研究系统
At the University, a Researcher can research various upgrades to your colony. These are split into three trees: Combat, Civilian, and Technology. You access these from the second page of the University GUI.
Each column of a research tree is also the level the University needs to be to begin a research from that column. So:
Research Tree Column |
Minimum University Level |
1 |
1 |
2 |
2 |
3 |
3 |
4 |
4 |
5 and higher |
5 |
You can only choose one column 6 research in each of the Combat, Civilian, and Technology trees.
Below is a description of each of the researches:
Note: Researches below are not cumulative unless stated otherwise.
Combat
First Column
Name |
Requirements |
Effects |
Accuracy |
Guard Tower at least level 1; 16 iron ingots |
Reduces the time Guards sleep by 50% |
Tactic Training |
Guard Tower at least level 3; 3 blocks of iron |
Unlocks the Barracks |
Avoidance |
Guard Tower at least level 3; 3 blocks of iron |
Lets Knights use shields |
Improved Leather |
Town Hall at leat level 1; 32 leather |
Increases Guards’ armor’s durabilty by 10% |
Taunt |
Guard Tower at leat level 1; 8 rotten flesh, 8 bones, 8 spider eyes |
After a Guard attacks a mob, the mob targets the Guard instead of citizens or the player |
Second Column
Name |
Prerequisites |
Requirements |
Effects |
Quick Draw |
Accuracy |
Barracks at least level 3; 2 blocks of iron |
Increases Knights’ damage by half a heart |
Precise Shot |
Accuracy |
Barracks at least level 3; 16 flint |
Increases Archers’ damage by half a heart |
Improved Swords |
Tactic Training |
Barracks at least level 3; 6 blocks of iron |
Unlocks the Combat Academy |
Improved Bows |
Tactic Training |
Barracks at least level 3; 6 blocks of iron |
Unlocks the Archery |
Parry |
Avoidance |
Smeltery at least level 1; 16 iron ingots |
Increases Knights’ armor by 5% |
Dodge |
Avoidance |
Smeltery at least level 1; 16 iron ingots |
Increases Archers’ armor by 5% |
Boiled Leather |
Improved Leather |
Town Hall at least level 2; 64 leather |
Increases Guards’ armor’s durability by 20% |
Regeneration |
Improved Leather |
Guard Tower at least level 2; 1 emerald |
Lets Guards run away when they have low health (this can be turned off in the 2nd page of their tower’s GUI) |
Consume Arrows |
Taunt |
Guard Tower at least level 2; 64 arrows |
Archers will request arrows for their bows, and using them will give the Archers a damage boost of 1 heart. If they run out of arrows, they can still shoot, but without the damage boost |
Third Column
Name |
Prerequisites |
Requirements |
Effects |
Power Attack |
Quick Draw |
Combat Academy at least level 3; 4 blocks of iron |
Increases Knights’ damage by a heart |
Penetrating Shot |
Precise Shot |
Archery at least level 3; 32 flint |
Increases Archers’ damage by a heart |
Squire Training |
Improved Swords |
Combat Academy at least level 3; 4 shields |
Increases the chance for Knights to block attacks by 5% |
Trick Shot |
Improved Bows |
Archery at least level 3; 5 bows |
5% chance for Archers to shoot 2 arrows at the same time |
Riposte |
Parry |
Combat Academy at least level 1; 32 iron ingots |
Increases Knights’ armor by 10% |
Improved Dodge |
Dodge |
Archery at least level 1; 32 leather |
Increases Archers’ armor by 10% |
Iron Skin |
Boiled Leather |
Town Hall at least level 3; 16 iron ingots |
Increases Guards’ armor’s durability by 30% |
Feint |
Regeneration |
Guard Tower at least level 4; 8 emeralds |
When Guards are fleeing, the damage they take is reduced by 20% |
Avoid |
Regeneration |
Guard Tower at least level 4; 8 emeralds |
Increases the fleeing speed of Guards by 10% |
Arrow Piercing |
Consume Arrows |
Archery at least level 1; 64 arrows, 64 redstone dust |
Archers’ arrows can pierce through multiple enemies and cannot hit Knights or other Archers |
Fourth Column
Name |
Prerequisites |
Requirements |
Effects |
Cleave |
Power Attack |
Guard Towers adding up to at least level 10; 8 blocks of iron |
Increases Knights’ damage by one and a half hearts |
Piercing Shot |
Penetrating Shot |
Guard Towers adding up to at least level 10; 64 flint |
Increases Archers’ damage by one and a half hearts |
Knight Training |
Squire Training |
Combat Academy at least level 4; 8 shields |
Increases the chance for Knights to block attacks by 10% |
Multi Shot |
Trick Shot |
Archery at least level 4; 9 bows |
10% chance for Archers to shoot 2 arrows at the same time |
Duelist |
Riposte |
Smeltery at least level 3; 64 iron ingots |
Increases Knights’ armor by 25% |
Evasion |
Improved Dodge |
Smeltery at least level 3; 64 leather |
Increases Archers’ armor by 25% |
Iron Armor |
Iron Skin |
Town Hall at least level 4; 32 iron ingots |
Increases Guards’ armor’s durability by 40% |
Fear |
Feint |
Guard Towers adding up to at least level 8; 16 emeralds |
When Guards are fleeing, the damage they take is reduced by 30% |
Evade |
Avoid |
Guard Towers adding up to at least level 8; 16 emeralds |
Increases the fleeing speed of Guards by 20% |
Knockback |
Arrow Piercing |
Barracks at least level 4; 64 redstone dust, 64 gold ingots, 128 lapis lazuli |
Knights have a chance to do a special whirlwind attack, which damages and knocks back all the enemies near them |
Fifth Column
Name |
Prerequisites |
Requirements |
Effects |
Mighty Cleave |
Cleave |
Barracks level 5; 16 blocks of iron |
Increases Knights’ damage by two hearts |
Wounding Shot |
Piercing Shot |
Barracks level 5; 128 flint |
Increases Archers’ damage by two hearts |
Captain Training |
Knight Training |
Combat Academy level 5; 16 shields |
Increases the chance for Knights to block attacks by 25% |
Rapid Shot |
Multi Shot |
Archery level 5; 18 bows |
25% chance for Archers to shoot 2 arrows at the same time |
Provost |
Duelist |
Combat Academy level 5; 16 diamonds |
Increases Knights’ armor by 50% |
Improved Evasion |
Evasion |
Archery level 5; 16 diamonds |
Increases Archers’ armor by 50% |
Steel Armor |
Iron Armor |
Town Hall level 5; 64 iron ingots |
Increases Guards’ armor’s durability by 50% |
Retreat |
Fear |
Guard Towers adding up to at least level 12; 32 emeralds |
When Guards are fleeing, the damage they take is reduced by 40% |
Flee |
Evade |
Guard Towers adding up to at least level 12; 32 emeralds |
Increases the fleeing speed of Guards by 30% |
Sixth Column
You can only choose one of these!
Name |
Prerequisites |
Requirements |
Effects |
Whirlwind |
Mighty Cleave |
32 blocks of iron |
Increases Knights’ damage by 4 hearts |
Deadly Aim |
Wounding Shot |
256 flint |
Increases Archers’ damage by 4 hearts |
Captain of the Guard |
Captain Training |
27 shields |
Increases the chance for Knights to block attacks by 50% |
Master Bowman |
Rapid Shot |
27 bows |
50% chance for Archers to shoot 2 arrows at the same time |
Master Swordsman |
Provost |
64 diamonds |
Increases Knights’ armor by 100% |
Agile Archer |
Improved Evasion |
64 diamonds |
Increases Archers’ armor by 100% |
Diamond Skin |
Steel Armor |
64 diamonds |
Increases Guards’ armor’s durability by 100% |
Full Retreat |
Retreat |
64 emeralds |
When Guards are fleeing, the damage they take is reduced by 100% |
Hotfoot |
Flee |
64 emeralds |
Increases the fleeing speed of Guards by 50% |
Civilian
First Column
Name |
Requirements |
Effects |
Stamina |
1 carrot |
Unlocks the Hospital |
Keen |
House at least level 3; 3 books |
Unlocks the Library |
First Aid |
Town Hall at least level 1; 8 hay bales |
Increases colonists’ health by 1 heart |
Higher Learning |
House at least level 3; 3 books |
Unlocks the School |
Second Column
Name |
Prerequisites |
Requirements |
Effects |
Band Aid |
Stamina |
Library at least level 2; 1 golden carrot |
Every tick that a colonist is healing, they heal by 10% more |
Resistance |
Stamina |
Restaurant at least level 2; 1 golden apple |
Colonists can heal with only 95% saturation |
Outpost |
Keen |
House at least level 4; 64 steak |
Lets you have over 25 colonists |
Diligent |
Keen |
Library at least level 2; 6 books |
Increases the rate colonists level up by 5% |
Rails |
Keen |
Courier’s Hut at least level 3; 64 rails |
Lets colonists use rails to get around. You don’t need to provide them with minecarts, as they automagically create their own for each trip |
First Aid II |
First Aid |
Town Hall at least level 2; 16 hay bales |
Increases colonists’ health by 2 hearts |
Circus |
First Aid |
Restaurant at least level 2; 1 cake |
Increases colonists’ happiness by 5% |
Gourmand |
First Aid |
Restaurant at least level 2; 32 cookies |
Food is 10% more effective at restoring colonists’ saturation |
More Books |
Higher Learning |
School at least level 1; 6 books |
Increases the effectiveness of Teachers by 5% |
Nurture |
Higher Learning |
School at least level 1; 32 cooked chicken |
Decreases the time it takes children to grow up by 5% |
Third Column
Name |
Prerequisites |
Requirements |
Effects |
Healing Cream |
Band Aid |
Library at least level 3; 8 golden carrots |
Every tick that a colonist is healing, they heal by 25% more |
Resilience |
Resistance |
Restaurant at least level 3; 8 golden apples |
Colonists can heal with only 90% saturation |
Hamlet |
Outpost |
House at least level 5; 128 steak |
Lets you have over 50 colonists |
Studious |
Diligent |
Library at least level 3; 12 books |
Increases the rate colonists level up by 10% |
Nimble |
Rails |
Town Hall at least level 3; 1 rabbit foot |
Increases colonists’ speed by 5% |
Lifesaver |
First Aid II |
Town Hall at least level 3; 32 hay bales |
Increases colonists’ health by 3 hearts |
Festival |
Circus |
Restaurant at least level 3; 9 cakes |
Increases colonists’ happiness by 10% |
Nightowl |
Circus |
Library at least level 2; 25 golden carrots |
Colonists’ bedtime is pushed back by 1 in-game hour |
Gorger |
Gourmand |
Restaurant at least level 3; 64 cookies |
Food is 25% more effective at restoring colonists’ saturation |
Bookworm |
More Books |
School at least level 3; 6 bookshelves |
Increases the effectiveness of Teachers by 10% |
Hormones |
Nurture |
School at least level 3; 64 cooked chicken |
Decreases the time it takes children to grow up by 10% |
Fourth Column
Name |
Prerequisites |
Requirements |
Effects |
Bandages |
Healing Cream |
Library at least level 4; 16 golden carrots |
Every tick that a colonist is healing, they heal by 50% more |
Vitality |
Resilience |
Restaurant at least level 4; 16 golden apples |
Colonists can heal with only 85% saturation |
Village |
Hamlet |
Town Hall at least level 4; 256 steak |
Lets you have over 75 colonists |
Scholarly |
Studious |
Library at least level 4; 24 books |
Increases the rate colonists level up by 25% |
Agile |
Nimble |
Town Hall at least level 4; 10 rabbit feet |
Increases colonists’ speed by 10% |
Lifesaver II |
Lifesaver |
Town Hall at least level 4; 64 hay bales |
Increases colonists’ health by 4 hearts |
Spectacle |
Festival |
Restaurant at least level 4; 18 cakes |
Increases colonists’ happiness by 15% |
Nightowl II |
Festival |
Town Hall at least level 3; 75 golden carrots |
Colonists’ bedtime is pushed back by 2 in-game hours (cumulative with Nightowl) |
Stuffer |
Gorger |
Restaurant at least level 4; 128 cookies |
Food is 50% more effective at restoring colonists’ saturation |
Bachelor |
Bookworm |
Library at least level 3; 12 bookshelves |
Increases the effectiveness of Teachers by 25% |
Puberty |
Hormones |
Library at least level 3; 128 cooked chicken |
Decreases the time it takes children to grow up by 25% |
Fifth Column
Name |
Prerequisites |
Requirements |
Effects |
Compress |
Bandages |
Library level 5; 32 golden carrots |
Every tick that a colonist is healing, they heal by 100% more |
Fortitude |
Vitality |
Restaurant level 5; 32 golden apples |
Colonists can heal with only 80% saturation |
City |
Village |
Town Hall level 5; 512 steak |
Lets you have over 175 colonists, up to the max in the config file |
Reflective |
Scholarly |
Library level 5; 48 books |
Increases the rate colonists level up by 50% |
Swift |
Agile |
Town Hall level 5; 32 rabbit feet |
Increases colonists’ speed by 15% |
Guardian Angel |
Lifesaver II |
Town Hall level 5; 128 hay bales |
Increases colonists’ health by 5 hearts |
Opera |
Spectacle |
Restaurant level 5; 27 cakes |
Increases colonists’ happiness by 20% |
Epicure |
Stuffer |
Restaurant level 5; 256 cookies |
Food is 100% more effective at restoring colonists’ saturation |
Master |
Bachelor |
Library level 5; 32 bookshelves |
Increases the effectiveness of Teachers by 50% |
Growth |
Puberty |
Library level 5; 256 cooked chicken |
Decreases the time it takes children to grow up by 50% |
Sixth Column
You can only choose one of these!
Name |
Prerequisites |
Requirements |
Effects |
Cast |
Compress |
64 golden carrots |
Every tick that a colonist is healing, they heal by 200% more |
Indefatigability |
Fortitude |
64 golden apples |
Colonists can heal with only 50% saturation |
Academic |
Reflective |
128 books |
Increases the rate colonists level up by 100% |
Athlete |
Swift |
64 rabbit feet |
Increases colonists’ speed by 25% |
Guardian Angel II |
Guardian Angel |
256 hay bales |
Increases colonists’ health by 10 hearts |
Theater |
Opera |
16 enchanted golden apples |
Increases colonists’ happiness by 50% |
Glutton |
Epicure |
512 cookies |
Food is 200% more effective at restoring colonists’ saturation |
PhD |
Master |
64 bookshelves |
Increases the effectiveness of Teachers by 100% |
Beanstalk |
Growth |
512 cooked chicken |
Decreases the time it takes children to grow up by 100% |
Technology
First Column
Second Column
Name |
Prerequisites |
Requirements |
Effects |
Flower Power |
Biodegradable |
Composter’s Hut at least level 3; 64 compost |
Unlocks the Flower Shop |
Let it Grow |
Biodegradable |
Farm at least level 3; 16 compost |
Unlocks the Plantation |
Bonemeal |
Biodegradable |
Mine at least level 3; 64 wheat seeds |
Increases Farmers’ output by 10% |
Rocking Roll |
Stone Cake |
Stonemason’s Hut at least level 1; 64 stone |
Unlocks the Crusher’s Hut |
Stringwork |
Woodwork |
Sawmill at least level 1; 16 string |
Unlocks the Fletcher’s Hut |
Sieving |
Woodwork |
Fisher’s Hut at least level 3; 64 string |
Unlocks the Sifter’s Hut |
Memory Aid |
Woodwork |
Sawmill at least level 1; 32 paper |
Increases the max amount of recipes stored in each hut by 25% |
Is this Redstone? |
Hot! |
128 redstone dust |
Increases colonists’ block breaking speed by 10% |
The Flintstones |
Hot! |
Smeltery at least level 3; 64 stone bricks |
Unlocks the Stone Smeltery |
Those Lungs! |
Hot! |
Smeltery at least level 3; 64 glass |
Unlocks the Glassblower’s Hut |
Strong |
Hitting Iron |
Blacksmith’s Hut at least level 1; 8 diamonds |
Increases colonists’ tools’ durability by 5% |
Ability |
Hitting Iron |
Mine at least level 1; 64 iron ingots |
Increases colonists’ block placing speed by 10% |
Veinminer |
Hitting Iron |
Mine at least level 1; 32 iron ore |
Increases the number of ores the Miner produces by 10% |
What ya Need? |
Hitting Iron |
Blacksmith’s Hut at least level 3; 64 redstone dust |
Unlocks the Mechanic’s Hut |
Third Column
Name |
Prerequisites |
Requirements |
Effects |
Rainbow Heaven |
Flower Power |
Flower Shop at least level 3; 64 poppies |
Unlocks the Dyer’s Hut |
Double Trouble |
Let it Grow |
Plantation at least level 3; 64 bamboo, 64 sugar cane, 64 cacti |
Lets the Planter plant 2 out of 3 crops at the same time |
Dung |
Bonemeal |
Mine at least level 4; 128 wheat seeds |
Increases Farmers’ output by 25% |
Gilded Hammer |
Rocking Roll |
Crusher’s Hut at least level 3; 64 gravel, 64 sand, 64 clay blocks |
Lets Crushers crush based on a 1-1 ratio instead of 2-1 |
Pave the Road |
Rocking Roll |
Crusher’s Hut at least level 1; 32 white concrete |
Unlocks the Concrete Mixer’s Hut |
Hot Boots |
Stringwork |
Fletcher’s Hut at least level 1; 32 leather, 16 iron ingots |
Gives the Miner fire resistance for those annoying lava lakes |
Space |
Sieving |
Mine at least level 3; 16 racks |
Increases the number of items you can set as a minimum stock in the Warehouse, Restaurant, and Bakery GUIs by 50% |
Cheat Sheet |
Memory Aid |
Sawmill at least level 3; 64 paper |
Increases the max amount of recipes stored in each hut by 50% |
Redstone Powered |
Is this Redstone? |
256 redstone dust |
Increases colonists’ block breaking speed by 25% |
Know the End? |
The Flintstones |
Bakery at least level 3; 64 chorus fruit |
Lets the Baker craft chorus bread and lets the Stonemason craft end stone (for more information, go to the Baker and Stonemason pages) |
Hardened |
Strong |
Blacksmith’s Hut at least level 2; 16 diamonds |
Increases colonists’ tools’ durability by 10% |
Skills |
Ability |
Mine at least level 2; 128 iron ingots |
Increases colonists’ block placing speed by 25% |
Good Veins |
Veinminer |
Mine at least level 2; 64 iron ore |
Increases the number of ores the Miner produces by 25% |
Enhanced Gates I |
What ya Need? |
64 wooden gates, 2 ancient tomes, 5 blocks of iron |
This has a bit of a complex formula, but suffice it to say it makes gates more durable |
Fourth Column
Name |
Prerequisites |
Requirements |
Effects |
Compost |
Dung |
Mine level 5; 256 wheat seeds |
Increases Farmers’ output by 50% |
Capacity |
Space |
Mine at least level 4; 32 racks |
Increases the number of items you can set as a minimum stock in the Warehouse, Restaurant, and Bakery GUIs by 100% |
Recipe book |
Cheat Sheet |
Sawmill at least level 3; 128 paper |
Increases the max amount of recipes stored in each hut by 100% |
Deep Pockets |
Cheat Sheet |
Library at least level 4; 256 emeralds |
Adds 9 slots to colonists’ inventories |
Heavy Machinery |
Redstone Powered |
256 redstone dust |
Increases colonists’ block breaking speed by 50% |
Reinforced |
Hardened |
Blacksmith’s Hut at least level 3; 32 diamonds |
Increases colonists’ tools’ durability by 25% |
Tools |
Skills |
Blacksmith’s Hut at least level 4; 256 iron ingots |
Increases colonists’ block placing speed by 50% |
Rich Veins |
Good Veins |
Blacksmith’s Hut at least level 4; 32 gold ore |
Increases the number of ores the Miner produces by 50% |
Enhanced Gates II |
Enhanced Gates I |
64 iron gates, 2 ancient tomes, 32 obsidian |
Even more durable gates! |
Fifth Column
Name |
Prerequisites |
Requirements |
Effects |
Fertilizer |
Compost |
Smeltery at least level 3; 512 wheat seeds |
Increases Farmers’ output by 75% |
Full Stock |
Capacity |
Mine level 5; 64 racks |
Increases the number of items you can set as a minimum stock in the Warehouse, Restaurant, and Bakery GUIs by 200% |
RTM (Read the Manual) |
Recipe book |
Sawmill at least level 4; 256 paper |
Increases the max amount of recipes stored in each hut by 200% |
Loaded |
Deep Pockets |
Library level 5; 64 emeralds |
Adds 18 slots to colonists’ inventories |
What Is This Speed? |
Heavy Machinery |
1024 redstone dust |
Increases colonists’ block breaking speed by 100% |
Steel Bracing |
Reinforced |
Blacksmith’s Hut level 5; 64 diamonds |
Increases colonists’ tools’ durability by 50% |
Seems Automatic |
Tools |
Blacksmith’s Hut level 5; 512 iron ingots |
Increases colonists’ block placing speed by 100% |
Amazing Veins |
Rich Veins |
Blacksmith’s Hut level 5; 64 gold ore |
Increases the number of ores the Miner produces by 100% |
Sixth Column
You can only choose one of these!
Name |
Prerequisites |
Requirements |
Effects |
Magic Compost |
Fertilizer |
2048 wheat seeds |
Increases Farmers’ output by 200% |
Rainman |
RTM |
27 buckets of salmon |
Workers work during rain and storms |
Heavily Loaded |
Loaded |
128 emeralds |
Adds 27 slots to colonists’ inventories |
Lightning |
What Is This Speed? |
2048 redstone dust |
Increases colonists’ block breaking speed by 200% |
Diamond Coated |
Steel Bracing |
128 diamonds |
Increases colonists’ tools’ durabilty by 90% |
Madness! |
Seems Automatic |
1024 iron ingots |
Increases colonists’ block placing speed by 200% |
Motherlode |
Amazing Veins |
64 diamond ore |
Increases the number of ores the Miner produces by 200% |