MineColonies Wiki

Research System

At the University, a Researcher can research various upgrades to your colony. These are split into three trees: Combat, Civilian, and Technology. You access these from the second page of the University GUI.

Each column of a research tree is also the level the University needs to be to begin a research from that column. So:

Research Tree Column Minimum University Level
1 1
2 2
3 3
4 4
5 and higher 5

You can only choose one column 6 research in each of the Combat, Civilian, and Technology trees.

Below is a description of each of the researches:

Note: Researches below are not cumulative unless stated otherwise.

Combat


University Combat GUI Page

First Column

Name Requirements Effects
Accuracy Guard Tower at least level 1; 16 iron ingots Reduces the time Guards sleep by 50%
Tactic Training Guard Tower at least level 3; 3 blocks of iron Unlocks the Barracks
Avoidance Guard Tower at least level 3; 3 blocks of iron Lets Knights use shields
Improved Leather Town Hall at least level 1; 32 leather Increases Guards’ armor’s durabilty by 10%
Taunt Guard Tower at least level 1; 8 rotten flesh, 8 bones, 8 spider eyes After a Guard attacks a mob, the mob targets the Guard instead of citizens or the player

Second Column

Name Prerequisites Requirements Effects
Quick Draw Accuracy Barracks at least level 3; 2 blocks of iron Increases Knights’ damage by half a heart
Precise Shot Accuracy Barracks at least level 3; 16 flint Increases Archers’ damage by half a heart
Improved Swords Tactic Training Barracks at least level 3; 6 blocks of iron Unlocks the Combat Academy
Improved Bows Tactic Training Barracks at least level 3; 6 blocks of iron Unlocks the Archery
Parry Avoidance Smeltery at least level 1; 16 iron ingots Increases Knights’ armor by 5%
Dodge Avoidance Smeltery at least level 1; 16 iron ingots Increases Archers’ armor by 5%
Boiled Leather Improved Leather Town Hall at least level 2; 64 leather Increases Guards’ armor’s durability by 20%
Regeneration Improved Leather Guard Tower at least level 2; 1 emerald Lets Guards run away when they have low health (this can be turned off in the 2nd page of their tower’s GUI)
Consume Arrows Taunt Guard Tower at least level 2; 64 arrows Archers will request arrows for their bows, and using them will give the Archers a damage boost of 1 heart. If they run out of arrows, they can still shoot, but without the damage boost

Third Column

Name Prerequisites Requirements Effects
Power Attack Quick Draw Combat Academy at least level 3; 4 blocks of iron Increases Knights’ damage by a heart
Penetrating Shot Precise Shot Archery at least level 3; 32 flint Increases Archers’ damage by a heart
Squire Training Improved Swords Combat Academy at least level 3; 4 shields Increases the chance for Knights to block attacks by 5%
Trick Shot Improved Bows Archery at least level 3; 5 bows 5% chance for Archers to shoot 2 arrows at the same time
Riposte Parry Combat Academy at least level 1; 32 iron ingots Increases Knights’ armor by 10%
Improved Dodge Dodge Archery at least level 1; 32 leather Increases Archers’ armor by 10%
Iron Skin Boiled Leather Town Hall at least level 3; 16 iron ingots Increases Guards’ armor’s durability by 30%
Feint Regeneration Guard Tower at least level 4; 8 emeralds When Guards are fleeing, the damage they take is reduced by 20%
Avoid Regeneration Guard Tower at least level 4; 8 emeralds Increases the fleeing speed of Guards by 10%
Arrow Piercing Consume Arrows Archery at least level 1; 64 arrows, 64 redstone dust Archers’ arrows can pierce through multiple enemies and cannot hit Knights or other Archers

Fourth Column

Name Prerequisites Requirements Effects
Cleave Power Attack Guard Towers adding up to at least level 10; 8 blocks of iron Increases Knights’ damage by one and a half hearts
Piercing Shot Penetrating Shot Guard Towers adding up to at least level 10; 64 flint Increases Archers’ damage by one and a half hearts
Knight Training Squire Training Combat Academy at least level 4; 8 shields Increases the chance for Knights to block attacks by 10%
Multi Shot Trick Shot Archery at least level 4; 9 bows 10% chance for Archers to shoot 2 arrows at the same time
Duelist Riposte Smeltery at least level 3; 64 iron ingots Increases Knights’ armor by 25%
Evasion Improved Dodge Smeltery at least level 3; 64 leather Increases Archers’ armor by 25%
Iron Armor Iron Skin Town Hall at least level 4; 32 iron ingots Increases Guards’ armor’s durability by 40%
Fear Feint Guard Towers adding up to at least level 8; 16 emeralds When Guards are fleeing, the damage they take is reduced by 30%
Evade Avoid Guard Towers adding up to at least level 8; 16 emeralds Increases the fleeing speed of Guards by 20%
Knockback Arrow Piercing Barracks at least level 4; 64 redstone dust, 64 gold ingots, 128 lapis lazuli Knights have a chance to do a special whirlwind attack, which damages and knocks back all the enemies near them

Fifth Column

Name Prerequisites Requirements Effects
Mighty Cleave Cleave Barracks level 5; 16 blocks of iron Increases Knights’ damage by two hearts
Wounding Shot Piercing Shot Barracks level 5; 128 flint Increases Archers’ damage by two hearts
Captain Training Knight Training Combat Academy level 5; 16 shields Increases the chance for Knights to block attacks by 25%
Rapid Shot Multi Shot Archery level 5; 18 bows 25% chance for Archers to shoot 2 arrows at the same time
Provost Duelist Combat Academy level 5; 16 diamonds Increases Knights’ armor by 50%
Improved Evasion Evasion Archery level 5; 16 diamonds Increases Archers’ armor by 50%
Steel Armor Iron Armor Town Hall level 5; 64 iron ingots Increases Guards’ armor’s durability by 50%
Retreat Fear Guard Towers adding up to at least level 12; 32 emeralds When Guards are fleeing, the damage they take is reduced by 40%
Flee Evade Guard Towers adding up to at least level 12; 32 emeralds Increases the fleeing speed of Guards by 30%

Sixth Column

You can only choose one of these!

Name Prerequisites Requirements Effects
Whirlwind Mighty Cleave 32 blocks of iron Increases Knights’ damage by 4 hearts
Deadly Aim Wounding Shot 256 flint Increases Archers’ damage by 4 hearts
Captain of the Guard Captain Training 27 shields Increases the chance for Knights to block attacks by 50%
Master Bowman Rapid Shot 27 bows 50% chance for Archers to shoot 2 arrows at the same time
Master Swordsman Provost 64 diamonds Increases Knights’ armor by 100%
Agile Archer Improved Evasion 64 diamonds Increases Archers’ armor by 100%
Diamond Skin Steel Armor 64 diamonds Increases Guards’ armor’s durability by 100%
Full Retreat Retreat 64 emeralds When Guards are fleeing, the damage they take is reduced by 100%
Hotfoot Flee 64 emeralds Increases the fleeing speed of Guards by 50%

Civilian


University Civilian GUI Page

First Column

Name Requirements Effects
Stamina 1 carrot Unlocks the Hospital
Keen House at least level 3; 3 books Unlocks the Library
First Aid Town Hall at least level 1; 8 hay bales Increases colonists’ health by 1 heart
Higher Learning House at least level 3; 3 books Unlocks the School

Second Column

Name Prerequisites Requirements Effects
Band Aid Stamina Library at least level 2; 1 golden carrot Every tick that a colonist is healing, they heal by 10% more
Resistance Stamina Restaurant at least level 2; 1 golden apple Colonists can heal with only 95% saturation
Outpost Keen House at least level 4; 64 steak Lets you have over 25 colonists
Diligent Keen Library at least level 2; 6 books Increases the rate colonists level up by 5%
Rails Keen Courier’s Hut at least level 3; 64 rails Lets colonists use rails to get around. You don’t need to provide them with minecarts, as they automagically create their own for each trip
First Aid II First Aid Town Hall at least level 2; 16 hay bales Increases colonists’ health by 2 hearts
Circus First Aid Restaurant at least level 2; 1 cake Increases colonists’ happiness by 5%
Gourmand First Aid Restaurant at least level 2; 32 cookies Food is 10% more effective at restoring colonists’ saturation
More Books Higher Learning School at least level 1; 6 books Increases the effectiveness of Teachers by 5%
Nurture Higher Learning School at least level 1; 32 cooked chicken Decreases the time it takes children to grow up by 5%

Third Column

Name Prerequisites Requirements Effects
Healing Cream Band Aid Library at least level 3; 8 golden carrots Every tick that a colonist is healing, they heal by 25% more
Resilience Resistance Restaurant at least level 3; 8 golden apples Colonists can heal with only 90% saturation
Hamlet Outpost House at least level 5; 128 steak Lets you have over 50 colonists
Studious Diligent Library at least level 3; 12 books Increases the rate colonists level up by 10%
Nimble Rails Town Hall at least level 3; 1 rabbit foot Increases colonists’ speed by 5%
Lifesaver First Aid II Town Hall at least level 3; 32 hay bales Increases colonists’ health by 3 hearts
Festival Circus Restaurant at least level 3; 9 cakes Increases colonists’ happiness by 10%
Nightowl Circus Library at least level 2; 25 golden carrots Colonists’ bedtime is pushed back by 1 in-game hour
Gorger Gourmand Restaurant at least level 3; 64 cookies Food is 25% more effective at restoring colonists’ saturation
Bookworm More Books School at least level 3; 6 bookshelves Increases the effectiveness of Teachers by 10%
Hormones Nurture School at least level 3; 64 cooked chicken Decreases the time it takes children to grow up by 10%

Fourth Column

Name Prerequisites Requirements Effects
Bandages Healing Cream Library at least level 4; 16 golden carrots Every tick that a colonist is healing, they heal by 50% more
Vitality Resilience Restaurant at least level 4; 16 golden apples Colonists can heal with only 85% saturation
Village Hamlet Town Hall at least level 4; 256 steak Lets you have over 75 colonists
Scholarly Studious Library at least level 4; 24 books Increases the rate colonists level up by 25%
Agile Nimble Town Hall at least level 4; 10 rabbit feet Increases colonists’ speed by 10%
Lifesaver II Lifesaver Town Hall at least level 4; 64 hay bales Increases colonists’ health by 4 hearts
Spectacle Festival Restaurant at least level 4; 18 cakes Increases colonists’ happiness by 15%
Nightowl II Festival Town Hall at least level 3; 75 golden carrots Colonists’ bedtime is pushed back by 2 in-game hours (cumulative with Nightowl)
Stuffer Gorger Restaurant at least level 4; 128 cookies Food is 50% more effective at restoring colonists’ saturation
Bachelor Bookworm Library at least level 3; 12 bookshelves Increases the effectiveness of Teachers by 25%
Puberty Hormones Library at least level 3; 128 cooked chicken Decreases the time it takes children to grow up by 25%

Fifth Column

Name Prerequisites Requirements Effects
Compress Bandages Library level 5; 32 golden carrots Every tick that a colonist is healing, they heal by 100% more
Fortitude Vitality Restaurant level 5; 32 golden apples Colonists can heal with only 80% saturation
City Village Town Hall level 5; 512 steak Lets you have over 175 colonists, up to the max in the config file
Reflective Scholarly Library level 5; 48 books Increases the rate colonists level up by 50%
Swift Agile Town Hall level 5; 32 rabbit feet Increases colonists’ speed by 15%
Guardian Angel Lifesaver II Town Hall level 5; 128 hay bales Increases colonists’ health by 5 hearts
Opera Spectacle Restaurant level 5; 27 cakes Increases colonists’ happiness by 20%
Epicure Stuffer Restaurant level 5; 256 cookies Food is 100% more effective at restoring colonists’ saturation
Master Bachelor Library level 5; 32 bookshelves Increases the effectiveness of Teachers by 50%
Growth Puberty Library level 5; 256 cooked chicken Decreases the time it takes children to grow up by 50%

Sixth Column

You can only choose one of these!

Name Prerequisites Requirements Effects
Cast Compress 64 golden carrots Every tick that a colonist is healing, they heal by 200% more
Indefatigability Fortitude 64 golden apples Colonists can heal with only 50% saturation
Academic Reflective 128 books Increases the rate colonists level up by 100%
Athlete Swift 64 rabbit feet Increases colonists’ speed by 25%
Guardian Angel II Guardian Angel 256 hay bales Increases colonists’ health by 10 hearts
Theater Opera 16 enchanted golden apples Increases colonists’ happiness by 50%
Glutton Epicure 512 cookies Food is 200% more effective at restoring colonists’ saturation
PhD Master 64 bookshelves Increases the effectiveness of Teachers by 100%
Beanstalk Growth 512 cooked chicken Decreases the time it takes children to grow up by 100%

Technology


University Technology GUI Page Part One
University Technology GUI Page Part Two

First Column

Name Requirements Effects
Biodegradable Farm at least level 3; 64 bone meal Unlocks the Composter’s Hut
More Scrolls Enchanter’s Tower at least level 3; 64 paper, 1 ancient tome, 64 lapis lazuli Lets the Enchanter craft the Spatial Guard Reinforcements Scroll and the Worker-Where-Are-You Scroll
Stone Cake Mine at least level 3; 64 chiseled stone bricks Unlocks the Stonemason’s Hut
Woodwork Forester’s Hut at least level 3; 64 oak planks Unlocks the Sawmill
Hot! Mine at least level 2; 4 lava buckets Unlocks the Smeltery
Hitting Iron! Mine at least level 3; an anvil Unlocks the Blacksmith’s Hut

Second Column

Name Prerequisites Requirements Effects
Flower Power Biodegradable Composter’s Hut at least level 3; 64 compost Unlocks the Flower Shop
Let it Grow Biodegradable Farm at least level 3; 16 compost Unlocks the Plantation
Bonemeal Biodegradable Mine at least level 3; 64 wheat seeds Increases Farmers’ output by 10%
Rocking Roll Stone Cake Stonemason’s Hut at least level 1; 64 stone Unlocks the Crusher’s Hut
Stringwork Woodwork Sawmill at least level 1; 16 string Unlocks the Fletcher’s Hut
Sieving Woodwork Fisher’s Hut at least level 3; 64 string Unlocks the Sifter’s Hut
Memory Aid Woodwork Sawmill at least level 1; 32 paper Increases the max amount of recipes stored in each hut by 25%
Is this Redstone? Hot! 128 redstone dust Increases colonists’ block breaking speed by 10%
The Flintstones Hot! Smeltery at least level 3; 64 stone bricks Unlocks the Stone Smeltery
Those Lungs! Hot! Smeltery at least level 3; 64 glass Unlocks the Glassblower’s Hut
Strong Hitting Iron Blacksmith’s Hut at least level 1; 8 diamonds Increases colonists’ tools’ durability by 5%
Ability Hitting Iron Mine at least level 1; 64 iron ingots Increases colonists’ block placing speed by 10%
Veinminer Hitting Iron Mine at least level 1; 32 iron ore Increases the number of ores the Miner produces by 10%
What ya Need? Hitting Iron Blacksmith’s Hut at least level 3; 64 redstone dust Unlocks the Mechanic’s Hut

Third Column

Name Prerequisites Requirements Effects
Rainbow Heaven Flower Power Flower Shop at least level 3; 64 poppies Unlocks the Dyer’s Hut
Double Trouble Let it Grow Plantation at least level 3; 64 bamboo, 64 sugar cane, 64 cacti Lets the Planter plant 2 out of 3 crops at the same time
Dung Bonemeal Mine at least level 4; 128 wheat seeds Increases Farmers’ output by 25%
Gilded Hammer Rocking Roll Crusher’s Hut at least level 3; 64 gravel, 64 sand, 64 clay blocks Lets Crushers crush based on a 1-1 ratio instead of 2-1
Pave the Road Rocking Roll Crusher’s Hut at least level 1; 32 white concrete Unlocks the Concrete Mixer’s Hut
Hot Boots Stringwork Fletcher’s Hut at least level 1; 32 leather, 16 iron ingots Gives the Miner fire resistance for those annoying lava lakes
Space Sieving Mine at least level 3; 16 racks Increases the number of items you can set as a minimum stock in the Warehouse, Restaurant, and Bakery GUIs by 50%
Cheat Sheet Memory Aid Sawmill at least level 3; 64 paper Increases the max amount of recipes stored in each hut by 50%
Redstone Powered Is this Redstone? 256 redstone dust Increases colonists’ block breaking speed by 25%
Know the End? The Flintstones Bakery at least level 3; 64 chorus fruit Lets the Baker craft chorus bread and lets the Stonemason craft end stone (for more information, go to the Baker and Stonemason pages)
Hardened Strong Blacksmith’s Hut at least level 2; 16 diamonds Increases colonists’ tools’ durability by 10%
Skills Ability Mine at least level 2; 128 iron ingots Increases colonists’ block placing speed by 25%
Good Veins Veinminer Mine at least level 2; 64 iron ore Increases the number of ores the Miner produces by 25%
Enhanced Gates I What ya Need? 64 wooden gates, 2 ancient tomes, 5 blocks of iron This has a bit of a complex formula, but suffice it to say it makes gates more durable

Fourth Column

Name Prerequisites Requirements Effects
Compost Dung Mine level 5; 256 wheat seeds Increases Farmers’ output by 50%
Capacity Space Mine at least level 4; 32 racks Increases the number of items you can set as a minimum stock in the Warehouse, Restaurant, and Bakery GUIs by 100%
Recipe book Cheat Sheet Sawmill at least level 3; 128 paper Increases the max amount of recipes stored in each hut by 100%
Deep Pockets Cheat Sheet Library at least level 4; 256 emeralds Adds 9 slots to colonists’ inventories
Heavy Machinery Redstone Powered 256 redstone dust Increases colonists’ block breaking speed by 50%
Reinforced Hardened Blacksmith’s Hut at least level 3; 32 diamonds Increases colonists’ tools’ durability by 25%
Tools Skills Blacksmith’s Hut at least level 4; 256 iron ingots Increases colonists’ block placing speed by 50%
Rich Veins Good Veins Blacksmith’s Hut at least level 4; 32 gold ore Increases the number of ores the Miner produces by 50%
Enhanced Gates II Enhanced Gates I 64 iron gates, 2 ancient tomes, 32 obsidian Even more durable gates!

Fifth Column

Name Prerequisites Requirements Effects
Fertilizer Compost Smeltery at least level 3; 512 wheat seeds Increases Farmers’ output by 75%
Full Stock Capacity Mine level 5; 64 racks Increases the number of items you can set as a minimum stock in the Warehouse, Restaurant, and Bakery GUIs by 200%
RTM (Read the Manual) Recipe book Sawmill at least level 4; 256 paper Increases the max amount of recipes stored in each hut by 200%
Loaded Deep Pockets Library level 5; 64 emeralds Adds 18 slots to colonists’ inventories
What Is This Speed? Heavy Machinery 1024 redstone dust Increases colonists’ block breaking speed by 100%
Steel Bracing Reinforced Blacksmith’s Hut level 5; 64 diamonds Increases colonists’ tools’ durability by 50%
Seems Automatic Tools Blacksmith’s Hut level 5; 512 iron ingots Increases colonists’ block placing speed by 100%
Amazing Veins Rich Veins Blacksmith’s Hut level 5; 64 gold ore Increases the number of ores the Miner produces by 100%

Sixth Column

You can only choose one of these!

Name Prerequisites Requirements Effects
Magic Compost Fertilizer 2048 wheat seeds Increases Farmers’ output by 200%
Rainman RTM 27 buckets of salmon Workers work during rain and storms
Heavily Loaded Loaded 128 emeralds Adds 27 slots to colonists’ inventories
Lightning What Is This Speed? 2048 redstone dust Increases colonists’ block breaking speed by 200%
Diamond Coated Steel Bracing 128 diamonds Increases colonists’ tools’ durabilty by 90%
Madness! Seems Automatic 1024 iron ingots Increases colonists’ block placing speed by 200%
Motherlode Amazing Veins 64 diamond ore Increases the number of ores the Miner produces by 200%

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