shipbuilding Tech Comparison
Self-Repairing Hulls vs Carrier Operations
Comparing the Self-Repairing Hulls (Tier 3) and Carrier Operations (Tier 3), both shipbuilding technologies in Starforge MMO. Use this to decide which to queue first when your research lab can only run one project at a time.
Research Comparison
| Attribute | Self-Repairing Hulls | Carrier Operations |
|---|---|---|
| Tier | T3 | T3 |
| Research time | 18▼ | 32 |
| metal cost | 35,000▼ | 85,000 |
| crystal cost | 18,000▼ | 42,000 |
| antimatter cost | — | 350▼ |
| Effect | +2% out of combat repair per min | enables carrier class: true; +2 carried squadron slots |
▼ marks the lower resource / time cost. Cheaper isn't always better — weigh it against the effect each tech unlocks.
Self-Repairing Hulls
Nanite-laced hull plating repairs 2% of max HP per minute outside combat.
Requires: shipbuilding 2
Carrier Operations
Flight-deck engineering and launch-catapult systems unlock the Carrier hull class and its embarked strike wings.
Unlocks buildings: carrier flight deck
Unlocks ships: dawn carrier, phoenix carrier
Requires: shipbuilding 3, drone warfare 1
Which Should You Research First?
Both sit at the same tier. The Self-Repairing Hulls is the cheaper project, so it's the safer early pick if your economy is tight; otherwise prioritise whichever effect supports your current strategy.