Distant Worlds 2 – Research Paths, Bonuses & Initiation Costs
Research Paths, Bonuses & Initiation Costs
In Distant Worlds 2, you will often need a certain investment of credits and resources to initiate a research project. A project may also require certain pre-requisite projects, which if you are playing with the default randomized research, can vary. Projects are most likely to have pre-requisite paths from the projects in line with them at a lower tech level. However, in some cases where those lower paths do not generate, you may need to research parallel paths even beyond a project’s tech level to find a path back to it. For the most challenging projects, you may need more than one pre-requisite path before you can proceed, requiring you to complete multiple lower tech level branches to unlock a more advanced project.
Also, as you move up the technology tree, you will find that the Research Bonuses you gain from your research locations and stations, research facilities, and characters become more important. If you are below the required bonus level to unlock a project, you will
not be able to research it until you find a way to increase your bonus in that area. Additional exploration to find new research locations, or conquest of existing ones from another empire, or building and funding additional specialized research facilities, or recruiting new
scientists in the hopes of finding one with a matching bonus can all get you closer to that threshold.
Here’s a quick reference as to how some of the bonuses you can find correlate to the various components and facilities you can research and build:
Research Bonus | Applies to Components |
Applies to Facilities
|
Weapons | Weapons Assault Pods Tractor Beams |
Planetary Weapons
|
Shields | Shields | Planetary Shields |
Armor |
Armor
Damage Control Ion Defense |
|
Reactor |
Reactor
Energy Collector Energy to Fuel |
|
Enginers |
Engine
Maneuvering Thruster |
|
HyperDrive | HyperDrive HyperDeny HyperBlock |
Gravity Well |
Sensors |
Countermeasures
Targeting Scanner Jammer Short Range Sensor Long Range Sensor Stealth |
|
Industrial |
Colonization
Cargo Bays Crew Systems Docking Bays Mining Engines Passenger Compartments Fuel Cells Troop Compartments |
Mining Terraforming |
Construction |
Construction Yard
Starfighter Bay Remove Fuel Transfer |
Starfighter Base Shipyard |
High Tech |
Research
Command Center Commerce Center Medical Bay Recreation Center |
Trade Medical Administration Research Recreation |
You can also check out our other Distant Worlds 2 guides.