Best Research to Rush at the Pal Labor Research Lab

Updated 2026-07-24

The Pal Labor Research Lab hides some of the biggest permanent buffs in the game behind 168 projects, and picking blind wastes months of Pal work-hours. The data gives a clear answer on what to rush: one line makes every other line faster, one project is almost free, and the rest depends on how you actually play. Full costs for everything live on the research database — this is the strategy layer.

Rush These First, Whatever Your Playstyle

Two openers stand out from the entire table. Cooling Storage Lv1 is the cheapest project in the whole system — a tiny 5K workload and a handful of Ice Organs for 10% slower food spoilage, pure profit for any base. And the Research Speed lines are the compounding pick: sixteen tiers that stack to a massive +160% research speed, which discounts every single project you run afterward. Rushing speed before substance feels wrong and is mathematically right:

ProjectWorkloadCostEffect
Cooling Storage Lv15K30 Ice Organ, 5 Ancient Pal Manuscripts10% slower food spoilage
Cooling Research Tips Lv115K50 Ice Organ, 5 Swee Hair, 7 Manuscripts+10% research speed
Incubation Acceleration Lv115K50 Ice Organ, 5 Swee Hair, 20 Ingots+5% egg hatching speed

Notice the pattern in the costs: Ice Organs and Ancient Pal Manuscripts gate the early lab. A Foxcicle farming route and a manuscript stockpile keep the queue moving — and the drop-booster crew doubles the organ hauls.

The Best Line for Each Kind of Player

After the openers, the lines diverge by playstyle, and the totals say which are worth finishing:

If You Mostly…Rush This LineFull-Line Payoff
Breed PalsEgg Hatching (8 tiers)+60% hatching speed
Craft gearMaterial Saving (9 tiers)Up to 65% fewer materials consumed
Run expeditionsExpedition Rewards + Speed (5 each)+35% rewards, 35% faster trips
Farm cropsCrop Yield + Growth (5 each)+50% harvest, faster growth
Fight base raidsBase Attack line (18 tiers)Stacked combat rates for base workers
Mass-produceBonus-output lines (spheres, ammo, ingots, ore, food)Extra items per craft, free

The Material Saving line deserves a special call-out — 65% fewer materials on weapon, armor, and gear crafts effectively multiplies every stockpile you own, and it pairs absurdly well with the weapon and armor upgrade paths' expensive late tiers. Breeders get the same story from Egg Hatching plus the Special Cake loop.

The Core Nodes and the Tech Unlocks

Sixty-nine projects carry a core flag — they're the trunk of each line, gating the tiers behind them, so a line's flagged entries are never skippable on the way up. The ten Technology Unlock projects are different from everything else: they grant no percentage at all, just new recipes (the Snowman is the famous first one) — grab them when you want the toy, not as part of any rush. Deep tiers escalate hard: the top Handiwork tier alone is a 10M workload wanting 30 Computers and 70 Ancient Pal Manuscripts, so the endgame lab wants the same Ancient Parts pipeline as everything else at that stage.

TipLab work is real Pal labor — the workload numbers burn your crew's time, so staff it like a job: a high-rank Handiwork Pal on the lab, a stocked feed box and hot spring, and the Research Speed line first. That combination shrinks a months-long queue to something a weekend dents.