Patents

Patents are research you buy with technology. Each one unlocks buildings, building levels, ships or larger ship units. A patent is yours for the rest of the game.

The patent tree

Patents form a tree. Its first patent is Holographic Storage System, alone in the Origin branch. Every other patent needs one patent before it, called its ancestor. Each patent's page lists its ancestor under Requires, the path to it from Holographic Storage System, and exactly what it unlocks.

The rest of the tree is split into branches, which differ by game mode (see Game time):

  • Legacy and Tactic: Habitable Planets, Barren Planets, Moons and Asteroids, Shipyards and Ships
  • Flash: Economic, Military

Buying a patent

You can buy a patent once you own its ancestor and have enough technology. Having exactly its price is enough.

  • A patent works as soon as you buy it.
  • There is no refund, and no way to sell a patent back.
  • In the patent panel, a click on an available patent buys it at once, with no confirmation.
  • On a phone, a tap opens the patent's card instead, and its Purchase button buys it.

The price of a patent

Each patent has a base price in technology, listed below, and its card shows the price you pay now. Every patent you own makes the next one dearer, and the panel's Cost Increase Factor shows by how much. See How prices grow.

What patents unlock

  • Buildings. A building's patent unlocks its level 1. See buildings.
  • Building levels. Upgrade patents unlock the higher levels of infrastructure buildings and of buildings on moons and asteroids. Flash games have none. An infrastructure building's level caps the other buildings on its planet. See upgrades.
  • Ships. A ship's patent lets your shipyards build it.
  • Larger units. A unit is a group of identical ships that takes one place in a fleet. A unit-size patent lets your shipyards build a ship in larger units.

A patent can unlock a building that none of your systems can take yet, because of its body type or infrastructure. See buildings.

The patent panel

Press P to open the patent panel (see hotkeys). Its branch tabs appear once you own your first patent.

The patent panel on one branch's tab: owned, available and locked patents, and the Cost Increase Factor
Branch tabs (1), with owned (2), available (3) and locked (4) patents.

Hover a patent to see its card. Right-click a patent to hold its card in place, and right-click anywhere in the panel, or close the card, to let it go.

A patent's card held beside the patent panel after a right-click on the patent
A right-clicked patent (1) and its card held in place (2).

All patents

Patent Branch Requires Technology Base price Unlocks
Holographic Storage System Holographic Storage System Origin — 50 Citadel
Urbanization Urbanization Economic Holographic Storage System 400 Megapolis, Central Hub, Array of Excavators, Refining Ducts
Floating Cities Floating Cities Economic Urbanization 1,200 Network of Artificial Islands
Holograms Holograms Economic Urbanization 1,000 Constellation of Lures, Hyperdrive Circuit
Controlled Environment Controlled Environment Economic Holograms 2,000 Capsule Cities, Residential Archipelago
Extended Magnetic Generators Extended Magnetic Generators Economic Controlled Environment 4,500 Planetary Shield, Interception Tunnels, S.L.S.D. Network
Quantum Cryptography Quantum Cryptography Economic Extended Magnetic Generators 7,000 C.N.D., Orb-INTEL
Z-poly Coils Z-poly Coils Economic Controlled Environment 4,500 Accelerator, Zero-G Arena
Climate Control Climate Control Economic Z-poly Coils 7,000 Preserved Ecosystem
Monumental Architecture Monumental Architecture Economic Climate Control 10,000 Monolith
Advanced Catalysis Advanced Catalysis Economic Monumental Architecture 14,000 Metamaterials Factory
Publicity Terminals Publicity Terminals Economic Controlled Environment 4,500 Orbital Link, Commercial Artery
Magnetic Cranes Magnetic Cranes Economic Publicity Terminals 7,000 Industrial Spaceport, Orbital Terminus
Luxury Architecture Luxury Architecture Economic Magnetic Cranes 12,000 Reflect District
Exobiology Exobiology Economic Urbanization 1,200 Experiment Station
Assembly Lines Assembly Lines Military Holographic Storage System 300 S-01 Assembly Line, 2 Scouts
Light Fuselage Light Fuselage Military Assembly Lines 600 2 Light Fighters
Compact Turrets Compact Turrets Military Light Fuselage 800 2 Interceptors
Reinforced Fuselage Reinforced Fuselage Military Assembly Lines 600 2 Fighter-bombers
Fighter Formation I Fighter Formation I Military Assembly Lines 800 Allows for construction or merging of units of 4 Fighters
Precision Cranes Precision Cranes Military Fighter Formation I 900 S-02 Assembly Line
General Formation I General Formation I Military Precision Cranes 1,000 Allows for construction or merging of units of 8 Fighters. Allows for construction or merging of units of 4 Corvettes
Orbital Holds Orbital Holds Military General Formation I 2,000 Space Dock, 2 Assault Frigates
Military Drones Military Drones Military Orbital Holds 4,000 2 Drone Carriers
Hypersonic Chargelauncher Hypersonic Chargelauncher Military Military Drones 5,000 2 Gunners
Repair Bay Repair Bay Military Orbital Holds 4,000 2 Repair Platforms
Fighter Formation III Fighter Formation III Military Orbital Holds 4,500 Allows for construction or merging of units of 16 Fighters
Corvette Formation II Corvette Formation II Military Fighter Formation III 5,000 Allows for construction or merging of units of 8 Corvettes
Space Hyperstructures Space Hyperstructures Military Corvette Formation II 6,500 Assembly Superstructure
Armoring Armoring Military Space Hyperstructures 8,000 Destroyer
Advanced Armoring Advanced Armoring Military Armoring 10,000 Cruiser
Frigate Formation I Frigate Formation I Military Space Hyperstructures 7,500 Allows for construction or merging of units of 4 Frigates
Multifunctional Nodes Multifunctional Nodes Military Space Hyperstructures 8,000 Coordinator
Light Nodal Fuselage Light Nodal Fuselage Military Precision Cranes 1,000 2 Light Corvettes
Nodal Fuselage Nodal Fuselage Military Precision Cranes 1,500 2 Heavy Corvettes
Auto-Aim Auto-Aim Military Nodal Fuselage 4,000 2 Multi-turret Corvettes
Neural Derivations Neural Derivations Military Auto-Aim 2,800 Aerospace Military Academy
Hypersleep Chamber Hypersleep Chamber Military Holographic Storage System 600 Colonisation Ship
Capsule Quarters Capsule Quarters Military Hypersleep Chamber 4,200 Carrier

Numbers shown for Flash games. Other speeds: Legacy Tactic