Research

Last modified by Manoeuvring with Difficulty on 2024/04/08 08:41

Updated for version 6.20

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"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 any of their stations.


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.


Equipment Modifications

see also: 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

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

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


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