Research Roadmap: Outsmart RimWorld’s Tech Tree Like This
RimWorld Tech Ascension
Research Tree Mastery for Vanilla & Mods
Ready to future-proof your colony through superior tech? This in-depth guide cuts through RimWorld's massive research tree to give you a clear roadmap. We'll start with a Quick-Start hit list of must-have technologies, then deep-dive into advanced strategies for vanilla gameplay and popular expansions like Biotech, Vanilla Expanded, and Rimatomics. Whether you're a tribal struggling with stone-age tools or a spacefarer juggling gene-modded colonists, we've got you covered on what to research, when, and why. New to RimWorld? Start with our complete beginner's guide for essential survival basics.
Current as of 2025
Includes content from Biotech, Ideology, Royalty, and Anomaly DLCs, plus major mods
Quick-Start Guide: Essential Research Priorities
If you read nothing else, start with these tech milestones to ensure colony survival and growth:
Basic Power
Electricity → Batteries – Unlock electricity first (if not starting with it) for lights and refrigeration. Batteries are critical to store energy from wind/solar for nights and eclipses.
Defense & Security
Gunpowder/Machining → Gun Turrets – Get better weapons early. Even just Smithing → Machining for firearms can be life-saving before raids ramp up. Turrets provide automated defense, buying breathing room during attacks.
Survival Essentials
Stonecutting – Allows you to craft stone blocks for sturdy walls that don't burn. This prevents the "wooden base BBQ" scenario early game. Also grab Passive Cooler (if in hot biomes) and Pemmican (for tribals or caravans) as needed.
Infrastructure
Microelectronics – A mid-game gateway tech unlocking the comms console (trade opportunities) and high-tech research bench (faster research + higher-tier projects). Rush this once immediate needs are met, as it opens many advanced options.
For a more detailed breakdown by game phase, keep reading – we'll expand on each stage below, including DLC-specific tech like gene tailoring and nuclear power. Once you've got your research priorities sorted, check out our base building guide to create the perfect colony layout for your new technologies.
Early-Game Tech: From Crash Landing to Self-Sufficiency
In RimWorld's early game, survival is tech priority #1. You often begin crashlanded with Industrial tech (many basics unlocked), or as a tribe with nothing but neolithic know-how. Let's address both:
Crashlanded (New Arrivals)
You start with electricity and some tech. Focus on filling gaps like Battery (to store power) and Gun Turrets or Blowback Operation (for turrets/turret ammo) as soon as possible. These improve defense drastically. Also consider Hydroponics if food is an issue (e.g. ice sheet biome).
Tribal Start (New Tribe)
Tribals suffer a research speed penalty (2x cost on industrial-tech), so prioritize low-hanging fruit that fixes immediate needs. Stonecutting is usually first – turning rocks into walls to upgrade from flammable huts. Next, Complex Clothing (so you can make decent apparel, since tribes begin only able to craft tribalwear). Then Electricity -> Battery -> Refrigeration (via Air Conditioning research) to preserve food.
Don't Let This Be You!
Colonists "Wolf" and "Flubey" watch their base go up in flames. Don't be like them – rush techs like stonecutting or firefoam so you aren't fighting fire with wooden walls! Early research decisions can literally make the difference between a thriving homestead and a smoking ruin.
Research | Cost (Base) | Key Unlocks | Why It's Priority |
---|---|---|---|
Electricity | 700 | Generators, power conduits, lights | Enables power generation; foundation for refrigeration and automation. Needed for survival in most scenarios. |
Battery | 400 | Batteries (store power) | Stores excess power from solar/wind for nighttime. Prevents power outages that could spoil food. |
Stonecutting | 400 | Stonecutter's table (make stone blocks) | Lets you build stone walls and buildings that don't burn. Vital if you want a fireproof base early. |
Microelectronics | 1200 | Hi-tech research bench; Comms console; Trade beacons | Speeds up research (via better bench), unlocks trade (sell excess, buy vital items). Gateway to late-game tech. |
Machining | 700 | Machining table (craft guns, flak armor, etc.) | Allows crafting of firearms, ammo (in CE), and basic armor. Improves combat readiness by mid-game. |
Gun Turrets | 300 | Automated turrets (requires Machining + Blowback) | Provides automated base defense. Huge force multiplier against raids, especially if colony manpower is low. |
Pro Tip: Research Time vs Benefit
Always ask "What problem does this tech solve for me now?" early on. A newbie mistake is researching "cool" but non-essential tech too soon (like Carpet Making or Tube Television). Those won't keep your colonists fed or safe in year 1. Focus on tech that mitigates immediate threats: hunger, environment, raids.
Mid-Game Research: Pushing Industrial Tech (and Handling New Content)
By mid-game, you've hopefully established power, food, and basic defenses. Now research choices broaden, and prioritization becomes key. It's also when DLC content and mods start to intertwine with your tech tree. Let's break down mid-game focus areas:
High-Tech Benches and Faster Research
Upgrading your research setup is a force multiplier. After Microelectronics, build a Hi-Tech Research Bench ASAP, and add a Multi-Analyzer when you can. The multi-analyzer boosts research speed by +10% and is required for late-game projects.
If you have spare colonists, double up on research benches and researchers. RimWorld allows multiple people to contribute to the same project simultaneously with no penalties. Two scientists at two benches = research flies by.
Tip: Researcher Scheduling
If you have night-owl pawns, one can research overnight while another works daytime, keeping progress 24/7. This constant R&D cycle can leapfrog you ahead of the difficulty curve.
Key Mid-Game Tech Goals
Self-Sufficiency
Fabrication – Unlocks component and advanced component assembly. This is huge: no longer reliant on trader luck to get components. It does require a multi-analyzer and a hefty research investment, but once you have it, you can maintain your own high-tech production.
Medicine Production
Drug Production → Medicine Production – Being able to craft your own medicine from herbal meds, neutroamine, and cloth saves lives. Particularly important for long games or toxin-heavy biomes.
Better Defenses
Research Flak Armor and later Plate Armor for immediate protection, then push Gunsmithing -> Precision Rifling (for sniper rifles) or Gas Operation (for LMGs, assault rifles) depending on preference. If Royalty, Shield Belts tech is great for melee pawn longevity.
Power Upgrades
Geothermal Power – Claim those steam geysers for free, constant energy. Geothermal is a popular mid-game target to solve power woes (no fuel needed!). Each generator is expensive but worth the 3600 research if you have multiple geysers nearby.
Biotech DLC – Genes and Mechanoids
After Microelectronics, you unlock Xenogenetics, which lets you create xenogerms and extract genepacks. This is the foundation of gene-modding. Research path:
- Xenogenetics - Starting point for gene manipulation
- Gene Processor - Allows more complex genomes (requires Microelectronics)
- Archogenetics - Enables use of Archite capsules for powerful genes (requires Multi-Analyzer, Fabrication)
Sanguophage Tip:
Research Deathrest early if you have any sanguophages (vampires) in your colony – it unlocks deathrest caskets and accelerators.
If you start as or become a Mechanitor, your research path shifts to include mech techs. The progression is gated by boss fights:
- Basic Mechtech - Simple mechs like constructoids and agrihands
- Standard Mechtech - Requires a signal chip from the Diabolus boss mech
- High Mechtech - Needs a power focus chip from the War Queen mech boss
- Ultra Mechtech - Requires the nano structuring chip from the apocryphon (super boss)
Pollution Warning:
Wastepack Atomizer tech requires Advanced Fabrication and a nano chip - effectively tying it to Ultra-level research. You'll need to freeze or export toxic wastepacks until then.
Don't Neglect Basics for DLC
It's easy to get sidetracked by new Biotech toys. Ensure you've still got core needs met. A mechanitor with constructoids is great, but if you skipped gunpowder and armor, raiders can still overwhelm you. Strike a balance: incorporate Biotech tech into your plan, but not at the total expense of classic tech.
Vanilla Expanded and Other Mods Mid-Game
If you're running modpacks like Vanilla Expanded (VE), expect dozens of extra research projects to appear. A few tips on handling modded research:
Identify "Quick Wins"
Many mod researches are relatively cheap (300-800 points) and unlock useful stuff. For example, Vanilla Cooking Expanded has Stews or Condiments at low cost – if you value food variety and buffs, slot those in when you have downtime.
Don't Get Overwhelmed
The mod authors often integrate content into existing techs. (E.g., Vanilla Weapons Expanded might unlock some guns with the vanilla Gunsmithing research, not a separate new node.) Check the research requirements – some "new" things might already be accessible.
Prioritize Mods by Playstyle
If you're focusing on a specific playstyle (e.g., ranching), then related mod research (like animal prosthetics) could be higher priority. Or if you're playing a cave/base-builder, power-related techs might be worth rushing.
Here are some popular mod examples:
High-Tech Strategies and Late-Game Goals
Reaching the late game in RimWorld, you'll be juggling a thriving (or at least persistently surviving) colony, and threats will be severe. This phase is about maxing out your tech to handle endgame challenges and achieve victory—be that building the spaceship, dominating the planet, or enduring endless waves for fun.
Late-Game Military Tech and Armor
Marine & Cataphract Armor
These require Powered Armor research (Marine armor) and Cataphract Armor (requires techprints from quests or trades, if Royalty DLC). Power armor dramatically increases pawn survivability. It's expensive but essential for end-game challenges.
Advanced Weapons
Charge Shot for charge rifles and lances (also a techprint-gated Royalty tech) is a top-tier gun research. Charge weapons have superior damage and armor penetration. Advanced melee weapons like monoswords and zeushammers come from Ultratech techprints.
Turret Upgrades
Vanilla turrets top out at the Uranium slug turret (after Autocannon research). With mods like Vanilla Turrets Expanded or Rimatomics, you might have even more powerful options like laser turrets or anti-mortar systems.
Shields and Psytech
With Royalty, Skipshield packs (techprint) and Shield Belts help protect against ranged attacks. If you invested in Psycasts, look out for Psychic Sensitivity boosting gear from special quests to amplify your psycasters.
The Research Endgame: Ship Launch (and Beyond)
In the base game, the "win" condition is to build and launch a starship to leave the rimworld. This requires a series of research projects:
Required Ship Research Path:
Starflight Basics → Starflight Sensors → Cryptosleep Caskets → Starflight Reactor → Johnson-Tanaka Drive (if using Royalty) → Ship Computer Core
These are expensive Spacer techs (3000-8000 each). You will need the Multi-Analyzer and a ton of research time. Also, remember you need a persona core to build the ship computer – which is obtained via a world quest, not research.
Mod Note:
Mods like Save Our Ship 2 extend this concept with even more ship tech. If you're using SOS2, you'll be researching advanced engines, shields, and weapons for your starship – definitely follow that mod's guides, as it adds a lot of complexity.
Tech Gatekeeping: Items & Requisites Summary
To avoid confusion, here's a quick reference of special requirements for certain advanced tech, across expansions:
Tech Project (DLC/Mod) | Extra Requirement | Notes |
---|---|---|
Standard Mechtech (Biotech) | 1× Signal chip (from Diabolus boss) | Unlocked via mechanoid boss event; allows mid-tier mechs. |
High Mechtech (Biotech) | 1× Powerfocus chip (from War Queen) | Plus substantial resources (plasteel/components) to utilize. |
Ultra Mechtech (Biotech) | 1× Nano structuring chip (Apocriton) + Multi-Analyzer, Fabrication | End-game mechs and gear (e.g. centipedes, mech commander helmet). |
Wastepack Atomizer (Biotech) | Same as Ultra: Nano chip + Advanced Fabrication | Essentially tied to ultra mechtech; solves pollution permanently. |
Techprints (Royalty DLC) | Special items for various Spacer tech | E.g. Cataphract Armor needs 2 techprints applied before research. Techprints are obtained via trade/quests. |
Anomaly Research (Anomaly DLC) | Investigate "entities" in events | No research points; must perform in-game tasks to unlock tech. Think of it as quest-based research. |
Rimatomics Projects (Mod) | Sequential; some require built facilities or experiments | E.g. Must build a reactor and run it to unlock further options. Follows its own tab and logic. |
Mods & Tools to Streamline Research
We'd be remiss not to mention the community tools available to make managing all this research easier (or more interesting). RimWorld's modding community has produced mods that tweak everything, including research.
Better Research Tab
Similar goal to the above, with more categorical grouping. If you prefer lists but organized by category or mod, this helps. It's compatible with other research mods often (some people even run both Tree and Better Tab).
Semi-Random Research
There are a few mods that randomize the tech tree or make research options appear in random order (Semi-Random Research, Tech Block, etc.). These are for adding challenge and replayability.
Not for everyone, but if you've memorized the optimal path and want to shake it up, give one a try. They often allow you to weight the randomization so essential basics still show up early.
Planning Your Research
Consider using the in-game Planning tool or a checklist to mark out tech goals. It might sound silly, but writing down "Refrigeration -> Autodoors -> Hospital Beds -> Multi-Analyzer" as a mini-plan helps keep you focused, especially in chaotic situations when the storyteller throws curveballs (raids, infestations, etc.)
Conclusion: Evolving Your Research Strategy for Victory
In RimWorld, knowledge truly is power. A tribe with bows and no electricity will struggle against mechanoid invasions, while a colony that rushes gunpowder and turrets will laugh off the same threat. We've seen how a smart research plan — tailored to your start and expanded with your gameplay (be it gene-modding vampires or nuclear-powered bases) — can make your colony's journey smoother and more epic.
Research in RimWorld is like building your colony's future one tech at a time. Each project opens new possibilities: today's discovery of microelectronics might be what enables tomorrow's trade that saves your colony from famine; unlocking hospital beds could be the difference between life or death for your favorite pawn after the next raid.
"In one of my best runs, I skipped gun turrets entirely (going for a melee-focused killbox strategy) and invested in Vitals Monitors and hospital tech early – that decision saved countless lives when a plague hit my colony, because my doctors had a high-tech infirmary ready."
So, as you ponder your next research project while the aurora flickers overhead and your colonists catch some hard-earned sleep, remember: Fortune favors the technologically prepared. Pick up that pen (or rather, have your scientist pawn pick up that pen at the research bench) and start drafting your colony's bright future.
Action Recap
Unlocking the right tech at the right time turns the tide on the rim – start with the basics, adapt to your colony's needs, and soon you'll snowball from primitive to peak technology. Now, queue up that next project and get researching – the stars (or at least a rocket to them) await! 🚀
Further Resources & Tools:
- RimWorld Official Wiki – Research: Complete tech list and mechanics. Great for checking prerequisites and base costs.
- Steam Workshop: Check out Research Tree/Pal, Research Reinvented, and Better Research mods for improved UX.
- YouTube Guides: Search for "RimWorld research 2025" – creators like AmbiguousAmphibian and Francis John discuss research strategies.
- Reddit & Forums: The /r/RimWorld community posts lots of "what's your research order?" threads with diverse strategies.
Good luck, and may your colony's knowledge (and firepower) grow ever higher!
Last updated: June 2025