Copying stuff out into the thread to make it easier to find. This post has Mechanics & Research:
Mechanics
Cycles: A cycle is half a day, unless the day is exceptionally short; then a cycle is a whole day. Cycles on this planet are the normal half-day kind.
- Sub-cycles (if needed) are 3 hours each, for 4 per cycle. These are mostly for talking to beings who are not rocks, for precision work, or for anything else you can fit into the timeframe.
- If we are out of energy, time skips to the next cycle unless we are doing stuff that doesn't require it, like communications.
Scale & Vision: A single crystal unit is 10m, or 1 map square big. The core has 10 squares vision, and crystals with 1st Visual Augmentation do as well. Normal crystals extend vision by only 4 squares.
Energy: Energy is very important to Crystalline. So much so that there is no hard cap on what you can store, although exceeding the capacity of storage crystals can lead to anything between slight glow and ruinous detonations depending on how far over you are.
Excess energy can either be used up quickly, vented safely(though this will eat an entire sub-cycle to do so properly, and is not safe to surrounding non-geological life), or vented aggressively into things like superheated surroundings or laser blasts.
Venting too much energy aggressively through too-weak of crystal may backfire into explosions. Storage crystals penetrated during combat can and likely will also explode violently, since they hold far more than flows through most of the rest.
- Generation: Each cycle, a pulse radiates from the core crystal into all connected crystal, leading to that cycle's round of energy gen from crystals that can do so. Any disconnected power-generating crystals will not output into the main pool and will remain inactive, and other power sources will react in different ways. Any energy leftover from previous cycles is kept and can be used. Energy can also be reserved for special projects. You can't reserve more than a cycle of energy at once.
Movement: You can, via a full cycle of energy and time (and sufficient empty space), move your entire structure somewhere else.
Conversion: For materials, you must be adjacent to it in someway. Then you simply need enough energy to change it to crystal of the type you want. For converting crystal types, the energy cost is half of the more expensive crystal between the two.
Repairs: You cannot upgrade crystals that are damaged until they're repaired. Repair however, is simple. Crystals are either 'damaged' or 'heavily damaged'. Damaged costs the crystal's fab cost, Heavily Damaged requires twice that. The two have different overlay symbols in the map legend to tell them apart.
Research
There is two type of research available: Experimentals & Reverse engineering, which is tearing specific things apart and/or throwing energy at them and seeing what happens. Less predictable results but less time and energy required usually. Actions outside of the lab may also produce useful insights, so feel free to conduct some large scale experiments!
Second is General research: This is for pointing in a direction and seeing what is there, research-wise. Lab work and theories. Takes longer and more energy but usually leads to more obvious results, like improved techs or new lines of research to examine. This way can also be used to try and add things onto the tech tree that weren't there previously by throwing things at the wall and see if they stick, if you have an idea of where you want to go.
The Core crystal produces a research point per cycle, it and points accumulated by researcher crystals may be spent on either group each cycle, but may not be banked. Research progress is kept, though. Tech tree lines that point towards nothing have known further sections but are missing prerequisites.
Tech tree
Starting tech: Base Crystal, Storage Crystal, Template: Refined, Template:Space-filling, Template: Intrusive, Template: Matter, Trait: Defensive Offense, Trait: Data Storage, Trait: Reinforcement.
Tree Link!
Techs:
Warfare:
Offense (100/100): Your weaponry is not artillery...yet. But its a good start.
Offensive Export (0/1000): Technically, you can already do this. But being able to do it without being perilously overcharged is a plus for sure. That way you can be more particular about the output.
Defense (100/100): This was kinda obvious in retrospect. Of course you wanted to protect against energy surges first!
Absorption Fields (1000/1000) - Hah, like you'd let something else beat you at energy! Go ahead and power your foe with your attacks! (unless they are particularly high-powered)
Dampening Fields (1000/1000): Anti-mining and general impact resistance are both good. Thunks will remain thunks now.
Trait: Repair Protocols (24/20): Maintenance is important and you now have to do your own. Unlocks a Trait.
Improved Self-Repair Systems (0/250): Surely you can do this better? Might take awhile to refine.
Damage Reduction Fields (0/1000): The two defense fields are not exactly...compatible, but with some tinkering and a lot of iteration, perhaps you can use both at once?
Shielding Theory (0/800): Getting hit directly? Terrible idea if you can project enough energy to deflect any attacks. The question is how do you do that without you having to focus on the projection field not exploding all the time?
Energy Generation:
Base Crystal Upgrade (0/1000): You really need to improve these things now that they aren't just a means to connect to the actual power generation. They work...but thats it. Not good enough. Worth investigation at the least.
Strengthened Conduits (0/250): Just upscaling your base crystals goes poorly when simulated. You need some time to analyze where things are blowing up in your design and make it better. On the plus side, this means you can probably upgrade the power output as well… Repeatable.
Fusion Amplification (0/???): Engineering is not your specialty, and Engineering Crystalline are bullshit for even coming up with this without it blowing up the entire damn place. Where do you even start?
Storage:
Energy Condensing (0/250): There must be a way to fit more into the same space, otherwise it'd make no sense for how compact the Prime's storage was…
Enhanced Stabilization (0/250): With enough adjustments and optimizations to the structure and containment systems, you should be able to construct larger single-storages with less risk of fracturing during fabrication. Repeatable.
Research:
Research Crystal (4/4): If you're stuck here for now, you shouldn't be down to only one thought process. You need more of them, or assistants.
Command Network:
Delegation (0/500): Not counting lucky sudden appearances of the Prime Crystal, you're going to be here awhile. Might as well get started on the long, difficult road towards having assistants. Maybe even companions!
Sensors & Expansion:
Trait: Visual Augmentation (126/120): There we go. Now you can properly see things if the crystal is adjusted properly, or with some extensive fine-tuning, double the range! Unlocks a Trait.
Trait: Vis-Link (0/500): Perhaps you can mesh together crystal sights for enhanced effective range now? Its worth investigation. Unlocks a trait.
Improved (matter) Output (0/750): You can probably get mroe out of this stuff if you try, but is it worth it over just getting better crystal instead?
Wireless Theory (0/1900): Well, you didn't get to finish working on it back home. But now you have to start from scratch, which might...take awhile. A long while. And remember to locally back things up this time!