items

Teleportation

Teleportation allows the player to select an owned ship or station via the map and teleport to it and it has 4 stages

  • Teleportation - enables in-sector teleportation
  • Teleportation I - enables teleportation to within 3 jumps
  • Teleportation II - enables teleportation to within 5 jumps
  • Teleportation III - enables teleportation to all player-owned property

A reputation effect of being +27 or greater with a faction is the ability to teleport to their wharves and shipyards.


Expand
titleResource Requirements

Energy CellsAdvanced ElectronicsAntimatter ConvertersNividiumPlasma ConductorsField CoilsSuperfluid Coolant
Teleportation2,000100




Teleportation I5,000200300



Teleportation II7,000300
50750

Teleportation III25,0001,500
2,000
2,5007,500

Basic teleportation takes 10 minutes to research, ranges 1 and 2 take 15 minutes and universe-wide teleportation takes 20 minutes


High Mass Teleportation

High mass teleportation is unlocked after Teleportation III and has two stages of progression:

  • High Mass Teleportation I - allows teleportation of the player headquarters to any location within a sector
  • High Mass Teleportation II - allows teleportation of the player headquarters to any location

The latter is a requirement for Terraforming.


Expand
titleResource Requirements

Energy CellsAdvanced ElectronicsNividiumField CoilsSuperfluid Coolant
High Mass Teleportation I12,50010,0001,0005,0008,000
High Mass Teleportation II25,00027,5005,00030,00020,000

Equipment Modifications

Researching the equipment mods in the 3 levels (basic, enhanced and exceptional) allows for the enhancement of ship properties through workbenches aboard wharves and shipyards. The following may be researched in the 3 respective levels with each type of mod type being independent of each other but each mod level requiring the level before it:

  • Hull
  • Engines
  • Shields
  • Weapons
  • Turrets


Expand
titleResource Requirements

Hull

Basic: Obtain an item for Boso Ta from an NPC on a station


ClaytronicsTeladianiumRefined MetalsGrapheneNividium
Enhanced502510075
Exceptional20075250
50

Engines

Basic: complete the race mission for Boso Ta


Engine PartsAntimatter CellsSuperfluid CoolantAdvanced ElectronicsField Coils
Enhanced15015020050
Exceptional500400250
250

Shields

Basic: Sustain damage from several different weapons as instructed by Boso Ta


Advanced CompositesField CoilsPlasma ConductorsEnergy Cells
Enhanced251502502,000
Exceptional50250300

Weapons

Basic: Open a guarded lockbox and deliver the contents to Boso Ta


Advanced CompositesField CoilsWeapon ComponentsSmart ChipsPlasma Conductors
Enhanced5015075100
Exceptional50250200
300

Blueprint Hacking

Blueprint hacking research allows for the obtaining of select blueprints from the scanning of data leaks (small red glowing dot). Notable blueprints that can't be stolen after completing this research are fabrication and maintenance bay blueprints. Like other research chains some research has prerequisites, blueprint hacking research without prerequisites is as follows:

  • Dock Module Hack
  • Production Module Hack
  • Storage Module Hack


Expand
titleResource Requirements

Energy CellsSmart ChipsClaytronicsGrapheneAdvanced ElectronicsRefined MetalsTeladianium
Dock Module Hack2,500150125



Production Module Hack2,500200
300225

Storage Module Hack2,500
500

500400


Blueprint hacking research with prerequisites is as follows:

  • Defence Module Hack
  • Habitation Module Hack

These research options have all of the first 3 hacking research options as prerequisites


Expand
titleResource Requirements

Energy CellsClaytronicsWeapon ComponentsAdvanced ElectronicsSmart ChipsSuperfluid CoolantTeladianium
Defence Module Hack2,5005075100


Habitation Module Hack2,500


400500500

Welfare Modules

Note: Casino module research is limited to players with X4: Tides of Avarice

Welfare module research is very different to the other research items in that both welfare module blueprints are unlocked through missions with a little plot, more like the more major plots of X4 rather than the generic missions. The process involved in each mission is outlined in the following pages:

References

  • libraries/wares.xml
  • md/xp_ep1_mentor_subscription.xml
  • md/story_research_welfare_1.xml
  • extensions/ego_dlc_pirate/md/story_research_welfare_2.xml
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