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Research System

The gap between a first-week colony and a Transcendence-era empire is your research tree. Every tech you complete permanently shifts the math in your favor - faster fleets, stronger ships, richer planets, deeper intelligence. Four branches. Six eras. The tree you build now determines what you can do in week ten.

The Four Branches

BranchFocus
AstrophysicsFleet speed, energy, fuel efficiency, sensors
EngineeringConstruction speed, storage, ship costs, salvage
WarfareCombat stats - attack, shields, armor, defense HP
XenoscienceEspionage, colony expansion, exotic technologies

Eras

EraNameLab RequiredUnlock Condition
0FoundationsLv 1Always available
1ExpansionLv 13 Era-0 techs completed
2SpecializationLv 14 Era-1 techs completed
3AdvancedLv 54 Era-2 techs completed
4MasteryLv 85 Era-3 techs completed
5TranscendenceLv 125 Era-4 techs completed

Unlocking a new era awards a resource chest milestone reward.

Research Queues

Each branch has one active research slot and a queue of up to 5 pending jobs (RESEARCH_QUEUE_MAX = 5). Queued jobs start automatically when the active slot clears. Multiple branches run in parallel.

Lab Specialization

A Research Lab can be assigned to specialize in one branch. This requires at least 2 planets with a Research Lab:

  • Specialized branch: +50% research speed
  • Other branches: –25% research speed

Respeccing a branch costs 50% of spent resources and has a 30-day cooldown.

Interplanetary Research Network

The Interplanetary Research Network building links labs on other planets to your primary lab. Each linked lab contributes 50% of its output (base 100 points/level) to the active research speed. Remote labs do not need to be on your home planet.

Catalyst System

Many technologies have a catalyst trigger - a specific in-game action that, when completed, unlocks a 30% research time reduction for that tech. Catalyst conditions vary by tech (e.g. a fleet traveling a minimum distance, a successful colonization, reaching a resource threshold). Each catalyst fires once per tech.

Mentorship Bonuses

  • Mentor (player with an active mentee): +5% production empire-wide
  • Mentee (player with an active mentor): −10% research time on all techs

Specialization Trees

Players earn 3 specialization points per week and spend them on permanent nodes in one of four archetypes (Commander, Economist, Scientist, Diplomat). Scientist tree nodes directly reduce research time (research_speed bonus type).

Repeatable Technologies

Era 5 contains three repeatable technologies per branch. There is no ceiling on them - each completion delivers the same incremental bonus at exponentially increasing cost. In the late game, the player who can keep funding these gains a compounding advantage that no early-game tech can close. They are the endgame power curve.