Research Tree

Mechanics Guide — Remnants: Post-Collapse Idle Survival

The Research panel is where Tech Points become permanent unlocks. 19 research nodes span early through late game — each one unlocks buildings, boosts production, or opens the next tier of the tree. Tech Points are generated passively by population; spending them is irreversible.

Key rule: Research that unlocks new panels or buildings beats flat % bonuses early on. Access to new systems compounds faster than marginal multipliers.

Recommended Unlock Order

1
Efficient Smelting
Scrap ×1.5 + unlocks Blast Smelter. Completing any research also unlocks Diplomacy panel.
2
Field Medicine
Unlocks Field Hospital + pop growth ×1.3. Population is your limiting factor — fix it early.
3
Solar Technology
Unlocks Solar Array (90/s power). Power supply is the next wall after food/water.
4
Hydraulics Engineering
Unlocks Aqueduct + water ×1.35. Required for late population scaling.
5
Industrial Automation
All production ×1.2 + tech gen +0.8/s. Gates Advanced Engineering. Prereq: Efficient Smelting.
6
Advanced Engineering
Unlocks Wind Farm + Nano Fab + click ×3 + tech gen +2/s. Prereq: Industrial Automation.
7
Diplomacy Protocols
Unlocks Embassy + Influence ×1.5. Required for Faction Treaties and City Planning.
8
Bio Cultivation
Unlocks Protein Plant + food ×1.3. Food becomes the bottleneck again at high pop. Prereq: Field Medicine.
9
Population Resilience
Pop growth +30% + food/water consumption −15%. Stacks with Field Medicine. Prereq: Field Medicine.
10
Deep Salvage Theory
Scrap production +25%. Good value if scrap is your bottleneck. Prereq: Industrial Automation.
11
Quantum Logistics
All building costs −10% + all production +10%. Prereqs: Advanced Engineering + Industrial Automation.
12
Fusion Theory
Unlocks Fusion Prototype + all production +15%. Prereq: Advanced Engineering. Requires massive tech/scrap/power.
13
City Planning
Required to found the New City (endgame condition). Prereqs: Advanced Engineering + Diplomacy Protocols + Fusion Theory.
14
Echo Theory
Echo Fragments +4/run + Echo cap 200%→300%. Requires Fusion Theory + at least 1 prestige run. Now available mid-endgame, before founding the New City.
15
Scavenge Doctrine
Scrap production +25% (boosts scavenge loot, which scales with production). Prereq: Deep Salvage Theory.
16
Fortification Protocol
Walls start every raid at 110% HP. Strong if you're running 2+ Perimeter Walls. Prereq: Industrial Automation.
17
Communal Gardens
Food +15% × shelter level at purchase. Buy at level 4–5 for maximum impact. Prereq: Bio Cultivation.
18
Signal Intelligence
Infiltrator resource drain −20%. Good quality-of-life pick once defense events are common. Prereq: Diplomacy Protocols.
19
Emergency Reserves
Brownout production penalty reduced by 15%. Essential if your power balance is tight. Prereq: Hydraulics Engineering.

Full Research Reference

ResearchCostEffectPrereqsUnlock Condition
Efficient Smelting Early 82 Tech Scrap production ×1.5. Unlocks Blast Smelter. First research also unlocks Diplomacy panel. None Total scrap ≥ 8,000
Solar Technology Early 165 Tech + 40k Scrap Unlocks Solar Array (90 power/s). None 3× Diesel Generator
Field Medicine Early 110 Tech + 5k Food Unlocks Field Hospital. Population growth ×1.3. None Population ≥ 8
Bio Cultivation Mid 308 Tech + 30k Food Unlocks Protein Plant. Food production ×1.3. Field Medicine 6× Greenhouse
Hydraulics Engineering Mid 352 Tech + 100k Scrap Unlocks Aqueduct Network. Water production ×1.35. None 3× Water Purifier
Population Resilience Mid 440 Tech Population growth +30%. Food and water consumption −15%. Field Medicine Field Medicine researched
Industrial Automation Mid 440 Tech + 2k Power + 300k Scrap All production ×1.2. Tech generation +0.8/s. Unlocks Arcology. Efficient Smelting 4× Diesel Generator
Deep Salvage Theory Mid 330 Tech All scrap production +25%. Industrial Automation Industrial Automation researched
Diplomacy Protocols Mid 715 Tech + 60 Influence Unlocks Embassy. Influence ×1.5. None Influence ≥ 25
Advanced Engineering Mid 605 Tech + 900k Scrap Unlocks Wind Farm + Nano Fabricator. Click value ×3. Tech gen +2/s. Industrial Automation 3× Solar Array
Quantum Logistics Mid 660 Tech All building costs −10%. All production +10%. Advanced Engineering + Industrial Automation Both prereqs researched
Fusion Theory Late 1,650 Tech + 2M Scrap + 15k Power Unlocks Fusion Prototype. All production +15% permanently. Advanced Engineering 3× Wind Farm
City Planning Late 1,100 Tech + 2.5M Scrap + 200 Influence Required for the New City endgame. Unlocks Ambassador programs and higher influence caps. Advanced Engineering + Diplomacy Protocols + Fusion Theory Influence ≥ 100 + Fusion Theory
Echo Theory Late 1,320 Tech Echo Fragments per run +4. Echo bonus cap 200%→300%. Each Fragment grants +1% production; this research raises the cap from 200 to 300 contributing Fragments. Fusion Theory Fusion Theory + at least 1 prestige run
Scavenge Doctrine Mid 480 Tech Scrap production +25%. Because scavenge loot scales with current scrap rate, this also boosts scavenge run hauls. Deep Salvage Theory Deep Salvage Theory researched
Fortification Protocol Mid 540 Tech + 400k Scrap All walls start each raid at 110% max HP — giving a meaningful buffer before the first breach. Industrial Automation Industrial Automation + 2× Perimeter Wall
Communal Gardens Mid 620 Tech + 80k Food Food production +15% per shelter level at the time of purchase. Buy later for a larger bonus. Bio Cultivation Bio Cultivation + shelter level ≥ 2
Signal Intelligence Mid 700 Tech + 80 Influence Infiltrator resource drain reduced by 20%. Diplomacy Protocols Diplomacy Protocols + Defense panel unlocked
Emergency Reserves Mid 580 Tech + 250k Scrap During brownout or blackout, the production penalty is reduced by 15% (raises effective brownout multiplier toward 1.0). Hydraulics Engineering Hydraulics Engineering researched

Also see: Buildings Reference →  ·  Power & Brownout Guide →  ·  Wiki Hub →

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