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Research

Research unlocks buildings, raises production and moves the colony through the ages. Each age's techs are listed below with their effect and time. The last tech of each age is its gate.

Founding stage

TechEffectCostTime
Claustral foundingThe queen raises the first workers; unlocks the NurseryFree1 min
Brood care+15% population growth8% of the gate3 min
Soldier casteUnlocks the Soldiers slider and Wave Defence, and starts the Stone Age (Founding gate)0 Materials5 min

Stone Age

TechEffectCostTime
Sharp mandibles+10% Materials8% of the gate10 min
Scent trails+10% Food12% of the gate15 min
Seed storage+50% Food cap; offline full-rate window +2 hours18% of the gate30 min
Tunnel bracing+10% population cap25% of the gate45 min
Scout training10% fewer explorers lost35% of the gate60 min
Bronze Age GateAdvance to the Bronze Age (needs Nest level 25, 5 cards, Rival Tunnel node)11.88M Materials0 min
Crumb relay+10% Food: foragers pass crumbs hand to handFree40 min
Nest hygiene5% less Food eaten: a clean nest wastes lessFree25 min
Warm brood chamber+15% births: the brood sits by the warmest wallFree45 min
Soldier drills+10% combat damageFree10 min
Sun compass+10% exploration speed: scouts steer by the window lightFree40 min
Pebble armour+10% soldiers per cardFree50 min
Dew sipping+5% Food: foragers drink the morning dew on the glassFree8 min
Grain rolling+5% Materials: sand grains rolled instead of carriedFree12 min
Egg piles+5% births: eggs sorted into neat piles by ageFree8 min
Side chambers+5% room for ants: small rooms dug off the main tunnelFree12 min
Alarm scent+5% combat damage: one whiff and everyone comes runningFree8 min
Edge patrols-5% exploring losses: scouts stick to the edgesFree12 min

Bronze Age

TechEffectCostTime
Fungus farmingUnlocks the Fungus Garden8% of the gate20 min
Staple smeltingUnlocks the Lamp Forge and Bronze Materials12% of the gate30 min
GranariesOffline efficiency +10 points; unlocks the Seed Granary18% of the gate45 min
Pheromone trails II+15% Food25% of the gate60 min
Silk weavingBetter rods: +10% fishing green zone; unlocks Fishing35% of the gate90 min
Iron Age GateAdvance to the Iron Age (needs Nest level 40, 12 cards, Desk-lamp node)2.18B Materials0 min
Bronze tools+10% MaterialsFree30 min
Cool cellars+50% Materials storageFree40 min
Bait beetles+10% fishing green zoneFree45 min
Bronze spears+15% combat damageFree20 min
Lantern scouts10% fewer explorers lostFree60 min
Crumb caches+10% Food storage: crumbs tucked into dry nooksFree15 min
Shared loads+8% Materials: two ants carry what one cannotFree22 min
Nurse rotas+8% births: nurses take turns so the brood is never aloneFree15 min
Tidy middens-4% upkeep: rubbish goes to one corner, far from the foodFree22 min
Bronze bite+8% combat damage: mandibles sharpened on a coin edgeFree15 min
Puddle charts+5% fishing: the best puddles are rememberedFree22 min

Iron Age

TechEffectCostTime
Iron working+15% Materials; unlocks the Paperclip Forge8% of the gate30 min
BridgesOpens the desk on the Exploration map12% of the gate45 min
Formations+15% combat damage18% of the gate60 min
RationingOffline full-rate window +2 hours; upkeep -10%25% of the gate90 min
Army logistics+10% soldiers per card; unlocks the Barracks and Gathering35% of the gate120 min
Steam EngineAdvance to the Steam Age (needs Nest level 55, 20 cards, Eraser Mountain node)29.64B Materials0 min
Bellows+15% MaterialsFree45 min
Ore carts+5% all productionFree75 min
Deep galleries+10% population capFree45 min
Shift rostersBuildings hold 10% more staffFree90 min
Iron shields+15% combat damageFree90 min
Paper ramps+10% Materials: folded paper ramps up the pencil cupFree25 min
Sugar maps+10% Food: every sugar spill on the desk is markedFree37 min
Iron lintels+8% room for ants: staples hold up wider hallsFree25 min
Quiet hours+10% births: the nursery rests while the lamp is offFree37 min
Eraser shields+8% soldiers: eraser crumbs make light shieldsFree25 min
Ruler marches+10% exploring speed: marching in straight lines along the rulerFree37 min

Steam Age

TechEffectCostTime
Steam powerPower Source becomes steam (+25% to its multiplier); unlocks the Charger Boiler8% of the gate45 min
Coal mining+20% Materials; unlocks the Coal Pit12% of the gate60 min
Rails+10% all production; unlocks Rail Tunnels18% of the gate90 min
Mass productionBuildings hold 20% more staff25% of the gate120 min
Exploration IIOpens the whole bedroom on the Exploration map35% of the gate150 min
The Great EscapeLeave the farm: the reveal cutscene, and the Backyard opens (needs Nest level 70, 28 cards, all Steam nodes)800.52B Materials0 min
Pressure valves+10% to the Power Source multiplierFree120 min
Steam nurseries+20% birthsFree90 min
Boiler warmthOffline full-rate window +2 hoursFree150 min
Clockwork diggers+15% excavation findsFree90 min
Steam rafts+15% gathering yieldFree150 min
Kettle steam+5% all production: warm air from the kettle speeds everyone upFree40 min
Biscuit mills+12% Food: biscuit crumbs ground to fine mealFree60 min
Carpet galleries+10% room for ants: galleries under the carpet pileFree40 min
Work whistles+5% ants per building: shifts start on a signalFree60 min
Brass greaves+12% combat damage: brass flakes guard the legsFree40 min
Floorboard runs+10% expedition rewards: fast runs along the floorboard gapsFree60 min

Industrial Age

TechEffectCostTime
OilPower Source becomes oil (+30%)8% of the gate60 min
PlasticsUnlocks the Plastics Works and Plastics Materials12% of the gate90 min
Assembly lines+15% all production18% of the gate120 min
Pipe networksOffline full-rate window +4 hours; unlocks the Drainpipe Highway25% of the gate150 min
Pest resistance20% smaller losses from bad events35% of the gate180 min
FissionAdvance to the Atomic Age and unlock the first Nuptial Flight (needs Nest level 80, 36 cards, all Industrial nodes)24.95T Materials0 min
Conveyor belts+20% MaterialsFree180 min
Sealed vaults+25% storage for Food and MaterialsFree120 min
Night shifts+15% research speedFree90 min
Mechanised legions+15% soldiers per cardFree60 min
Smokestack signals+20% exploration speedFree120 min
Factory lures+10% fishing green zoneFree180 min
Pallet stacks+15% Materials storage: neat stacks out by the shedFree60 min
Garden shifts+15% Food: foragers work the garden in shiftsFree90 min
Brick nurseries+12% births: warm brick holds the heat all nightFree60 min
Foremen+6% ants per building: one ant keeps every crew in stepFree90 min
Paver phalanx+12% soldiers: shoulder to shoulder on the paving stonesFree60 min
Downpipe scouts+15% exploring speed: scouts ride the downpipesFree90 min

Atomic Age

TechEffectCostTime
Reactor controlPower Source becomes fission (+40%); unlocks the Battery Reactor8% of the gate90 min
Genetics+25% Essence from spare duplicates12% of the gate120 min
HydroponicsOffline efficiency +10 points; unlocks the Hydroponic Garden18% of the gate150 min
Alloys+25% Materials; unlocks the Alloy Foundry25% of the gate180 min
ContainmentMutation debuffs and bad events 20% smaller35% of the gate210 min
The NetworkAdvance to the Information Age (needs Nest level 88, 44 cards, all Atomic nodes)634.43T Materials0 min
Isotope fertiliser+25% FoodFree210 min
Radiation shelters+15% population capFree150 min
Gene sequencing+25% birthsFree210 min
Geiger scouts15% fewer explorers lostFree150 min
Atomic artillery+20% combat damageFree210 min
Clover terraces+15% Food: clover grown in stepped bedsFree80 min
Root quarries+15% Materials: soil mined from between the rootsFree120 min
Shade halls+12% room for ants: deep halls stay cool in summerFree80 min
Brood choirs+15% births: larvae are tapped to a steady beatFree120 min
Fence lines-12% exploring losses: patrols keep to the fenceFree80 min
Storm drills+15% combat damage: soldiers train in the rainFree120 min

Information Age

TechEffectCostTime
FusionPower Source becomes fusion (+50%)8% of the gate120 min
Pheromone internet+20% all production; unlocks the Data Hive12% of the gate150 min
RoboticsBuildings hold 25% more staff (worker drones)18% of the gate180 min
Global logisticsOffline efficiency +10 points; expeditions return 20% faster25% of the gate210 min
Diplomacy+25% Royal Jelly from colonies found; allied colonies35% of the gate240 min
Escape VelocityAdvance to the Space Age and open the Space area (needs Nest level 94, 52 cards, all Information nodes)37.31Qa Materials0 min
Predictive foraging+30% FoodFree240 min
Smart tunnelsBuildings hold 15% more staffFree240 min
Cloud backupsOffline full-rate window +2 hoursFree240 min
Drone scouts+25% exploration speedFree120 min
Satellite maps+20% gathering yieldFree180 min
Cyber warfare+25% combat damageFree240 min
Signal relays+8% all production: scent signals pass the whole colony in secondsFree100 min
Mulch farms+18% Food: fungus farmed in the mulch heapFree150 min
Data nurses+18% births: every egg is counted and kept just warm enoughFree100 min
Layered vaults+15% offline storage: vaults stacked three deepFree150 min
Path codes+15% expedition rewards: trails written in a code only we knowFree100 min
Swarm tactics+15% soldiers: every ant knows where to standFree150 min

Space Age

TechEffectCostTime
Orbital mechanics+25% exploration speed8% of the gate150 min
Asteroid mining+30% Materials; unlocks the Asteroid Mine12% of the gate180 min
Terraforming+25% population cap18% of the gate210 min
Hive shipsOffline full-rate window +4 hours; unlocks Solar Sails25% of the gate240 min
Interplanetary tradeOffline efficiency +10 points; the trader stocks one extra item35% of the gate270 min
The Dyson SwarmAdvance to the Singularity (needs Nest level 98, 60 cards, all Space nodes)628.8Qa Materials0 min
Zero-g smelting+30% MaterialsFree210 min
Solar farms+15% all productionFree270 min
Habitat domes+30% birthsFree270 min
Void marines+20% soldiers per cardFree210 min
Orbital lasers+30% combat damageFree270 min
Dust refineries+20% Materials: moon dust sifted for anything usefulFree120 min
Sealed greenhouses+20% Food: fungus grown under domesFree180 min
Low-gravity brood+20% births: eggs float gently in the nurseryFree120 min
Crater halls+15% room for ants: whole craters roofed overFree180 min
Orbit scouts+20% exploring speed: scouts loop the moon before landingFree120 min
Vacuum drills+20% combat damage: soldiers drill in suitsFree180 min

Singularity

TechEffectCostTime
Matter conversion+30% all production8% of the gate180 min
Time dilationOffline full-rate window +4 hours12% of the gate210 min
Quantum foraging+40% Food18% of the gate240 min
Unified hive mind+30% all production; unlocks the Transcendant card25% of the gate270 min
Antiverse theoryOffline efficiency +10 points35% of the gate300 min
The Great LeapThe ending: faith cutscene, credits and the full Nuptial Flight (needs Nest level 100, 68 cards, wave 100)0 Materials0 min
Entropy reversal+40% MaterialsFree300 min
Dream nurseries+40% birthsFree240 min
Probability scouts20% fewer explorers lostFree180 min
Hive armada+40% combat damageFree240 min
Stellar harvest+30% gathering yieldFree300 min
Starlight mills+10% all production: the colony runs on starlightFree150 min
Void pantries+25% Food storage: pantries folded into empty spaceFree225 min
Memory nurseries+25% births: every ant is born knowing the way homeFree150 min
Crystal halls+8% ants per building: crystal halls hum with workFree225 min
Comet riders+20% expedition rewards: scouts hitch a ride on cometsFree150 min
Singing armour+25% combat damage: crystal armour rings as it strikesFree225 min

Research tree

Research points come from age-ups and some events. They buy nodes in three branches; each node needs the ones before it.

NodeBranchPointsNeeds
Sharp mandiblesEconomy1โ€”
Scent trailsEconomy2Sharp mandibles
Crumb relayEconomy3Scent trails
Tunnel bracingColony1โ€”
Seed storageColony2Tunnel bracing
Nest hygieneColony2Tunnel bracing
Warm brood chamberColony3Seed storage
Soldier drillsExpedition1โ€”
Scout trainingExpedition2Soldier drills
Sun compassExpedition2Scout training
Pebble armourExpedition3Soldier drills
Staple smeltingEconomy1โ€”
Bronze toolsEconomy2Staple smelting
Pheromone trails IIEconomy3Bronze tools
Fungus farmingColony1โ€”
GranariesColony2Fungus farming
Cool cellarsColony2Fungus farming
Silk weavingExpedition1โ€”
Bait beetlesExpedition2Silk weaving
Bronze spearsExpedition1โ€”
Lantern scoutsExpedition3Bronze spears
Iron workingEconomy1โ€”
BellowsEconomy2Iron working
Ore cartsEconomy3Bellows
RationingColony2โ€”
Deep galleriesColony2โ€”
Shift rostersColony3Deep galleries, Rationing
BridgesExpedition1โ€”
Army logisticsExpedition1โ€”
FormationsExpedition2Army logistics
Iron shieldsExpedition3Formations
Steam powerEconomy1โ€”
Coal miningEconomy2Steam power
RailsEconomy1โ€”
Pressure valvesEconomy3Rails, Coal mining
Mass productionColony2โ€”
Steam nurseriesColony2Mass production
Boiler warmthColony3Steam nurseries
Exploration IIExpedition1โ€”
Clockwork diggersExpedition2Exploration II
Steam raftsExpedition3Clockwork diggers
OilEconomy1โ€”
Assembly linesEconomy2Oil
Conveyor beltsEconomy3Assembly lines
PlasticsColony1โ€”
Pipe networksColony1โ€”
Pest resistanceColony2Pipe networks
Sealed vaultsColony2Plastics
Night shiftsColony2โ€”
Mechanised legionsExpedition1โ€”
Smokestack signalsExpedition2Mechanised legions
Factory luresExpedition3Smokestack signals
Reactor controlEconomy1โ€”
AlloysEconomy2Reactor control
Isotope fertiliserEconomy3Alloys
HydroponicsColony1โ€”
ContainmentColony2Hydroponics
Radiation sheltersColony2Hydroponics
Gene sequencingColony3Radiation shelters
GeneticsExpedition1โ€”
Geiger scoutsExpedition2Genetics
Atomic artilleryExpedition3Geiger scouts
Pheromone internetEconomy1โ€”
FusionEconomy2Pheromone internet
Predictive foragingEconomy3Fusion
RoboticsColony2โ€”
Global logisticsColony2Robotics
Smart tunnelsColony3Robotics
Cloud backupsColony3Global logistics
DiplomacyExpedition1โ€”
Drone scoutsExpedition1โ€”
Satellite mapsExpedition2Drone scouts
Cyber warfareExpedition3Satellite maps
Asteroid miningEconomy1โ€”
Zero-g smeltingEconomy2Asteroid mining
Solar farmsEconomy3Zero-g smelting
Hive shipsColony1โ€”
TerraformingColony2Hive ships
Habitat domesColony3Terraforming
Orbital mechanicsExpedition1โ€”
Interplanetary tradeExpedition2Orbital mechanics
Void marinesExpedition2Orbital mechanics
Orbital lasersExpedition3Void marines
Unified hive mindEconomy2โ€”
Matter conversionEconomy3Unified hive mind
Quantum foragingEconomy2โ€”
Entropy reversalEconomy3Quantum foraging
Time dilationColony2โ€”
Antiverse theoryColony3Time dilation
Dream nurseriesColony2โ€”
Probability scoutsExpedition1โ€”
Hive armadaExpedition2Probability scouts
Stellar harvestExpedition3Hive armada
Dew sippingEconomy1โ€”
Grain rollingEconomy2Dew sipping
Egg pilesColony1โ€”
Side chambersColony2Egg piles
Alarm scentExpedition1โ€”
Edge patrolsExpedition2Alarm scent
Crumb cachesEconomy1โ€”
Shared loadsEconomy2Crumb caches
Nurse rotasColony1โ€”
Tidy middensColony2Nurse rotas
Bronze biteExpedition1โ€”
Puddle chartsExpedition2Bronze bite
Paper rampsEconomy2โ€”
Sugar mapsEconomy3Paper ramps
Iron lintelsColony2โ€”
Quiet hoursColony3Iron lintels
Eraser shieldsExpedition2โ€”
Ruler marchesExpedition3Eraser shields
Kettle steamEconomy2โ€”
Biscuit millsEconomy3Kettle steam
Carpet galleriesColony2โ€”
Work whistlesColony3Carpet galleries
Brass greavesExpedition2โ€”
Floorboard runsExpedition3Brass greaves
Pallet stacksEconomy2โ€”
Garden shiftsEconomy3Pallet stacks
Brick nurseriesColony2โ€”
ForemenColony3Brick nurseries
Paver phalanxExpedition2โ€”
Downpipe scoutsExpedition3Paver phalanx
Clover terracesEconomy3โ€”
Root quarriesEconomy4Clover terraces
Shade hallsColony3โ€”
Brood choirsColony4Shade halls
Fence linesExpedition3โ€”
Storm drillsExpedition4Fence lines
Signal relaysEconomy3โ€”
Mulch farmsEconomy4Signal relays
Data nursesColony3โ€”
Layered vaultsColony4Data nurses
Path codesExpedition3โ€”
Swarm tacticsExpedition4Path codes
Dust refineriesEconomy3โ€”
Sealed greenhousesEconomy4Dust refineries
Low-gravity broodColony3โ€”
Crater hallsColony4Low-gravity brood
Orbit scoutsExpedition3โ€”
Vacuum drillsExpedition4Orbit scouts
Starlight millsEconomy4โ€”
Void pantriesEconomy5Starlight mills
Memory nurseriesColony4โ€”
Crystal hallsColony5Memory nurseries
Comet ridersExpedition4โ€”
Singing armourExpedition5Comet riders

Repeatable research

Once a line's first tech is done, repeatable research can be bought again and again, each level costing more.

LineEffectPer level
Foraging loreFood production+3 a level
Brood lorePopulation growth+3 a level
War loreCombat damage+4 a level
Builder loreMaterials production+3 a level
Night watchOffline efficiency+1 a level
Tunnel lorePopulation cap+2 a level
Muster loreSoldiers per card+3 a level
Colony loreAll production+1 a level
Workshop loreStaffing cap+2 a level
Study loreResearch speed+5 a level
Categories: Research