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The occupation of colonists can be set to research in the biodome management screen. Colonial researchers spend their time exploring their home world and solving problems. The more colonists allowed to research, the greater a colony's chance of making a research discovery. Discoveries are bonuses that will remain with that colony forever. Every colony has its own, independent list of discoveries, even if they're owned by the same character. These are the possible research discoveries that can occur on a colony:
The occupation of colonists can be set to research in the biodome management screen. Colonial researchers spend their time exploring their home world and solving problems. The more colonists allowed to research, the greater a colony's chance of making a research discovery. Discoveries are bonuses that will remain with that colony forever. Every colony has its own, independent list of discoveries, even if they're owned by the same character. These are the possible research discoveries that can occur on a colony:
{| {{prettytable|notwide=1}}
{| border="1" cellpadding="2"
!Discovery || Effect
!align="center" bgcolor=red colspan="2"|Research Discoveries and Effects
|-
|-
|Weather Prediction || Better reproduction
!Discovery ||Effect
|-
|-
|Geothermal Refrigeration || 2x Organics harvest
|Weather Prediction ||Better reproduction
|-
|-
|Industrial Complex || Double Flak Cannon Production
|Geothermal Refrigeration ||2x Organics harvest
|-
|-
|*Military Tradition || Double Military Workforce
|Industrial Complex ||Double Flak Cannon Production
|-
|-
|Native Plants  || 2x Medicine harvest
|*Military Tradition ||Double Military Workforce
|-
|-
|Advanced Architecture || 50% faster construction
|Native Plants ||2x Medicine harvest
|-
|-
|Advanced Engineering || 2x Equipment harvest
|Advanced Architecture ||50% faster construction
|-
|-
|Spectroscopes || 2x Uranium harvest
|Advanced Engineering ||2x Equipment harvest
|-
|-
|*Commodities Market || Liquadate Resources
|Spectroscopes ||2x Uranium harvest
|-
|-
|Drilling || 2x Oil harvest
|*Commodities Market ||Liquadate Resources
|-
|-
|Ecological Equilibrium || Reduces pollution
|Drilling ||2x Oil harvest
|-
|-
|Advanced Aerodynamics || Double Missile Production
|Ecological Equilibrium ||Reduces pollution
|-
|-
|Superconductors || More research output
|Advanced Aerodynamics ||Double Missile Production
|-
|-
|Bacteria Farming || 2x Anaerobes harvest
|Superconductors ||More research output
|-
|-
|Spice Mining || 2x Spice Harvest
|Bacteria Farming ||2x Anaerobes harvest
|-
|-
|Channel Descrambling || Improves Morale
|Spice Mining ||2x Spice Harvest
|-
|Channel Descrambling ||Improves Morale
|}
|}
The symbol "2x" means double. If you harvest 0 before the research you still harvest 0 after.
The symbol "2x" means double. If you harvest 0 before the research you still harvest 0 after.
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* Commodities market allows you to sell any resource in the refinery at a reduced selling price.
* Commodities market allows you to sell any resource in the refinery at a reduced selling price.
* Military Tradition doubles the effectiveness of a colony's defense. For example, a colony with its military workforce set to 25% would defend itself as though it were set to 50%. Remember that the maximum defense strength for any colony is 2,500 colonists, so with Military Tradition and a 5000 population colony, you would only need to set the military to 25% to get the maximum defense strength. This discovery does not effect the Weapons Factory.
* Military Tradition doubles the effectiveness of a colony's defense. For example, a colony with its military workforce set to 25% would defend itself as though it were set to 50%. Remember that the maximum defense strength for any colony is 2,500 colonists, so with Military Tradition and a 5000 population colony, you would only need to set the military to 25% to get the maximum defense strength. This discovery does not effect the Weapons Factory.
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