Material Physics
Material Physics is a high-end research that cuts ship, defense, and building costs while also speeding shipyard construction. Level 1 gives 20% cheaper ships and defenses, every additional level adds another 1% ship/defense cost reduction, every level cuts building and facility upgrade costs by 2%, and every level reduces ship and defense build time by 5%.
Quick Stats
| Property | Value |
|---|---|
| Type | Engineering Research |
| Lab Notes | Research Lab level affects speed only |
| Effect | -20% ship and defense cost at level 1, then -1% per additional level; -2% building and facility upgrade cost per level; -5% ship/defense build time per level |
| Prerequisites | Research Lab 8, plus the section 3 unlock requirement (4 cumulative section 2 levels) |
Cost & Requirements
| Resource | Amount |
|---|---|
| Metal | 8,000 |
| Crystal | 6,000 |
| Deuterium | 2,000 |
Requirements:
- Research Lab level 8
- Energy Technology level 6
- Weapon Technology level 6
- Defense Technology level 6
How The Discount Works
Discount % = 20% + ((Level - 1) * 1%)
Discounted Cost = Base Cost * (1 - Discount %)
Examples:
- Level 1:
Base Cost * 0.80 - Level 5:
Base Cost * 0.76
The ship and defense reduction applies to every ship and defense you build, whether it is queued, batch-built, or purchased through the shipyard.
Building and facility upgrade costs use a separate discount:
Building Discount % = Level * 2%
Discounted Upgrade Cost = Current Upgrade Cost * (1 - Building Discount %)
Examples:
- Level 1:
Current Upgrade Cost * 0.98 - Level 5:
Current Upgrade Cost * 0.90
Construction Speed Bonus
Build Time Multiplier = 1 - (Level * 5%)
Examples:
- Level 1:
Base Time * 0.95 - Level 4:
Base Time * 0.80
When Material Physics finishes researching, active shipyard and defense queues immediately recalculate around the new faster timings.
Strategy Tips
- Best before fleet spikes: Research it before large ship production runs.
- Defense economy: Big shield domes and plasma turrets become much cheaper.
- Infrastructure value: Extra levels make mines, storage, and facilities cheaper before you start the next upgrade.
- Keeps scaling: Extra levels stay relevant because each one adds another 1% ship/defense cost reduction, another 2% building cost reduction, and another 5% queue-speed boost.
- Stacks with production boosts: More income + lower costs = faster expansion.
Related
- Weapons Technology - Related technology for advanced builds
- Defense Technology - Related technology for stronger fixed defenses
- Plasma Technology - Heavy defense unlocks
- Shipyard - Where ship costs are applied