Lifeform research: stacking, caps and selections.
How to read the research tables, combine eligible bonuses and distinguish caps from current-version uncertainties.
Reviewed 9 November 2026. Source-model reference, not a live-account measurement. Official workbook vintage and current implementation caveats are stated below; live Techinfo takes precedence.
What this guide covers
- Find the target and base effect of each technology.
- Separate local research levels from account-wide contributions.
- Check caps, conditions and source-version limits before investing.
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Base effects and eligible targets
Every research effect in the four tables contributes account-wide, but only to its named target. Selection and levels are local to each planet. The planet’s inhabiting species is independent of the technology’s origin; the same unlocked technology can be selected on multiple planets. Slots 1–6 are T1.1–T1.6, slots 7–12 are T2.1–T2.6, and slots 13–18 are T3.1–T3.6.
The ship-stat package means structural integrity, shields, attack, cargo capacity and base speed. It does not include fuel consumption. Civilian ships here means Small Cargo, Large Cargo, Colony Ship, Recycler and Espionage Probe, not Pathfinder. Probe cargo still depends on universe settings.
Production percentages act on the relevant production basis, not necessarily on an already-bonused total. Flight-speed, ship-stat and expedition coefficients are not complete final-speed, flight-time or yield equations. Read a research name together with its target: Low-Temperature Drives affects Espionage research, and Rune Shields affects Armour research.
How contributions stack
For an ordinary linear effect, the per-planet contribution is base coefficient × research level × (1 + inhabiting-species experience bonus + applicable building bonuses). Add eligible contributions across planets, then apply the relevant effect-category cap. Bonuses inside this multiplier are added, not multiplied independently. The Cloning Lab’s technology amplification applies to Kaelesh technologies.
This expression describes the Lifeform contribution, not the complete final mine, ship, flight or reward calculation. Do not amplify an already-final in-game bonus a second time. Special handling, such as the first level of Intergalactic Envoys, can differ from the ordinary expression.
Caps and version limits
These are effect-category caps in the referenced definitions, not a separate allowance for every technology. “No cap specified” is not proof that every downstream system is unlimited.
| Effect category | Reference limit | Interpretation |
|---|---|---|
| Targeted research/building resource cost | 50% reduction | Applies only to the named target; do not treat time reduction as resource savings. |
| Targeted research/building time | 99% reduction | Combine eligible reductions within the applicable calculation. |
| Crawler energy use | 50% reduction | Ion Crystal Modules does not raise the overload setting. |
| Fuel refunded on recall | 90% refund | Slingshot Autopilot refunds fuel on recall; it is not a general flight-fuel reduction. |
| Complete-fleet-loss expedition event probability | 50% relative reduction | Psionic Network targets this event probability, not all expedition losses or combat damage. |
| Raw resource/energy production, ship/defense stats, cargo, phalanx range and class amplification | No cap specified in these definitions | Final-system limits and integer rounding can still matter. |
| Ordinary flight-fuel reduction | Version conflict: older LF definition 30%; later global limit 90% | See the fuel caveat below; do not substitute either number for an unverified combined formula. |
Class enhancements
Rock’tal Collector Enhancement, Mechan General Enhancement and Kaelesh Discoverer Enhancement all occupy slot 18 / T3.6. Each has a base +0.2% per research level to eligible bonuses of the corresponding active class. They do not give an account another class.
A total 50% enhancement means an eligible base perk ×1.5, not an extra 50 percentage points added to every perk. Integer perks have rounding thresholds. The official October 2026 expedition guide gives one extra expedition slot per 50% Discoverer enhancement, amplifying the class’s base +2 slots.
| Class enhancement | Excluded perks |
|---|---|
| Rock’tal Collector Enhancement | Crawler overload ability/setting; building-acceleration discount. |
| Mechan General Enhancement | Light Fighter instant Deathstar destruction chance; transport of attacking wreckage to the starting planet; detailed fleet-speed controls; shipyard-acceleration discounts. |
| Kaelesh Discoverer Enhancement | Expedition-debris visibility; inactive-player loot; research-acceleration discounts. |
Effects that need an extra check
- Intergalactic Envoys unlocks discovery missions at level 1. The official workbook lists a nominal +1% discovery-flight speed per research level; pinned Tracker gives zero speed bonus at level 1, then 1% × level at higher levels. Exact first-level handling and live travel time were not independently verified. It does not improve discovery or artefact odds.
- Telekinetic Tractor Beam, Enhanced Sensor Technology, Sixth Sense and Gravitation Sensors increase the quantity of their named expedition find, not the chance of that event. Telekinetic Drive affects expedition travel speed, not holding time.
- Psionic Network reduces the probability of the complete-fleet-loss expedition event relatively. It does not reduce pirate/alien battle damage, remove every risk or make fleetsaving on expeditions safe.
- Ion Crystal Modules has +0.1% crawler production efficiency and −0.1% crawler energy use per level in the checked definitions. The exact enhanced crawler-production equation remains unverified because the pinned Tracker implementation is internally inconsistent. No final output equation or higher overload setting is inferred.
Plan the tier before spending artefacts
Artefacts let you select a desired technology rather than rely on a random choice. The official information describes different costs by tier. Before spending, write out your desired selections for the whole tier and compare the total with your inventory. The FAQ warns that changing selections can involve resetting the tier and selecting its technologies again.
The published artefact prices are 200 for a tier-1 selection, 400 for tier 2 and 600 for tier 3. Four deliberate tier-1 selections therefore need 800 artefacts; that is selection currency, not the resources needed to research the chosen technologies. Record the other selections before resetting, because they may also need to be selected again.
Treat a reset as a small migration project: record current selections, check the current interface warnings and costs, and know the desired end state. Do not reset while tired simply because one technology looks better. If a species switch is also involved, evaluate the new building setup and population unlocks before expecting the old bonus to remain active.
Choose a build strategy for your actual income
These are candidate paths, not an instruction to choose every listed technology. Options in the same slot compete with one another. Preview the slot’s four candidates and their current descriptions before committing artefacts.
| Account pattern | Early research candidates | Later direction and decision rule |
|---|---|---|
| Passive miner | High-Performance Extractors: all-resource production; Acoustic Scanning: crystal; High Energy Pump Systems: deuterium | Compare income gained per full upgrade cost. Consider Rock’tal production buildings and Collector Enhancement if Collector is active. |
| Regular expeditions | Telekinetic Tractor Beam: ship finds; Enhanced Sensor Technology: resource finds | Add Sixth Sense for resource finds and consider Kaelesh Discoverer Enhancement for an active Discoverer. Value these using actual launches, not an imagined maximum. |
| Active fleet | Plasma Drive: speed except Deathstars; Efficiency Module: flight fuel reduction | Choose a ship-specific General Overhaul only for ships you use, such as Battlecruisers. Simulate the fleet after updating bonuses. |
| Logistics-limited account | Cargo Hold Expansion: civilian cargo capacity | Compare fewer ships or trips against the production or expedition technology sacrificed in the same slot. More cargo does not by itself raise the expedition reward cap. |
Pilot the plan, then roll it out
Try the intended setup on one suitable planet before repeating it everywhere. Record the cost to reach the slot, the research cost and the actual bonus change. If you cannot explain where the improvement appears, investigate before scaling. A copied template may depend on a different class, income mix or activity level.
Compare another level on a mature planet with an early level on a less-developed planet, including prerequisites. Keep core economy, cargo and fleetsave reserves funded. Revisit the plan when your play pattern changes: an expedition-heavy setup deserves a new review if you stop launching regularly. Your account should support the game you actually play, not a schedule you no longer keep.
A species switch preserves previously developed levels for later reuse, but the new species must support and unlock its own selected research. Expect a transition, not an instant replacement of every bonus. Before changing a working setup, record selections, population and account totals. Compare the gain using the production breakdown: a one-percentage-point bonus is not necessarily one percent of an already-bonused total.
Evidence and current-game checks
All 72 technology names, targets and base coefficients were checked against Gameforge’s “PTS LF values (current)” workbook sheet and cross-checked with OGame Tracker at commit 052f9dd83ceb18e3188706be4688f0239b8a9c21. The workbook file was last modified on 4 December 2023. Review date: 9 November 2026. These references are not a fresh live-account measurement.
The later official fuel-cap notice takes precedence over a conflicting older definition within its stated scope. Unverified combinations are labelled rather than filled in with a guessed equation. Check the current account’s Techinfo, active bonuses and mission results before a costly change.
Quick checks
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Sources & version context
Reviewed 9 November 2026. Source-model reference, not a live-account measurement. Official workbook vintage and current implementation caveats are stated below; live Techinfo takes precedence. Planning workflows and examples are Skie guidance. Game rules and interface requirements should be checked against the linked references and your current account.
- Gameforge Lifeforms design workbook · “PTS LF values (current)”; file modified 4 December 2023, reviewed 9 November 2026 ↗
- Official Lifeforms global-release design-manifest announcement ↗
- OGame Tracker definitions · cross-check pinned to 052f9dd83ceb18e3188706be4688f0239b8a9c21 ↗
- Origin Lifeforms FAQ · mechanics and population-build reference ↗
- Official version 13.0.0 changelog · 29 July 2026 global fuel-reduction cap ↗
- Expeditions & You · official October 2026 advanced guide ↗
- Pinned Tracker · Lifeform technology building amplification ↗
- Lifeforms and artefacts information · official announcements ↗
- Official Lifeforms balance notes · Human starter prerequisites and conversion buildings ↗
- Expeditions & You · official 2026 expedition technology guidance ↗
- Lifeform Research Question · all-planet research example ↗
- Rock’tal overview · community reference for building/technology roles ↗
- Mecha overview · community reference for fleet technology roles ↗
- Cargo Hold Expansion · community reference ↗
