Voran Colonial Authority // Field Manual VCA-TECH-07

Research & Tech Tiers
Field Manual

Every hull, habitat, and reactor began as knowledge earned in the lab long before it was built in the yard. Research turns credits and patience into capability — better ships, greater structures, and the higher city tiers that make a colony a stronghold.

ResearchBlueprintsTech Tiers
Section 01 // Development Doctrine

Getting Started

Research unlocks the blueprints for everything you build — ships, buildings, and the great structures that anchor a system. When you research a blueprint, it stays unlocked for your entire command, not just one city or base. Learn it once, build it anywhere.

Every new commander begins with a head start: all Tier 1 blueprints are already researched the moment you register — enough to found a colony, build a starting fleet, and get on your feet. Everything beyond that, you earn through research.

1
Build a Lab
powered and yours
2
Choose & Pay
credits, up front
3
Wait
the lab works on a timer
4
Build It
blueprint is yours
Section 02 // The Lab

The Laboratory

All research happens inside a Laboratory you own, and the lab must be powered — connected to an energy source through a power link. An unpowered lab is just an empty building; it can't run a single experiment.

While a lab is working, it plainly shows its task — “Researching…” — and returns to standby once the work is done. A lab handles one project at a time, but nothing stops you running several at once. More powered labs means more research in parallel — a serious research operation runs a whole row of them.

Keep your labs powered and busy. An idle lab is wasted potential, and a lab that lost power quietly stops earning you anything.
Section 03 // The Rules

Running Research

Starting a project is straightforward, but there are rules worth knowing before you commit.

RuleWhat It Means
Paid in credits, up frontEach blueprint has a credit cost, deducted the moment you begin. No refunds for changing your mind — choose deliberately.
Takes real timeResearch runs on a timer. Simple blueprints take a few minutes; advanced work takes considerably longer.
The order survivesOnce started, a project keeps running even if you log off or the galaxy restarts. You’ll be notified when it completes.
One project per labA single lab researches one thing at a time. Run more labs to research more at once.
There are no prerequisites and no branching tech tree to untangle. Research is a flat catalog — you don’t need to unlock Blueprint A before studying Blueprint B. Anything your account is allowed to research, you can research whenever you can pay for it.
Section 04 // The Misread

Tech Tier — What It Really Is

This is the part most commanders misread, so read it twice: Tech Tier is not a bar you fill or a level you buy directly.

Your Tech Tier is simply the highest tier of blueprint you’ve finished researching. Research a Tier 3 blueprint, and your Tech Tier becomes 3. Research a Tier 6 structure, and you’re Tech Tier 6. It rises as a result of what you research — it’s your record of the most advanced work your command has mastered.

Because every new commander starts with the Tier 1 blueprints, everyone begins at Tech Tier 1. From there, each higher-tier blueprint you complete raises your ceiling and opens the next band of what you’re allowed to build.

Section 05 // The Gate

What Tech Tier Unlocks

Your Tech Tier is the key that opens the galaxy's better hardware. Different things are gated in slightly different ways.

What You Want to BuildWhat It Requires
Tier 1 structuresAlways available — no research needed
Higher-tier structures (advanced buildings, megastructures)Your Tech Tier must reach the structure's own tier
ShipsThe exact ship's blueprint must be researched — a ship is gated on its own design
City upgradesResearch the next City Hall — Colony Hall (Tier 3) for Level 2, City Hall (Tier 6) for Level 3
Refinery recipesOwn a refinery of the required tier at that location — better refineries unlock more recipes
The pattern to remember: structures ask for a tier, ships ask for their exact blueprint. Reach a tier and every building of it opens; a ship must always be researched by name before it will ever roll out of the yard. Megastructures sit at the very top of the ladder, reaching all the way to Tech Tier 7.
Section 06 // The Real Wall

Account Tiers — The Real Progression Wall

There is one hard limit on how far you can climb, and it isn't in-game credits or time — it's your account tier (your membership level, separate from Tech Tier).

Basic accounts can research up to Tech Tier 2. That’s enough for a solid early foundation, but the more advanced blueprints — including the halls needed to grow cities past their first level — sit beyond that ceiling. Upgraded accounts research freely, with no practical tier cap.

Because the Colony Hall (Tier 3) and City Hall (Tier 6) both sit above Tier 2, growing a city past its first level requires an upgraded account. There is no research-point grind or workaround — it’s a membership threshold, not a gameplay one.

Upgraded accounts also research faster — the higher your account tier, the shorter your timers:

Account TierResearch Speed
Basic (Tier 1)Standard
Tier 2~5% faster
Tier 3~10% faster
Tier 4~15% faster
Section 07 // Coming of Age

A Warning About High-Tier Research

New commanders operate under Voran Protection, the Empire's shield over its young colonies. Reaching for the truly advanced is treated as coming of age.

Researching any blueprint of Tech Tier 5 or higher immediately ends your Voran Protection. That’s not a reason to avoid it, but it is a decision to make with open eyes. Before you unlock Tier 5 tech, make sure your fleets and defenses are ready to stand without the Empire’s shield — the moment that research completes, the wider galaxy is free to test you.
Section 08 // Operational Doctrine

Research Checklist

From your first powered lab to a full research program — follow each tier in sequence as your tech operation matures.

1Setting Up Your ResearchNew Commander
1Build a Laboratory — and link it to power. An unpowered lab does nothing.
2Run several labs if you can afford it — parallel research is the fastest way up the ladder.
3Keep credits in reserve — research is paid up front, so a bare treasury means a stalled tech program.
2Climbing the TiersProgression
1Research toward a goal, not a number — target the specific hall, ship, or structure you need next.
2Mind the account-tier wall — a basic account tops out at Tech Tier 2; plan around it or upgrade to pass it.
3Line up your city halls early — research the next Colony or City Hall before your population outgrows its level.
4Prepare before you cross into Tier 5 — it ends your Voran Protection the instant it completes.
Section 09 // Threat Assessment

Warning Signs

The messages you'll run into around research, what causes them, and how to clear them.

Lab won't start research
CauseThe lab is unpowered, or it isn't yours
FixLink the lab to power and use one you own
Not enough credits to research
CauseYour treasury can't cover the blueprint's cost
FixEarn more credits, or research something cheaper first
Blueprint locked to a higher account
CauseA basic account is capped at Tech Tier 2
FixUpgrade your account tier to research beyond Tier 2
Can't build a structure — "requires a higher Tech Tier"
CauseYour Tech Tier is below the structure's tier
FixResearch a blueprint that raises your Tech Tier to the required level
Can't build a ship — "not researched yet"
CauseYou haven't researched that exact ship
FixResearch the ship's blueprint in a lab first
City won't upgrade
CauseYou haven't researched the next City Hall (or don't meet its population gate)
FixResearch the Colony or City Hall, and reach the required population
Section 10 // Commander's Briefing

Key Tips

Distilled research doctrine — the principles that turn every credit into capability.

Tech Tier Is A Result, Not A Purchase
It rises to match the highest blueprint you’ve researched — you climb it by researching, not by spending a separate currency.
Research Once, Build Everywhere
Blueprints unlock for your whole command, not a single city or base.
Power Is The Hidden Requirement
Every lab needs it; an unpowered lab quietly stops working.
Structures Gate On Tier, Ships Gate By Name
Reach a tier and every building of it opens; a ship must always be researched individually.
The Account Tier Is The Real Wall
Basic accounts stop at Tech Tier 2 — including the halls your cities need to grow. Upgrading also speeds every timer.
Tier 5 Ends Your Protection
Cross that line only when your defenses are ready to stand on their own. Aim your research at what you’re actually building.