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Changelog
Player Wiki/Economy

Corporate R&D & Tech Trees

Last updated 2026-08-20

Corporations invest in research through two linked systems: a Tech tab with decade-gated tech trees, and a background R&D Score that still drives periodic innovation breakthroughs. Both spend from the same daily R&D budget and share the overhead cap.

Tech trees overview#

Every corporation has a Tech tab listing research nodes organized by decade tier. The world's current calendar year (derived from the active era preset plus elapsed game years) determines which decades are researchable: earlier decades are hidden, and future decades appear locked until the clock reaches them.

Each decade forks into two lanes:

Lane Scope Contents
Corporate Shared across all sector types Business functions: automation, analytics, marketing, logistics, etc.
Sector Unique to your corporation's primary type Specialist methods for energy, manufacturing, technology, extraction, and so on

You commit to one lane per decade on first unlock. The other lane locks until you abandon that decade's progress (forfeiting lane-specific nodes).

Completing either lane opens a final specialization tier for that decade:

Specialization Focus
Scale Lower input, wage, and expansion costs
Premium Higher realized prices and stronger brand effects
Resilience Protection from dominance penalties and tariffs, plus cheaper expansion

You may complete exactly one specialization per decade. Choosing one locks the other two. Switching requires abandoning that decade and giving up its lane-specific and specialization progress. Specializations cost twice the decade's base research cost, and their capstones cost three times the base cost.

Unlocking nodes#

Each node has a dual cost:

Additional gates:

Unlocks are atomic: insufficient R&D or cash rejects the purchase, and lane commitment is enforced so you cannot buy both Corporate and Sector tracks in the same decade without abandoning first.

Node effects#

Tech nodes grant persistent bonuses, including:

Effects stack with normal sector modifiers and apply for the life of the corporation (until a reset removes the corp).

R&D score and daily budget#

Set a daily R&D budget from the CEO Budget tab. Each turn:

baseGain = 1.0 (if any R&D budget is set)
scaledGain = 0.65 × ln(1 + budget / 100,000)
decay = 3% of current score
newScore = max(0, (1 − 0.03) × oldScore + (baseGain + scaledGain) × diminishing(oldScore))
Property Value
Starting score 0
Decay per turn 3% of current score
Diminishing returns above Score 100

R&D spending counts toward the 150% overhead cap alongside marketing, logistics, and CEO salary.

Tech-tree unlocks spend down the score immediately; the budget keeps refilling it for the next node.

Innovation breakthroughs (legacy loop)#

Every 6 turns, the game rolls for a breakthrough independent of tech-tree purchases:

probability = min(1, rdScore / 200)
R&D Score Chance per 6-turn window
100 50%
200 100%

On success, one random sector receives a revenue boost (2-10% for regular corps, 1-10% for extraction). Extraction corps also gain permanent state resource capacity. Breakthroughs notify the CEO in-game.

Tech trees and breakthroughs complement each other: trees give targeted permanent power, and breakthroughs add random sector growth on top.

Strategic notes#