Jump to content

Biolab: Difference between revisions

From VoidVerse Wiki
Import reviewed reference content
Import reviewed reference content
 
(One intermediate revision by the same user not shown)
Line 1: Line 1:
<div class="vv-language-bar">'''English''' · [[Biolab/de|Deutsch]]</div>
<div class="vv-language-bar">'''English''' · [[Biolab/de|Deutsch]]</div>
= Biolab =
= Biolab =
Biolab uses expedition discoveries to develop biological technologies. The interface shows Void experience, Xenogen and artifacts alongside the available upgrades. This guide does not reveal undiscovered expedition events or hidden unlocks.
The '''Biolab''' turns what your fleets bring back from [[Excursions]] and Void boss fights into permanent empire-wide bonuses. It needs no building: open it from the left menu. The top of the page shows your three biological currencies, '''VXP''' ([[Void Experience]]), '''[[Xenogen]]''' and '''[[Artifacts]]''', all held on your player account rather than on a planet.
 
'''Costs and time.''' Each research has its own base cost in one to three of these currencies. Every level multiplies the cost by a factor between 1.75 and 1.95 (it differs per research) and the duration by 1.5. Biolab work is sped up only by the [[Science Network]]: each level, summed over all your planets, cuts the duration by 5% (factor 0.95 per level). Neural Networks does not apply here. Completed levels add to your total points.
 
'''Queue.''' Up to '''5 orders''' run one after another, and orders of the same research stack (+1, +2, +3). The ''R+'' / ''Q+'' button fills the queue with one research in a single click. Removing a waiting order refunds it in full; cancelling the running one refunds '''75%'''.
 
'''Higher science''':
* '''Archeotech''': unlocks relic creation and fusion, five more collection slots per level (see [[Relics]]).
* Bioenergetics Synthesis: building energy use -0.125% per level.
* Void Propulsion: fuel use -0.125%.
* Deep Yield: asteroid and debris field yield +0.125%.
* Yield Compression: Borehole Aslit +0.25%.
* Matter Amplifier: all resource production +0.125%.
* Research Advancement: regular research cost -0.125%.
* Excursion Instinct: excursion failure chance -0.25 percentage points.
 
'''Void advancement''':
* Terran, Vaa'r and Qwant Evolution: base stats of that race's [[Commanders]] +0.5%.
* Bio-Alloy: damage from Void boss counterattacks -0.5%.
* Psionic Protection: commander fatigue against Void holds -0.5%.
* Cloning Vats: commander downtime after a boss fight -1%.
* Dread Dampening: Void realm dread -0.5%.
* Neural Uplink: commander experience +1%.
* Shard Resonance: +0.5% chance of an extra Voidgen shard when you break a Void hold.
* Void Salvage: Artifacts and Xenogen from Void boss fights +0.25%.
 
'''The 25% cap.''' Every bonus above stops at '''25%''' (25 percentage points for Excursion Instinct), except the Matter Amplifier, which has no cap. That is reached at level 200 for 0.125% steps, 100 for 0.25%, 50 for 0.5% and 25 for 1%. A capped card shows ''Max'' on its bonus badge and the button reads ''Capped''; it cannot be queued further. Each card shows its current bonus on the artwork.
 
'''Tips.''' Because costs grow per level, spreading levels across several cheap researches usually buys more total bonus than pushing one. The Matter Amplifier is the only bonus that keeps paying forever.


== Related references ==
== Related references ==
* [[Xenogen]]
* [[Void Experience]]
* [[Artifacts]]
* [[Excursions]]
* [[Relics]]
* [[Commanders]]
* [[Science Network]]
* [[Research]]
* [[Research]]
* [[Fleet]]


[[Main Page|Back to the wiki home]]
[[Main Page|Back to the wiki home]]
[[Category:Game sections]]
[[Category:Game sections]]

Latest revision as of 16:21, 3 November 2026

English · Deutsch

Biolab

The Biolab turns what your fleets bring back from Excursions and Void boss fights into permanent empire-wide bonuses. It needs no building: open it from the left menu. The top of the page shows your three biological currencies, VXP (Void Experience), Xenogen and Artifacts, all held on your player account rather than on a planet.

Costs and time. Each research has its own base cost in one to three of these currencies. Every level multiplies the cost by a factor between 1.75 and 1.95 (it differs per research) and the duration by 1.5. Biolab work is sped up only by the Science Network: each level, summed over all your planets, cuts the duration by 5% (factor 0.95 per level). Neural Networks does not apply here. Completed levels add to your total points.

Queue. Up to 5 orders run one after another, and orders of the same research stack (+1, +2, +3). The R+ / Q+ button fills the queue with one research in a single click. Removing a waiting order refunds it in full; cancelling the running one refunds 75%.

Higher science:

  • Archeotech: unlocks relic creation and fusion, five more collection slots per level (see Relics).
  • Bioenergetics Synthesis: building energy use -0.125% per level.
  • Void Propulsion: fuel use -0.125%.
  • Deep Yield: asteroid and debris field yield +0.125%.
  • Yield Compression: Borehole Aslit +0.25%.
  • Matter Amplifier: all resource production +0.125%.
  • Research Advancement: regular research cost -0.125%.
  • Excursion Instinct: excursion failure chance -0.25 percentage points.

Void advancement:

  • Terran, Vaa'r and Qwant Evolution: base stats of that race's Commanders +0.5%.
  • Bio-Alloy: damage from Void boss counterattacks -0.5%.
  • Psionic Protection: commander fatigue against Void holds -0.5%.
  • Cloning Vats: commander downtime after a boss fight -1%.
  • Dread Dampening: Void realm dread -0.5%.
  • Neural Uplink: commander experience +1%.
  • Shard Resonance: +0.5% chance of an extra Voidgen shard when you break a Void hold.
  • Void Salvage: Artifacts and Xenogen from Void boss fights +0.25%.

The 25% cap. Every bonus above stops at 25% (25 percentage points for Excursion Instinct), except the Matter Amplifier, which has no cap. That is reached at level 200 for 0.125% steps, 100 for 0.25%, 50 for 0.5% and 25 for 1%. A capped card shows Max on its bonus badge and the button reads Capped; it cannot be queued further. Each card shows its current bonus on the artwork.

Tips. Because costs grow per level, spreading levels across several cheap researches usually buys more total bonus than pushing one. The Matter Amplifier is the only bonus that keeps paying forever.

Related references

Back to the wiki home