Research opens things: a structure you could not build, or a specialist you could not hire. Every node is bought once and kept for the rest of the match — there are no levels to climb and nothing to upgrade.

It is paid for in research points, which are a flow rather than a balance. Points are spent on whatever you have selected as they arrive, so a branch nobody has chosen is production going nowhere.

Specialists

This branch unlocks WHO you may hire. Each node buys the right to spend materials on one specialist — a wave that flies twice as fast, one that clears a tenth of the garrison before the first volley, one radar cannot see. Three are available from the first minute without any research at all. Nothing here raises a number: it buys options, and materials buy the option.

TechnologyUnlocksCost
Breaching ChargesBreaker80 research
Forward ObservationWatcher60 research
Signal DisciplineGhost90 research
RequisitionThief70 research
SubversionSaboteur100 research
Pirate CrewsPirate90 research
Counter-IntelligenceNeutraliser90 research

Intel

Intel unlocks Radar and Jammer — seeing enemy fleets beyond your own vision, and hiding yours from theirs. They are direct opposites, and overlapping coverage cancels out.

TechnologyUnlocksCost
Radar NetworkRadar80 research
Signal JammingJammer110 research

Defense

Defense unlocks the Turret: a static weapon that fires on enemy fleets crossing its range, doing damage nothing shoots back at.

TechnologyUnlocksCost
Automated DefensesTurret100 research
Deflector ScreensShield100 research