Researching technologies grants bonuses to your empire as well as making new buildings and ship hulls accessible. Planning out which technologies to research is often a key component to victory. They can be accessed by clicking on the beaker icon in the top left of the screen.
Overview[]
Researching new technologies is done by left clicking on a technology. All the research your colonies are generating will then be applied to the technology until it completes.
Technologies can also be right-clicked on to open up more information about what benefit they give you, whether it be an empire-wide bonus or a new building or module.
Clicking on a technology deeper into the research tree than you currently have access to will automatically queue research of all prior technology requirements. Using this method, you will not need to select a new research project until your selected technology and all prerequisites have been completed.
Technologies in StarDrive are divided into six primary research fields - colonization, energy, socio-logistics, physics, space weapons, and starship construction.
Colonization[]

Colonization technologies increase food generation, enhance population growth, increase production, and allow for the construction of numerous buildings (such as planetary defense installations). Below is a list of techs that are within the colonization tech tree, the items that they unlock (if any), and their research cost.

| Icon | Tech | Prerequisites | Unlocks | |
|---|---|---|---|---|
| Aeroponics | None | Aeroponic Farm (Building) Biospheres (Technology) |
150 | |
| Biospheres | Aeroponics | Biospheres (Building) Xeno Farming (Technology) |
450 | |
| Xeno Farming | Biospheres | Xeno Farm (Building) Vertical Farming (Technology) |
750 | |
| Vertical Farming | Xeno Farming | Vertical Farm (Building) Terraforming (Technology) |
2500 | |
| Terraforming | Vertical Farming | Terraformer (Building) | 4500 | |
| Industrial Foundations | None | Rover Bay (Building) Warehouse (Building) Scientific Foundations (Technology) Xeno Mining (Technology) |
150 | |
| Scientific Foundations | Industrial Foundations | Research Lab (Building) Xeno Genetics (Technology) |
450 | |
| Xeno Genetics | Scientific Foundations | Genetics Lab (Building) Gain an empire-wide 25% bonus to population growth from increased lifespans (Bonus) Rapid Cloning (Technology) Genetic Manipulation (Technology) |
1500 | |
| Rapid Cloning | Xeno Genetics | Cloning Center (Building) | 2500 | |
| Genetic Manipulation | Xeno Genetics | Death Spore Deployment Bay (Module) Gain a 25% super solider bonus to all troop strengths (Bonus) Assimilation (Technology) |
2500 | |
| Assimilation | Genetic Manipulation | Gain all of the positive genetic traits of any race conquered via ground invasion (Bonus) | 4500 | |
| Xeno Mining | Industrial Foundations | Xeno Mine (Building) Deep Core Mining (Technology) |
450 | |
| Deep Core Mining | Xeno Mining | Deep Core Mine (Building) | 1500 | |
| Military Outpost | None | Military Outpost (Building) Planetary Defense (Technology) Ship Assault (Technology) |
150 | |
| Planetary Defense | Military Outpost | Gun Emplacement (Building) Armor (Technology) |
220 | |
| Armor | Planetary Defense | Spider Tank (Ground Unit) | 450 | |
| Ship Assault | Military Outpost | Assault Shuttle Bay (Module) Barracks (Module) Shipboard Medicine (Technology) |
220 | |
| Shipboard Medicine | Ship Assault | Sickbay (Module) | 350 |
Energy[]

Energy technologies allow the player to unlock a number of energy based weapons, shielding to defend their ships, and power cells. Below is a list of techs that are within the energy tech tree, the items that they unlock (if any), and their research cost.
| Icon | Tech | Prerequisites | Unlocks | |
|---|---|---|---|---|
| Energy Shielding | None | 1KW Shield (Module) Colony Shielding (Building) Heavy Shielding (Technology) Fighter Shields (Technology) |
220 | |
| Heavy Shielding | Energy Shielding | 10KW Shield (Module) Canopy Shielding (Technology) |
1500 | |
| Canopy Shielding | Heavy Shielding | Canopy Shield (Module) Planetary Shielding (technology) |
3000 | |
| Planetary Shielding | Canopy Shielding | Planetary Shield (Building) | 4500 | |
| Fighter Shields | Energy Shielding | Fighter Shield (Module) | 450 | |
| Energy Weapons | None | PD Laser Cannon (Module) Heavy-mount Laser Beam (Module) Laser Beam Turret (Module) Fusion Beams (Technology) Energy Cannons (Technology) |
220 | |
| Fusion Beams | Energy Weapons | Fusion Beam Turret (Module) Heavy-mount Fusion Beam (Module) Phasors (Technology) Thalaron Blaster (Technology) |
750 | |
| Phasors | Fusion Beams | Light Phasor Array (Module) Heavy-Mount Phasor Array (Module) Phased Polaron Cannons (Technology) |
2500 | |
| Phased Polaron Cannons | Phasors | Polaron Cannon Turret (Module) Twin Polaron Cannons (Module) Disintegrator Array (Technology) |
3500 | |
| Disintegrator Ray | Phased Polaron Cannons | Disintegrator Array (Module) | 6500 | |
| Thalaron Blaster | Fusion Beams | Thalaron Blaster (Module) | 450 | |
| Energy Cannons | Energy Weapons | Heavy Laser Cannon (Module) Heavy Laser Turret (Module) Laser Turret (Module) Disruptors (Technology) |
350 | |
| Disruptors | Energy Cannons | Disruptor Cannon Turret (Module) Dual Disruptor Cannons (Module) Photon Cannons (Technology) |
750 | |
| Photon Cannons | Disruptors | Photon Turret (Module) Quantum Torpedo Cannon (Technology) |
2200 | |
| Quantum Torpedo Cannon | Photon Cannons | Quantum Torpedo Cannon (Module) | 4500 | |
| Deuterium Power Cells | None | Gain an empire-wide 20% bonus to the amount of power that is stored in fuel cells (Bonus) Iridium Power Cells (Technology) |
150 | |
| Iridium Power Cells | Deuterium Power Cells | Increase empire-wide bonus to fuel cell capacity to 50% (Bonus) | 220 |
Socio-logistics[]

Socio-logistic technologies expand your empire's ability to generate money, enhance diplomacy, and augment espionage. Below is a list of techs that are within the socio-logistics tech tree, the items that they unlock (if any), and their research cost.
| Icon | Tech | Prerequisites | Unlocks | |
|---|---|---|---|---|
| Interstellar Governance | None | Imperial Offices (Building) Cryogenics (Technology) |
150 | |
| Cryogenics | Interstellar Governance | Mercantilism (Technology) Cryogenic Suspension - doubles the amount of colonists carried by passenger ships within your empire (Bonus) |
300 | |
| Mercantilism | Cryogenics | Privatization (Technology) Trade Tariff - earn 1 credit for every unit of Food or Production moved via transport within your empire (Bonus) |
450 | |
| Privatization | Mercantilism | Centralized Banking (Technology) Privatization - platform and Freighter maintenance is reduced by 50% (Bonus) |
750 | |
| Centralized Banking | Privatization | Imperial Bank (Building) | 1500 | |
| Xeno Linguistics | None | Xeno Computing (Technology) Xeno Intelligence (Technology) Alien Language Studies - unlocks the ability to understand truly foreign creatures that you might encounter (Bonus) Xenolinguistic Nuance - 10% bonus to diplomatic efforts (Bonus) |
150 | |
| Xeno Computing | Xeno Linguistics | Xeno Compilers - 10% research bonus (Bonus) | 550 | |
| Xeno Intelligence | Xeno Linguistics | Spy Offense - 5 bonus to Offensive Agent rolls (Bonus) Spy Defense - 10 bonus to Defensive Agent rolls (Bonus) |
450 | |
| Fleet Supply | None | Ordnance Supply Bay (Module) Repair Drone Launcher (Module) Ordnance Fabricator (Module) |
150 |
Physics[]

Technologies within the physics category increase ship travel speeds, ship maneuverability, and grant access to special weapons. Below is a list of techs that are within the physics tech tree, the items that they unlock (if any), and their research cost.
| Icon | Tech | Prerequisites | Unlocks | |
|---|---|---|---|---|
| Subspace Theory | None | Subspace Communication (Technology) Inertial Dampers (Technology) |
220 | |
| Subspace Communication | Subspace Theory | Subspace Sensors (Module) Tracking Station (Building) Tachyon Scanning (Technology) |
550 | |
| Tachyon Scanning | Subspace Communication | Tachyons - Doubles the range of all sensors (Bonus) | 1500 | |
| Inertial Dampers | Subspace Theory | Inertial Damper (Module) | 750 | |
| Reaction Drive | None | Subspatial Dynamics (Technology) Reaction Drive Upgrade - 20% faster sub-light speeds and maneuverability (Bonus) |
220 | |
| Subspatial Dynamics | Reaction Drive | Warp Inhibitor (Module) Anti-Matter Reactor (Technology) FTL Efficiency - The power penalty incurred by ships at warp is reduced by 20% (Bonus) Slipstreams - Ships traveling within your own empire's borders gain 40% bonus to their FTL speeds (Bonus) |
750 | |
| Anti-Matter Reactor | Subspatial Dynamics | Anti-Matter Reactor (Module) | 3500 | |
| Ionic Weaponry | None | Ion Beam Turret (Module) Heavy-mount Ion Beam (Module) Energy Siphon Beam (Technology) Tractor Beam (Technology) |
350 | |
| Energy Siphon Beam | Ionic Weaponry | Siphon Beam Turret (Module) Heavy Siphon Beam (Module) EMP Cannons (Technology) |
450 | |
| EMP Cannons | Energy Siphon Beam | EMP Turret (Module) Twin EMP Cannons (Module) Ion Cannon (Building) |
950 | |
| Tractor Beam | Ionic Weaponry | Tractor Beam Turret (Module) Heavy Tractor Beam (Module) |
400 |
Space Weapons[]

Space weapon technologies expand your ability to wreak destruction on your opponents. Below is a list of techs that are within the space weapons tech tree, the items that they unlock (if any), and their research cost.
| Icon | Tech | Prerequisites | Unlocks | |
|---|---|---|---|---|
| Magnetic Artillery | None | Railgun (Module) Mass Driver (Module) |
80 | |
| Plasma Vectoring | Magnetic Artillery | Plasma Thrower (Module) Plasma Ordnance (Technology) |
150 | |
| Plasma Ordnance | Plasma Vectoring | Ordnance Effectiveness - 25% bigger explosive radius and 25% damage bonus to all Ordnance-based weapons (Bonus) | 350 | |
| Subspace Artillery | Magnetic Artillery | Massive Cannon (Module) Phased Ordnance (Technology) |
320 | |
| Phased Ordnance | Subspace Artillery | Phased Ordnance - 50% shield penetration chance to projectiles fired from Ballistic Cannons (Bonus) | 750 | |
| Missile Theory | None | Rocket Launcher (Module) MRLS (Module) |
80 | |
| Anti-Frigate Missiles | Missile Theory | Missile Launcher (Module) Missile Silo (Building) |
450 | |
| Conventional Torpedoes | Anti-Frigate Missiles | Conventional Torpedo Tube (Module) EMP Torpedoes (Technology) |
1500 | |
| EMP Torpedoes | Conventional Torpedoes | EMP Torpedo Tube (Module) | 2250 | |
|
ECM | Anti-Frigate Missiles | Missile Armor (Technology) ECM Bonus - Grants Missile weapon a 25% chance to dodge intercepting fire (Bonus) |
330 |
| Missile Armor | ECM | Missile Armor - increases Missile's hitpoints by 25% | 450 | |
| Point Defence | None | Fletchette AF Turret (Module) Phalanx PD (Module) |
150 |
Starship Construction[]

Technologies pertaining to starship construction open up new ship hulls and armor modules. Below is a list of techs that are within the starship construction tech tree, the items that they unlock (if any), and their research cost.
| Icon | Tech | Prerequisites | Unlocks | |
|---|---|---|---|---|
|
Corvette Hull |
None | Corvette Hull (Hull) Fighter Engine (Module) Frigate Construction (Technology) Fighter Theory (Technology) |
150 | |
| Frigate Construction | Corvette Hull | Frigate (Hull) Bridge (Module) Medium Warp Engine (Module) Medium Engine (Module) Combat Thruster (Module) Combat Readiness (Technology) Cruiser Construction (Technology) |
320 | |
| Combat Readiness | Frigate Construction | Small Armored Fuel Cell (Module) Medium Fuel Cell (Module) Integrated Systems (Technology) |
450 | |
| Integrated Systems | Combat Readiness | Combat Information Center (Module) Main Engineering (Module) |
1500 | |
| Cruiser Construction | Frigate Construction | Cruiser (Hull) Capital Engine (Module) Capital Warp Engine (Module) Battleship Construction (Technology) |
750 | |
| Battleship Construction | Cruiser Construction | Titan Construction (Technology) | 3500 | |
| Titan Construction | Battleship Construction | Titan (Hull) Titan Engine (Module) Titanic Warp Engine (Module) |
6500 | |
| Fighter Theory | Heavy Fighter Hull | Fighter Bay (Module) Ace Training (Technology) |
320 | |
| Ace Training | Fighter Theory | Top Guns - all fighter class vessels receive 2 free experience levels (Bonus) | 750 | |
| Battle Raiders | Ace Training | Raider Bay (Module) | 2250 | |
| Shipyards | None | Shipyard (Building) Medium Freighters (Technology) |
150 | |
| Medium Freighters | Shipyards | Large Freighters (Technology) Medium Freighter (Hull) |
220 | |
| Large Freighters | Medium Freighters | Large Freighter (Hull) | 450 | |
| Armor Theory | None | Small Steel Armor (Module) Medium Steel Armor (Module) Large Steel Armor (Module) Pulse Capacitors (Technology) Advanced Materials (Technology) |
50 | |
| Pulse Capacitors | Armor Theory | Pulse Capacitor (Module) Reactive Armor (Technology) |
80 | |
| Reactive Armor | Pulse Capacitors | Reactive Armor - increase armor resistance to explosive weapons by 25% (Bonus) | 1500 | |
| Advanced Materials | Armor Theory | Small Plasteel Armor (Module) Medium Plasteel Armor (Module) Large Plasteel Armor (Module) Nanoweave Metallurgy (Technology) |
220 | |
| Nanoweave Metallurgy | Advanced Materials | Armor Piercing (Technology) Hull Strengthening - 10% hit point bonus to all ship modules (Bonus) |
750 | |
| Armor Piercing | Nanoweave Metallurgy | Armor Phasing (Technology) Armor Piercing - ballistic and Missile weapons will pass through the first small-sized armor module encountered. The armor will take no damage (Bonus) |
1500 | |
| Armor Phasing | Armor Piercing | Armor Phasing - ballistic and Missile weapons will pass through up to three slots worth of armor (Bonus) | 2500 |
- Note that different races have different space ship hulls. Some races do not have some hulls, but have others - i.e Vulfen have only Carrier, unlocked upon researching Cruiser Hull; in the meantime they have Type V, which is third fighter hull (Corvette)
Secrets[]
Secret technologies are unlocked through battle with Remnant forces. It will unlock many new Remnant modules. Below is a list of techs that are within the secret tech tree, the items that they unlock (if any), and their research cost.
| Icon | Tech | Prerequisites | Unlocks | |
|---|---|---|---|---|
| Remnant Studies | Reverse Engineering event | Ancient Shield (Module) Remnant Small Reactor (Module) Remnant Small Fuel Cell (Module) Remnant Computing (Technology) |
650 | |
| Remnant Computing | Remnant Studies | Triggers A Mysterious Signal event | 1750 | |
| Owlwok Freedom | Owlwok Freedom Event | Owlwok Liberator (Module) | 1500 |





