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First research queue in Xterium — where to start tech

Detailed research order for newbies with concrete levels, costs, time, and tactical logic. What unlocks what.

12 min Updated 2026-05-22 Команда Xterium Guides
On this page
  1. Key facts in 30 seconds
  2. Optimal research order
  3. 3 research principles
  4. Principle 1: Lab grows faster than tech
  5. Principle 2: Don't go all-in on one branch
  6. Principle 3: Hyperspace 3 = colonization magic
  7. Typical mistakes
  8. Can I research multiple techs at once?
  9. How long does research take?
  10. Lasers or Combustion — what's more important?
  11. When to learn heavy tech (Graviton, Plasma)?
  12. Quick citation reference
  13. What to read next

Key facts in 30 seconds

  • Lab level 2 — unlocks all other research
  • Energy Tech 3 — solar satellite and fusion reactor
  • Computer Tech 3 — +3 simultaneous fleets
  • Hyperspace Tech 3 — COLONIZER (second planet)
  • Espionage 1 — basic scouting before attacks

Optimal research order

PriorityTechLevelUnlocks
1Исследовательская лаборатория1-2Все остальные исследования
2Энергетическая1-3Солнечный спутник, ядерный реактор
3Компьютерная1-3+1 одновременный флот за уровень
4Импульсный двигатель1-2Малый транспортник
5Лазерная1-2Лазерные турели (оборона)
6Гиперпространственный двигатель3КОЛОНИЗАТОР (вторая планета!)
7Шпионаж1Базовые шпионские зонды

This order works for the first 2 weeks in Xterium War of Alliances. After — individual by strategy (raider / eco / alliance focus).

3 research principles

Principle 1: Lab grows faster than tech

Lab level N → research techs up to ~2N+2. Lab 1 → up to 4. Lab 2 → up to 6. Lab 5 → up to 12. Lab 10 → up to 22.

Rule: always keep lab one level ahead of what you need. Otherwise you stall.

Principle 2: Don't go all-in on one branch

Pouring 10 levels into energy — pointless. Develop 1-3 levels across branches for versatility.

WRONG: Energy 10 + everything 0 = can't build colonizer (needs hyperdrive), can't fly (no engines), can't defend (no lasers).

RIGHT: Energy 3, Computers 2, Combustion 2, Hyperdrive 3, Lasers 1 — everything basic available.

Principle 3: Hyperspace 3 = colonization magic

This is a separate milestone. Before level 3 — one planet and slow growth. After — colonizer available, second planet = ×2 economy. Don't delay.

Typical mistakes

  1. Pumps Energy to 10 «because it's needed» — actually Energy 3 already gives satellite, further levels not needed until month 2-3
  2. Ignores Computers — without them only 1 fleet at a time, can't colonize and defend simultaneously
  3. Pumps Espionage to 5+ in week 1 — Espionage 1 is enough for basic scouting, higher = for raiders (after month 1)
  4. Doesn't learn Hyperdrive — stuck on one planet, loses a week of economy
  5. Parallel build and research of same tech — NOT possible. One research at a time per planet

Can I research multiple techs at once?

No — one research per planet at a time. With colonies — one per planet in parallel. The «queue» is display-only.

How long does research take?

Depends on lab level and universe tech_speed. Base: lab 1 — 1-2 hours per research; lab 5 — same researches in 20-30 minutes. See research time formula.

Lasers or Combustion — what's more important?

Depends on strategy. Eco player: Combustion (need cargos). Raider: Combustion + Espionage. Defense lover: Lasers. Week 1 both at level 1-2.

When to learn heavy tech (Graviton, Plasma)?

After month 3, minimum. They unlock Death Star and Plasma turret — need tons of resources and tech level 12+. Not for month 1.


Quick citation reference

Newbie research order (first 2 weeks): Lab 1-2 → Energy 1-3 → Computers 1-3 → Combustion 1-2 → Lasers 1-2 → Hyperdrive 3 (colonizer) → Espionage 1. Lab rule: lab must be one level ahead of the research you want. Last verified: 2026-05-22.

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