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(Created page with "{{stub}} Also List of Research Costs ==Biology / Genetics== * Genome Sequence Research * Genome Sequence: Normal Gravity * Genome Sequence: Base Gravity +15% * Genome Seq...")
 
(Rearranged techs in each category to be in research order, tech categories to be alphabetical, added links, assorted cleanup)
 
(20 intermediate revisions by 4 users not shown)
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==Biology / Genetics==
 
==Biology / Genetics==
* Genome Sequence Research
+
Biology, Genetics, evolution shapes the creatures on a world to better fit their environment over the course of millennia. Practitioners in this field attempt to speed this process, either through genetic manipulation to make beings that better fit a given environment or by creating mechanisms that make the environment better fit the beings.
* Genome Sequence: Normal Gravity
+
 
* Genome Sequence: Base Gravity +15%
+
{{Tech table|start}}
* Genome Sequence: Base Gravity +30%
+
{{Tech table|
* Genome Sequence: Base Gravity +45%
+
|name      = Genome Sequence Research
* Genome Sequence: Base Gravity +60%
+
|prequel    =
* Genome Sequence: Base Gravity +75%
+
|cost      = 5000
* Genome Sequence: Base Gravity -15%
+
|description= A background technology that allows research into the creation of new [[species]]. Genetic modification may allows the creation of new variants of our species with differing environmental tolerances, potentially useful for colonizing non-ideal worlds.
* Genome Sequence: Base Gravity -30%
+
}}
* Genome Sequence: Base Gravity -45%
+
{{Tech table|
* Genome Sequence: Base Gravity -60%
+
|name      = Base Gravity
* Genome Sequence: Base Gravity -75%
+
|prequel    = Genome Sequence
* Genome Sequence: Normal Oxygen Level
+
|cost      =
* Genome Sequence: Base Oxygen Level +15%
+
|variants  = Normal, +15%; +30%; +45%; +60%; +75%; -15%; -30%; -45%; -60%; -75%
* Genome Sequence: Base Oxygen Level +30%
+
|description= The amount by which the new midpoint of the gravity tolerance differs from that of the base species.
* Genome Sequence: Base Oxygen Level +45%
+
}}
* Genome Sequence: Base Oxygen Level +60%
+
{{Tech table|
* Genome Sequence: Base Oxygen Level +75%
+
|name      = Base Oxygen Level
* Genome Sequence: Base Oxygen Level +90%
+
|prequel    = Genome Sequence
* Genome Sequence: Base Oxygen Level -15%
+
|cost      =
* Genome Sequence: Base Oxygen Level -30%
+
|variants  = Normal; +15%; +30%; +45%; +60%; +75%; +90%; -15%; -30%; -45%; -60%; -75%
* Genome Sequence: Base Oxygen Level -45%
+
|description= The amount by which the new midpoint of the oxygen tolerance differs from that of the base species
* Genome Sequence: Base Oxygen Level -60%
+
}}
* Genome Sequence: Base Oxygen Level -75%
+
{{Tech table|
* Genome Sequence: Normal Base Temperature
+
|name      = Base Temperature
* Genome Sequence: Base Temperature +15C
+
|prequel    = Genome Sequence
* Genome Sequence: Base Temperature +30C
+
|cost      =
* Genome Sequence: Base Temperature +45C
+
|variants  = Normal; +15C; +30C; +45C; +60C; +75C; -15C; -30C; -45C; -60C; -75C; -90C
* Genome Sequence: Base Temperature +60C
+
|description= The amount by which the new midpoint of the temperature tolerance differs from that of the base species
* Genome Sequence: Base Temperature +75C
+
}}
* Genome Sequence: Base Temperature -15C
+
{{Tech table|
* Genome Sequence: Base Temperature -30C
+
|name      = Temperature Range
* Genome Sequence: Base Temperature -45C
+
|prequel    = Genome Sequence
* Genome Sequence: Base Temperature -60C
+
|cost      =
* Genome Sequence: Base Temperature -75C
+
|variants  = Normal; +3 degrees; +6 degrees; +10 degrees; +15 degrees; +20 degrees; +25 degrees
* Genome Sequence: Base Temperature -90C
+
|description= The numbers of degrees by which this new species exceeds the range tolerance of the base species
* Genome Sequence: Normal Temperature Range
+
}}
* Genome Sequence: Temperature Range +10 degrees
+
{{Tech table|
* Genome Sequence: Temperature Range +15 degrees
+
|name      = [[Terraforming module|Terraforming Module]]
* Genome Sequence: Temperature Range +20 degrees
+
|prequel    = Trans-Newtonian Technology
* Genome Sequence: Temperature Range +25 degrees
+
|cost      =
* Genome Sequence: Temperature Range +3 degrees
+
|variants  =
* Genome Sequence: Temperature Range +6 degrees
+
|description= A ship component that allows a ship to perform the same task as a [[Terraforming Installation]] when it is in orbit of a colony
 +
}}
 +
{{Tech table|
 +
|name      = Terraforming Rate
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      =
 +
|variants  = 0.0012 atm; 0.0015 atm; 0.002 atm; 0.0025 atm; 0.003 atm; 0.0035 atm; 0.004 atm; 0.0045 atm; 0.005 atm; 0.006 atm; 0.007 atm; 0.008 atm
 +
|description= The amount of gas (measured in atmospheric pressure) produced in one year by one [[Terraforming Installation]] or [[terraforming module]].
 +
}}
 +
{{Tech table|end}}
  
 
==Construction / Production==
 
==Construction / Production==
  
* Trans-Newtonian Technology
+
{{Tech table|start}}
* Asteroid Mining Module
+
{{Tech table|
* Construction Rate 12 BP
+
|name      = Trans-Newtonian Technology
* Construction Rate 14 BP
+
|prequel    =
* Construction Rate 16 BP
+
|cost      = 1000
* Construction Rate 20 BP
+
|variants  =
* Construction Rate 25 BP
+
|description= The starting tech for all Trans-Newtonian technology. It is imperative that we establish a more robust and comprehensive theory of Trans-Newtonian physics. The minor research done up until this point has been promising, but a large-scale, dedicated, systematic approach may open dozens of new avenues of investigation. Trans-Newtonian empires have access to this technology from the start.
* Construction Rate 30 BP
+
}}
* Construction Rate 36 BP
+
{{Tech table|
* Construction Rate 42 BP
+
|name      = [[Asteroid Mining Module]]
* Construction Rate 50 BP
+
|prequel    = Trans-Newtonian Technology
* Construction Rate 60 BP
+
|cost      =
* Construction Rate 70 BP
+
|variants  =
* Expand Civilian Economy by 20%
+
|description= A ship component that allows a ship to perform the same task as an [[Automated Mine]] when it is in orbit of an asteroid or comet
* Expand Civilian Economy by 20%
+
}}
* Expand Civilian Economy by 20%
+
{{Tech table|
* Expand Civilian Economy by 20%
+
|name      = Construction Rate
* Expand Civilian Economy by 20%
+
|prequel    = Trans-Newtonian Technology
* Expand Civilian Economy by 20%
+
|cost      =
* Expand Civilian Economy by 20%
+
|variants  = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 36 BP; 42 BP; 50 BP; 60 BP; 70 BP
* Expand Civilian Economy by 20%
+
|description= Annual construction rate for one [[Construction Factory|unit of Industrial Capacity]]
* Expand Civilian Economy by 20%
+
}}
* Expand Civilian Economy by 20%
+
{{Tech table|
* Fighter Production Rate 12 BP
+
|name      = Expand Civilian Economy by
* Fighter Production Rate 14 BP
+
|prequel    =
* Fighter Production Rate 16 BP
+
|cost      =
* Fighter Production Rate 20 BP
+
|variants  = 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%; 20%
* Fighter Production Rate 25 BP
+
|description= Expands the civilian economy, increasing the [[wealth]] gained from income and corporate taxes and expanding trade
* Fighter Production Rate 30 BP
+
}}
* Fighter Production Rate 35 BP
+
{{Tech table|
* Fighter Production Rate 40 BP
+
|name      = Fighter Production Rate
* Fighter Production Rate 50 BP
+
|prequel    = Trans-Newtonian Technology
* Fighter Production Rate 60 BP
+
|cost      =
* Fighter Production Rate 70 BP
+
|variants  = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP
* Fuel Production 100,000 Litres
+
|description= Annual production rate for a [[Fighter Factory]]]
* Fuel Production 120,000 Litres
+
}}
* Fuel Production 144,000 Litres
+
{{Tech table|
* Fuel Production 168,000 Litres
+
|name      = Fuel Production
* Fuel Production 200,000 Litres
+
|prequel    = Trans-Newtonian Technology
* Fuel Production 240,000 Litres
+
|cost      =
* Fuel Production 280,000 Litres
+
|variants  = 48,000 Litres; 56,000 Litres; 64,000 Litres; 80,000 Litres; 100,000 Litres; 120,000 Litres; 144,000 Litres; 168,000 Litres; 200,000 Litres; 240,000 Litres; 280,000 Litres
* Fuel Production 48,000 Litres
+
|description= Increase the annual fuel production for each [[Fuel Refinery]] to specified amount.
* Fuel Production 56,000 Litres
+
}}
* Fuel Production 64,000 Litres
+
{{Tech table|
* Fuel Production 80,000 Litres
+
|name      = [[Jump Gate Construction Module]]
* Mining Production 12 tons
+
|prequel    = Jump Point Theory
* Mining Production 14 tons
+
|cost      =
* Mining Production 16 tons
+
|variants  = 180; 150; 120; 90; 60; 45; 30; 20
* Mining Production 20 tons
+
|description= A ship equipped with this module can construct a jump gate in the specified amount of days
* Mining Production 25 tons
+
}}
* Mining Production 30 tons
+
{{Tech table|
* Mining Production 36 tons
+
|name      = Small [[Jump Gate Construction Module]]
* Mining Production 42 tons
+
|prequel    = Jump Point Theory
* Mining Production 50 tons
+
|cost      =
* Mining Production 60 tons
+
|variants  =
* Mining Production 70 tons
+
|description= A ship equipped with this module can construct a jump gate in 360 days
* Research Rate 1000 RP
+
}}
* Research Rate 1200 RP
+
{{Tech table|
* Research Rate 1500 RP
+
|name      = Mining Production
* Research Rate 240 RP
+
|prequel    = Trans-Newtonian Technology
* Research Rate 280 RP
+
|cost      =
* Research Rate 320 RP
+
|variants  = 12 tons; 14 tons; 16 tons; 20 tons; 25 tons; 30 tons; 36 tons; 42 tons; 50 tons; 60 tons; 70 tons
* Research Rate 400 RP
+
|description= Annual production of accessibility 1.0 minerals for each mine or automated mine. Small amounts of lower accessibility minerals will be produced; half annual rate for 0.5 accessibility, one tenth annual rate for 0.1 accessibility, etc.
* Research Rate 500 RP
+
}}
* Research Rate 600 RP
+
{{Tech table|
* Research Rate 720 RP
+
|name      = Research Rate
* Research Rate 840 RP
+
|prequel    = Trans-Newtonian Technology
* Shipbuilding Rate 1000 BP
+
|cost      =
* Shipbuilding Rate 1300 BP
+
|variants  = 240 RP; 280 RP; 320 RP; 400 RP; 500 RP; 600 RP; 720 RP; 840 RP; 1000 RP; 1200 RP; 1500 RP
* Shipbuilding Rate 1600 BP
+
|description= The basic number of research points produced by each [[Research Lab]] per year. This can be increased by the research bonus of the [[Leaders|scientist]] leading the project
* Shipbuilding Rate 2100 BP
+
}}
* Shipbuilding Rate 2750 BP
+
{{Tech table|
* Shipbuilding Rate 3500 BP
+
|name      = Shipbuilding Rate
* Shipbuilding Rate 4600 BP
+
|prequel    = Trans-Newtonian Technology
* Shipbuilding Rate 560 BP
+
|cost      =
* Shipbuilding Rate 6000 BP
+
|variants  = 560 BP; 750 BP; 1000 BP; 1300 BP; 1600 BP; 2100 BP; 2750 BP; 3500 BP; 4600 BP; 6000 BP; 8000 BP
* Shipbuilding Rate 750 BP
+
|description= The number of build points produced by each [[Shipyard]] per year. This can be increased by the Shipbuilding bonus of the [[Leaders|planetary governor]]
* Shipbuilding Rate 8000 BP
+
}}
* Normal Shipyard Operations
+
{{Tech table|
* Shipyard Operations: 10% Time/Cost Saving
+
|name      = Shipyard Operations
* Shipyard Operations: 20% Time/Cost Saving
+
|prequel    = Trans-Newtonian Technology
* Shipyard Operations: 30% Time/Cost Saving
+
|cost      =
* Shipyard Operations: 40% Time/Cost Saving
+
|variants  = Normal; 5% Time/Cost Saving; 10% Time/Cost Saving; 20% Time/Cost Saving; 30% Time/Cost Saving; 40% Time/Cost Saving; 50% Time/Cost Saving
* Shipyard Operations: 5% Time/Cost Saving
+
|description= Making changes to [[shipyards]], such as adding slipways and capacity or retooling for different classes requires less % time than normal
* Shipyard Operations: 50% Time/Cost Saving
+
}}
* Sorium Harvester
+
{{Tech table|
* Terraforming Module
+
|name      = [[Sorium Harvester]]
* Terraforming Rate 0.0012 atm
+
|prequel    = Trans-Newtonian Technology
* Terraforming Rate 0.0015 atm
+
|cost      =
* Terraforming Rate 0.002 atm
+
|variants  =
* Terraforming Rate 0.0025 atm
+
|description= A ship module that allows a ship to extract sorium from a gas giant and convert it into fuel. This works automatically if the ship is in orbit of a gas giant.
* Terraforming Rate 0.003 atm
+
}}
* Terraforming Rate 0.0035 atm
+
{{Tech table|
* Terraforming Rate 0.004 atm
+
|name      = Underground Excavation
* Terraforming Rate 0.0045 atm
+
|prequel    = Trans-Newtonian Technology
* Terraforming Rate 0.005 atm
+
|cost      =
* Terraforming Rate 0.006 atm
+
|variants  =
* Terraforming Rate 0.007 atm
+
|description= Allow construction of [[underground infrastructure]]
* Terraforming Rate 0.008 atm
+
}}
 +
{{Tech table|
 +
|name      = Ordnance Production
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      =
 +
|variants  = 12 BP; 14 BP; 16 BP; 20 BP; 25 BP; 30 BP; 35 BP; 40 BP; 50 BP; 60 BP; 70 BP
 +
|description= Rate of production per [[Ordnance Factory]]
 +
}}
 +
{{Tech table|end}}
  
 
==Defensive Systems==
 
==Defensive Systems==
 +
 +
{{Tech table|start}}
 +
{{Tech table|
 +
|name      = Armour
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      =
 +
|variants  = Duranium; High Density Duranium; Composite; Ceramic Composite; Laminate Composite; Compressed Carbon; Biphase Carbide; Crystalline Composite; Superdense; Bonded Superdense; Coherent Superdense; Collapsium Armour
 +
|description= Armour is used for the hull of all ships.
 +
}}
 +
{{Tech table|
 +
|name      = Shields
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      =
 +
|variants  = Alpha; Beta; Gamma; Delta; Epsilon; Theta; Xi; Omicron; Sigma; Tau; Psi; Omega Shields
 +
|description= The level of [[shield]] technology. Higher level shields provide more protection for the same size shield generator. Shields regenerate over time.
 +
}}
 +
{{Tech table|
 +
|name      = Absorption Shield Strength per HS
 +
|prequel    =
 +
|cost      =
 +
|variants  = 3; 4.5; 6; 7.5; 9; 12; 15; 18; 24; 30; 36; 45
 +
|description= The strength per HS of absorption [[shield]] technology.
 +
}}
 +
{{Tech table|
 +
|name      = AS Radiation Rate per HS per Minute
 +
|prequel    =
 +
|cost      =
 +
|variants  = 0.5; 0.75; 1.0; 1.25; 1.5; 2.0; 2.5; 3.0; 4.0; 4.8; 6.0; 7.5
 +
|description= The amount of power that a [[shield]] generator with this technology will regenerate over a 300 second period.
 +
}}
 +
{{Tech table|
 +
|name      = [[Cloaking]] Theory
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      =
 +
|variants  =
 +
|description= Basis of various cloaking technologies. Another remarkable new physics enabled by TNEs is the cloaking effect.
 +
}}
 +
{{Tech table|
 +
|name      = Cloak Sensor Reduction
 +
|prequel    = Cloaking Theory
 +
|cost      =
 +
|variants  = 75% 80% 85% 90% 93% 95% 97% 98% 99% 99.5%
 +
|description= The reduction in range of hostile sensors when trying to detect a ship equipped with this type of [[Cloaking Device|cloak]]
 +
}}
 +
{{Tech table|
 +
|name      = Cloaking Efficiency
 +
|prequel    = Cloaking Theory
 +
|cost      =
 +
|variants  = 3; 4; 5; 6; 8; 10; 12; 15
 +
|description= Cloaking efficiency is similar to [[jump drive]] efficiency. The higher the efficiency, the larger the ship to which a [[Cloaking Device|device]] of a given size can be fitted
 +
}}
 +
{{Tech table|
 +
|name      = Damage Control
 +
|prequel    =
 +
|cost      =
 +
|variants  = Standard; Improved; Advanced
 +
|description= A system that allows ship to carry out emergency damage repairs without the need for a shipyard.
 +
}}
 +
{{Tech table|
 +
|name      = Thermal Reduction: Signature
 +
|prequel    =
 +
|cost      =
 +
|variants  = 100% Normal; 75% Normal; 50% Normal; 35% Normal; 25% Normal; 16% Normal; 12% Normal; 8% Normal; 6% Normal; 4% Normal; 3% Normal; 2% Normal; 1% Normal
 +
|description= Reduces the thermal output of engines, making them harder for thermal sensors to detect.
 +
}}
 +
{{Tech table|end}}
 +
 
==Energy Weapons==
 
==Energy Weapons==
 +
 +
{{Tech table|start}}
 +
{{Tech table|
 +
|name      = [[Laser]] Focal Size
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
 +
|description= The 'calibre' of the weapon.
 +
}}
 +
{{Tech table|
 +
|name      = Advanced [[Laser]] Focal Size
 +
|prequel    =
 +
|cost      =
 +
|variants  =
 +
|description= The 'calibre' of the weapon. Can only be found in ruins, not researched.
 +
}}
 +
{{Tech table|
 +
|name      = [[Particle Beam]] Range
 +
|prequel    =
 +
|cost      =
 +
|variants  = 100,000 km; 150,000 km; 200,000 km; 240,000 km; 320,000 km; 400,000 km; 500,000 km; 60,000 km; 640,000 km; 800,000 km; 1,000,000 km; 1,200,000 km
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = [[Particle Beam]] Strength
 +
|prequel    =
 +
|cost      =
 +
|variants  = 2; 3; 4; 6; 9; 12; 16; 20; 25; 36; 50
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = [[Meson]] Focusing Technology
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10; 11; 12
 +
|description=Allows the creation of meson cannon with the specified Focal Size (or calibre).
 +
}}
 +
{{Tech table|
 +
|name      = [[Meson]] Focal Size
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
 +
|description= The 'calibre' of the weapon.
 +
}}
 +
{{Tech table|
 +
|name      = [[Plasma Carronade]]
 +
|prequel    =
 +
|cost      =
 +
|variants  = 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
 +
|description= The 'calibre' of the weapon.
 +
}}
 +
{{Tech table|
 +
|name      = Advanced [[Plasma Carronade|Carronade]]
 +
|prequel    =
 +
|cost      =
 +
|variants  = 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
 +
|description= The 'calibre' of the weapon. Can only be found in ruins, not researched.
 +
}}
 +
{{Tech table|
 +
|name      = [[Microwave]] Focal Size
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 50cm; 60cm; 70cm; 80cm
 +
|description= The 'calibre' of the weapon.
 +
}}
 +
{{Tech table|
 +
|name      = [[Microwave]] Focusing Technology
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10; 11; 12
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = [[Turret]] Tracking Speed (10% Gear)
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1250 km/s; 2000 km/s; 3000 km/s; 4000 km/s; 5000 km/s; 6250 km/s; 8000 km/s; 10,000 km/s; 12,500 km/s; 16,000 km/s; 20,000 km/s; 25,000 km/s
 +
|description=
 +
}}
 +
{{Tech table|end}}
 +
 +
 
==Logistics / Ground Combat==
 
==Logistics / Ground Combat==
 +
 +
{{Tech table|start}}
 +
{{Tech table|
 +
|name      = [[Cargo Handling System]]
 +
|prequel    =
 +
|cost      =
 +
|variants  = Standard(5); Improved(10); Advanced(20); Grav-Assisted(40)
 +
|description= Used by cargo ships, colony ships and troop ships to enable faster cargo loading or unloading. Increase in load speed is calculated by dividing total load time by tractor strength. Each beam of this type adds the specified amount to tractor strength
 +
}}
 +
{{Tech table|
 +
|name      = [[Bridge]]
 +
|prequel    =
 +
|cost      =
 +
|variants  =
 +
|description= Essential for every ship over 1000 tons, and the location of the ship commander
 +
}}
 +
{{Tech table|
 +
|name      = [[Cargo Hold]]
 +
|prequel    =
 +
|cost      =
 +
|variants  = Standard(25,000); Small(5,000)
 +
|description= Allows ship to transport the specified amount of cargo points
 +
}}
 +
{{Tech table|
 +
|name      = [[Colonies|Colonization]] Cost Reduction
 +
|prequel    =
 +
|cost      =
 +
|variants  = 5%; 10%; 15%; 20%; 25%; 30%; 35%; 40%; 50%
 +
|description= Reduces the colony cost of planets or moons by the specified amount
 +
}}
 +
{{Tech table|
 +
|name      = [[Combat Drop Module]]
 +
|prequel    =
 +
|cost      =
 +
|variants  = Battalion; Company
 +
|description= Used for planetary assaults or boarding. Troops in drop modules lose morale over time.
 +
}}
 +
{{Tech table|
 +
|name      = [[Combat Drop Module]] (Cryo)
 +
|prequel    =
 +
|cost      =
 +
|variants  = Battalion; Company
 +
|description= Used for planetary assaults or boarding. Troops in cryo drop modules do not lose morale.
 +
}}
 +
{{Tech table|
 +
|name      = [[Cryogenic Transport]]
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      = 1000; 1000; 2000
 +
|variants  = Standard(10,000); Small(1,000); Emergency(200)
 +
|description= Provides transport for colonists or hospital ships.
 +
}}
 +
{{Tech table|
 +
|name      = [[Engineering Section]]
 +
|prequel    =
 +
|cost      = Default; 2000; 4000; 6000
 +
|variants  = Standard; Small; Tiny; Fighter
 +
|description= Engineering Space. Reduces chance of failure and adds maintenance supply capacity.
 +
}}
 +
{{Tech table|
 +
|name      = [[Flag Bridge]]
 +
|prequel    = Bridge
 +
|cost      = 1000
 +
|variants  =
 +
|description= Houses a Task Force Command Staff
 +
}}
 +
{{Tech table|
 +
|name      = [[Fuel Storage]]
 +
|prequel    =
 +
|cost      = 3000; 1000; 500; 1000; 2500; 5000
 +
|variants  = Tiny(5,000); Small(10,000); Standard(50,000); Large(250,000); Very Large(1,000,000); Ultra Large(5,000,000)
 +
|description= Fuel storage for ships or fuel tankers. Each module can hold the specified amount of litres of fuel.
 +
}}
 +
{{Tech table|
 +
|name      = Compressed [[Fuel Storage]] System
 +
|prequel    =
 +
|cost      =
 +
|variants  = Tiny(7,500); Small(15,000); Standard(75,000); Large(375,000); Very Large(1,500,000)
 +
|description= Fuel storage for ships. Standard Compressed Fuel Storage System can be only found ruins, with smaller and larger variants available for research. Each Compressed Fuel Storage System can hold the specified amount of litres of fuel.
 +
}}
 +
{{Tech table|
 +
|name      = [[Hangar deck|Hangar Deck]]
 +
|prequel    =
 +
|cost      =
 +
|variants  = Hangar(1000 tons); Normal(250 tons); Small(125 tons)
 +
|description= Allows a fighter or ship of up to the specified size to dock within the mothership.
 +
}}
 +
{{Tech table|
 +
|name      = [[Maintenance module]]
 +
|prequel    =
 +
|cost      = 5000
 +
|variants  =
 +
|description= A ship component that is added to the total maintenance facilites of a population if the ship/PDC is on the same planet or in near orbit
 +
}}
 +
{{Tech table|
 +
|name      = [[Maintenance Storage Bay|Additional Maintenance Storage]]
 +
|prequel    =
 +
|cost      =
 +
|variants  =
 +
|description= Allows a ship to carry additional maintenance supplies
 +
}}
 +
{{Tech table|
 +
|name      = [[Orbital Habitat Module]]
 +
|prequel    =
 +
|cost      = 5000
 +
|variants  =
 +
|description= Provides life support for up to 50000 workers. Useful for space stations
 +
}}
 +
{{Tech table|
 +
|name      = [[Recreational Module]]
 +
|prequel    =
 +
|cost      = 5000
 +
|variants  =
 +
|description= A recreational module provides entertainment for ships or bases on deep deployments
 +
}}
 +
{{Tech table|
 +
|name      = [[Salvage]] Module
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      =
 +
|variants  = 500; 750; 1000; 1350; 1800; 2500
 +
|description= A ship component that allows a ship to salvage wrecks. This module provides for the ability to process the specified number of tonnes of debris per day.
 +
}}
 +
{{Tech table|
 +
|name      = [[Ship to Ship Tractor]] Beam
 +
|prequel    =
 +
|cost      = 5000
 +
|variants  =
 +
|description= A tractor beam capable of attaching one ship to another
 +
}}
 +
{{Tech table|
 +
|name      = Troop Transport Bay
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      = 2000; 2000
 +
|variants  = Standard; Small
 +
|description= Small version provides enough capacity to transport a Marine Company, while the larger provides enough capacity to transport one battalion of ground forces.
 +
}}
 +
{{Tech table|end}}
 +
 +
----
 +
{{Tech table|start}}
 +
{{Tech table|
 +
|name      = Garrison Battalion
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      = 1000
 +
|variants  =
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Mobile Infantry Battalion
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      = 2500
 +
|variants  =
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Assault Infantry Battalion
 +
|prequel    = Mobile Infantry Battalion
 +
|cost      = 5000
 +
|variants  =
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Heavy Assault Battalion
 +
|prequel    = Assault Infantry Battalion
 +
|cost      = 10000
 +
|variants  =
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Marine
 +
|prequel    = Assault Infantry Battalion
 +
|cost      = 10000  ; 5000
 +
|variants  = Company; Battalion
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Combat Engineer Battalion
 +
|prequel    = Assault Infantry Battalion
 +
|cost      = 10000
 +
|variants  =
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Headquarters
 +
|prequel    = Mobile Infantry Battalion
 +
|cost      = 5000;10000
 +
|variants  = Brigade; Divisional
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Replacement Battalion
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      = 500
 +
|variants  =
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Construction Brigade
 +
|prequel    = Trans-Newtonian Technology
 +
|cost      = 5000
 +
|variants  =
 +
|description=
 +
}}
 +
{{Tech table|end}}
 +
 
==Missiles / Kinetic Weapons==
 
==Missiles / Kinetic Weapons==
 +
 +
{{Tech table|start}}
 +
{{Tech table|
 +
|name      = Railgun
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm
 +
|description= The 'calibre' of the weapon.
 +
}}
 +
{{Tech table|
 +
|name      = Advanced Railgun
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10cm; 12cm; 15cm; 20cm; 25cm; 30cm; 35cm; 40cm; 45cm; 50cm
 +
|description= The 'calibre' of the weapon. Can only be found in ruins, not researched.
 +
}}
 +
{{Tech table|
 +
|name      = Railgun Launch Velocity
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5; 6; 7; 8; 9
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Gauss Cannon Launch Velocity
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5; 6
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Gauss Cannon Rate of Fire
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5; 6; 8
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Gauss Cannon Size vs Accuracy
 +
|prequel    =
 +
|cost      =
 +
|variants  = 0.5HS and 8%; 0.6HS and 10%; 0.75HS and 12.5%; 1.5HS and 25%; 1HS and 17%; 2HS and 33%; 3HS and 50%; 4HS and 67%; 5HS and 85%; 6HS and 100%
 +
|description=
 +
}}
 +
{{Tech table|end}}
 +
 +
 
==Power and Propulsion==
 
==Power and Propulsion==
  
==Rest==
+
{{Tech table|start}}
* Capacitor Recharge Rate 1
+
{{Tech table|
* Capacitor Recharge Rate 10
+
|name      = Capacitor Recharge Rate
* Capacitor Recharge Rate 12
+
|prequel    =
* Capacitor Recharge Rate 16
+
|cost      =
* Capacitor Recharge Rate 2
+
|variants  = 1;2;3;4;5;6;8;10;12;16;20;25
* Capacitor Recharge Rate 20
+
|description= The amount of power which an energy weapon will recharge every 5 seconds
* Capacitor Recharge Rate 25
+
}}
* Capacitor Recharge Rate 3
+
{{Tech table|
* Capacitor Recharge Rate 4
+
|name      = Fuel Consumption
* Capacitor Recharge Rate 5
+
|prequel    =
* Capacitor Recharge Rate 6
+
|cost      =
* Capacitor Recharge Rate 8
+
|variants  = Normal; 90%-0.9 Litres; 80%-0.8 Litres; 70%-0.7 Litres; 60%-0.6 Litres; 50%-0.5 Litres; 40%-0.4 Litres; 30%-0.3 Litres; 25%-0.25 Litres; 20%-0.2 Litres; 15%-0.16 Litres; 12.5%-0.125 Litres; 10% - 0.1 Litres;
 +
|description= Improves fuel efficiency. Engines with this technology use only % of the fuel used by engines with no fuel efficiency. Starting level of fuel use is 100%, is 1 Litres per Engine Power Hour.
 +
}}
 +
{{Tech table|
 +
|name      = Jump Drive Efficiency
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10; 12; 15; 18; 21; 25; 4; 5; 6; 8
 +
|description= Jump engines with higher levels of jump drive efficiency will permit larger ships to jump than lower efficiency engines of the same size. Ships with military engines are unable to traverse a wormhole created by a commercial jump engine and vice versa
 +
}}
 +
{{Tech table|
 +
|name      = Max Jump Squadron Size
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10 (Size x 2.4); 11 (Size x 2.6); 12 (Size x 3.0); 3 (Size x 1.0); 4 (Size x 1.1); 5 (Size x 1.2); 6 (Size x 1.3); 7 (Size x 1.4); 8 (Size x 1.5); 9 (Size x 1.6)
 +
|description= A jump engine with this technology will hold open a jump point long enough for ten ships to transit, including the jump ship
 +
}}
 +
{{Tech table|
 +
|name      = Max Squadron Jump Radius
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1000k (Size x 1.25); 100k (Size x 1.05); 1500k (Size x 1.3); 2000k (Size x 1.4); 2500k (Size x 1.5); 250k (Size x 1.1); 3000k (Size x 1.6); 4000k (Size x 1.8) ; 500k (Size x 1.15); 50k (Size x 1.0); 750k (Size x 1.2)
 +
|description= The maximum distance in thousands of kilometres at which a ship equipped with a jump engine with this technology will emerge from a jump point
 +
}}
 +
{{Tech table|
 +
|name      = Maximum Engine Power Modifier
 +
|prequel    =
 +
|cost      =
 +
|variants  = x1; x1.25; x1.5; x1.75; x2; x2.5; x3
 +
|description= Engines can be boosted by up to 75%. Fuel efficiency Modifier is (4^Engine Power Modifier)/4
 +
}}
 +
{{Tech table|
 +
|name      = Minimum Engine Power Modifier
 +
|prequel    =
 +
|cost      =
 +
|variants  = x0.1; x0.15; x0.2; x0.25; x0.3; x0.4; x0.5
 +
|description= Engines can be reduced in power to 10%. Fuel efficiency Modifier is (10^Engine Power Modifier)/10
 +
}}
 +
{{Tech table|
 +
|name      = Minimum Jump Engine Size
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10; 12; 15; 2; 3; 4; 5; 6; 8
 +
|description= The minimum size of a jump engine
 +
}}
 +
{{Tech table|
 +
|name      = Reactor Power Boost
 +
|prequel    =
 +
|cost      = 1000;2000;3000;5000;7500;12500;25000;50000
 +
|variants  = 5%, Explosion 7%; 10%, Explosion 10%; 15%, Explosion 12%; 20%, Explosion 16%; 25%, Explosion 20%; 30%, Explosion 25%; 40%, Explosion 30%;  50%, Explosion 35%
 +
|description= Provides a power increase for reactors but also increases the chance of an explosion if the reactor is damaged
 +
}}
 +
{{Tech table|
 +
|name      = Engine Technology
 +
|prequel    =
 +
|cost      =500;2500;5000;10000;20000;40000;80000;150000;380000;600000;1250000;2500000;5000000
 +
|variants  =Conventional, Nuclear Thermal, Nuclear Pulse, Ion, Magneto-plasma, Internal Confinement Fusion, Magnetic Confinement Fusion, Inertial Confinement Fusion, Solid Core Anti-matter, Gas Core Anti-matter, Plasma Core Anti-matter, Beam Core Anti-matter, Photonic
 +
|description=
 +
}}
 +
{{Tech table|
 +
|name      = Reactor Technology
 +
|prequel    =
 +
|cost      = 1500;3000;6000;120000;24000;45000;90000;180000;375000;750000;1500000;3000000
 +
|variants  =Pressurised Water Reactor, Pebble Bed Reactor Technology, Gas-Cooled Fast Reactor Technology, Stellarator Fusion Reactor Technology, Tokamak Fusion Reactor Technology, Magnetic Confinement Fusion Reactor Technology, Inertial Confinement Fusion Reactor Technology, Solid-core Anti-matter Power Plant Technology, Gas-core Anti-matter Power Plant Technology, Plasma-core Anti-matter Power Plant Technology, Beam Core Anti-matter Power Plant Technology, Vacuum Energy Power Plant Technology
 +
|description=
 +
}}
 +
{{Tech table|end}}
  
 
==Sensors and Fire Control==
 
==Sensors and Fire Control==
* Active Grav Sensor Strength 10
 
* Active Grav Sensor Strength 100
 
* Active Grav Sensor Strength 12
 
* Active Grav Sensor Strength 135
 
* Active Grav Sensor Strength 16
 
* Active Grav Sensor Strength 180
 
* Active Grav Sensor Strength 21
 
* Active Grav Sensor Strength 28
 
* Active Grav Sensor Strength 36
 
* Active Grav Sensor Strength 48
 
* Active Grav Sensor Strength 60
 
* Active Grav Sensor Strength 80
 
* Beam Fire Control Range 10,000 km
 
* Beam Fire Control Range 16,000 km
 
* Beam Fire Control Range 24,000 km
 
* Beam Fire Control Range 32,000 km
 
* Beam Fire Control Range 40,000 km
 
* Beam Fire Control Range 48,000 km
 
* Beam Fire Control Range 60,000 km
 
* Beam Fire Control Range 75,000 km
 
* Beam Fire Control Range 100,000 km
 
* Beam Fire Control Range 125,000 km
 
* Beam Fire Control Range 150,000 km
 
* Beam Fire Control Range 175,000 km
 
* Electronic Hardening Level 0
 
* Electronic Hardening Level 1
 
* Electronic Hardening Level 2
 
* Electronic Hardening Level 3
 
* Electronic Hardening Level 4
 
* Electronic Hardening Level 5
 
* Electronic Hardening Level 6
 
* Electronic Hardening Level 7
 
* Electronic Hardening Level 8
 
* Electronic Warfare
 
* EM Sensor Sensitivity 5
 
* EM Sensor Sensitivity 6
 
* EM Sensor Sensitivity 8
 
* EM Sensor Sensitivity 11
 
* EM Sensor Sensitivity 14
 
* EM Sensor Sensitivity 18
 
* EM Sensor Sensitivity 24
 
* EM Sensor Sensitivity 32
 
* EM Sensor Sensitivity 40
 
* EM Sensor Sensitivity 50
 
* EM Sensor Sensitivity 60
 
* EM Sensor Sensitivity 75
 
* Fire Control Speed Rating 1250 km/s
 
* Fire Control Speed Rating 2000 km/s
 
* Fire Control Speed Rating 3000 km/s
 
* Fire Control Speed Rating 4000 km/s
 
* Fire Control Speed Rating 5000 km/s
 
* Fire Control Speed Rating 6250 km/s
 
* Fire Control Speed Rating 8000 km/s
 
* Fire Control Speed Rating 10,000 km/s
 
* Fire Control Speed Rating 12,500 km/s
 
* Fire Control Speed Rating 15,000 km/s
 
* Fire Control Speed Rating 20,000 km/s
 
* Fire Control Speed Rating 25,000 km/s
 
* Geological Survey Sensors
 
* Gravitational Survey Sensors
 
* Max Tracking Time Bonus vs Missiles 0%
 
* Max Tracking Time Bonus vs Missiles 20%
 
* Max Tracking Time Bonus vs Missiles 40%
 
* Max Tracking Time Bonus vs Missiles 60%
 
* Max Tracking Time Bonus vs Missiles 80%
 
* Max Tracking Time Bonus vs Missiles 100%
 
* Planetary Sensor Strength 1200
 
* Planetary Sensor Strength 1600
 
* Planetary Sensor Strength 2000
 
* Planetary Sensor Strength 250
 
* Planetary Sensor Strength 2500
 
* Planetary Sensor Strength 300
 
* Planetary Sensor Strength 3000
 
* Planetary Sensor Strength 3750
 
* Planetary Sensor Strength 400
 
* Planetary Sensor Strength 550
 
* Planetary Sensor Strength 700
 
* Planetary Sensor Strength 900
 
* Thermal Sensor Sensitivity 5
 
* Thermal Sensor Sensitivity 6
 
* Thermal Sensor Sensitivity 8
 
* Thermal Sensor Sensitivity 11
 
* Thermal Sensor Sensitivity 14
 
* Thermal Sensor Sensitivity 18
 
* Thermal Sensor Sensitivity 24
 
* Thermal Sensor Sensitivity 32
 
* Thermal Sensor Sensitivity 40
 
* Thermal Sensor Sensitivity 50
 
* Thermal Sensor Sensitivity 60
 
* Thermal Sensor Sensitivity 75
 
  
 +
{{Tech table|start}}
 +
{{Tech table|
 +
|name      = Active Grav Sensor Strength
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10 12 16 21 28 36 48 60 80 100 135 180
 +
|description= Active sensor strength per hull space of the component. Provides the strength of the output pulse for active sensors, which are used to detect alien ships based on their size. The active pulse can be detected by EM sensors
 +
}}
 +
{{Tech table|
 +
|name      = Beam Fire Control Range
 +
|prequel    =
 +
|cost      =
 +
|variants  = 10,000 km; 16,000 km; 24,000 km; 32,000 km; 40,000 km; 48,000 km; 60,000 km; 75,000 km; 100,000 km; 125,000 km; 150,000 km; 175,000 km
 +
|description= Maximum beam fire control range for a size 1 beam fire control ship component. Components may be built up to size 4 with a corresponding linear increase in range
 +
}}
 +
{{Tech table|
 +
|name      = Electronic Warfare
 +
|prequel    =
 +
|cost      =
 +
|variants  =
 +
|description= Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures
 +
}}
 +
{{Tech table|
 +
|name      = Electronic Counter-countermeasures
 +
|prequel    = Electronic Warfare
 +
|cost      =
 +
|variants  = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9
 +
|description= [[ECCM]] is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level
 +
}}
 +
{{Tech table|
 +
|name      = Electronic Countermeasures
 +
|prequel    = Electronic Warfare
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10
 +
|description= Each level of [[ECM]] possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it
 +
}}
 +
{{Tech table|
 +
|name      = Compact Electronic Counter-countermeasures
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9
 +
|description= [[ECCM]] is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level.  Compact ECCM provides the same level of ECCM but is a smaller system than regular ECCM
 +
}}
 +
{{Tech table|
 +
|name      = Compact Electronic Countermeasures
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 10; 2; 3; 4; 5; 6; 7; 8; 9
 +
|description= Each level of [[ECM]] possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it. Compact ECM provides the same level of ECM but is a smaller system than regular ECM
 +
}}
 +
{{Tech table|
 +
|name      = Small Craft Electronic Counter-countermeasures
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5
 +
|description= [[ECCM]] is a ship component that may be linked to a fire control system. Each level of ECCM reduces the ECM strength of the fire control's target by 1 level.  Compact ECCM provides the same level of ECCM but is a smaller system than regular ECCM
 +
}}
 +
{{Tech table|
 +
|name      = Small Craft Electronic Countermeasures -
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5
 +
|description= Each level of [[ECCM]] possessed by a ship makes it a harder target for beam fire control to hit and reduces the range at which a missile fire control system may track it. Compact ECM provides the same level of ECM but is a smaller system than regular ECM
 +
}}
 +
{{Tech table|
 +
|name      = Electronic Hardening Level
 +
|prequel    =
 +
|cost      =
 +
|variants  = 0; 1; 2; 3; 4; 5; 6; 7; 8
 +
|description= Protects an electronic system against anti-electronic weapons or effects, such as a high power microwave. Level 2 provides a 50% chance of protection
 +
}}
 +
{{Tech table|
 +
|name      = EM Sensor Sensitivity
 +
|prequel    =
 +
|cost      =
 +
|variants  = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75
 +
|description= Electromagnetic sensor strength per hull space of the sensor component. EM sensors detect alien active sensor emissions and the shield output of alien ships. They provide the 'listening' portion of active sensors.
 +
}}
 +
{{Tech table|
 +
|name      = Fire Control Speed Rating
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1250 km/s; 2000 km/s; 3000 km/s; 4000 km/s; 5000 km/s; 6250 km/s; 8000 km/s; 10,000 km/s; 12,500 km/s; 15,000 km/s; 20,000 km/s; 25,000 km/s
 +
|description= The maximum target speed that a beam fire control ship component can engage without a penalty to accuracy. Components may be increased in size to increase their speed rating
 +
}}
 +
{{Tech table|
 +
|name      = Geological Survey Sensors
 +
|prequel    =
 +
|cost      = 1000    ;  10,000 ;  35,000 ; 100,000
 +
|variants  = Standard; Improved; Advanced; Phased
 +
|description= Allows a ship to survey system bodies for mineral deposits or alien ruins. Provides 1/2/3/5 survey point per hour
 +
}}
 +
{{Tech table|
 +
|name      = Gravitational Survey Sensors
 +
|prequel    =
 +
|cost      = 2000    ;  10,000 ;  35,000 ; 100,000
 +
|variants  = Standard; Improved; Advanced; Phased
 +
|description= Allows a ship to survey for jump points by visiting survey locations. Provides 1/2/3/5 survey point per hour
 +
}}
 +
{{Tech table|
 +
|name      = Max Tracking Time Bonus vs Missiles
 +
|prequel    =
 +
|cost      = 1000 ; 4000 ; 12,000 ; 40,000 ; 120,000 ; 400,000
 +
|variants  = 0%  ;  20% ;    40% ;    60% ;    80% ; 100%
 +
|description= This bonus will allow increased tracking speeds against missiles based on the length of time the missiles have been tracked
 +
}}
 +
{{Tech table|
 +
|name      = Missile ECM
 +
|prequel    =
 +
|cost      =
 +
|variants  = 1; 2; 3; 4; 5; 6; 7; 8; 9; 10
 +
|description= Missile [[ECM]]. Makes the missile harder for hit by reducing the accuracy of beam fire control and reducing the range of hostile missile fire control.
 +
}}
 +
{{Tech table|
 +
|name      = Missile Fire Control
 +
|prequel    =
 +
|cost      =
 +
|variants  =
 +
|description= This active sensor is designed as a fire control system.
 +
}}
 +
{{Tech table|
 +
|name      = Planetary Sensor Strength
 +
|prequel    =
 +
|cost      =
 +
|variants  = 250; 300; 400; 550; 700; 900; 1200; 1600; 2000; 2500; 3000; 3750
 +
|description= Increases the sensor strength of each Deep Space Tracking Station. A population has a sensor strength equal to the Planetary Sensor Strength x Number of Tracking Station.
 +
}}
 +
{{Tech table|
 +
|name      = Thermal Sensor Sensitivity
 +
|prequel    =
 +
|cost      =
 +
|variants  = 5; 6; 8; 11; 14; 18; 24; 32; 40; 50; 60; 75
 +
|description= Thermal sensor strength per hull space of the sensor component. Thermal sensors detect the engine output of alien ships
 +
}}
 +
{{Tech table|end}}
  
* 15cm Advanced Carronade
 
* 20cm Advanced Carronade
 
* 25cm Advanced Carronade
 
* 30cm Advanced Carronade
 
* 35cm Advanced Carronade
 
* 40cm Advanced Carronade
 
* 50cm Advanced Carronade
 
* 60cm Advanced Carronade
 
* 70cm Advanced Carronade
 
* 80cm Advanced Carronade
 
* 10cm Advanced Laser Focal Size
 
* 12cm Advanced Laser Focal Size
 
* 15cm Advanced Laser Focal Size
 
* 20cm Advanced Laser Focal Size
 
* 25cm Advanced Laser Focal Size
 
* 30cm Advanced Laser Focal Size
 
* 35cm Advanced Laser Focal Size
 
* 40cm Advanced Laser Focal Size
 
* 50cm Advanced Laser Focal Size
 
* 60cm Advanced Laser Focal Size
 
* 70cm Advanced Laser Focal Size
 
* 80cm Advanced Laser Focal Size
 
* 10cm Advanced Railgun
 
* 12cm Advanced Railgun
 
* 15cm Advanced Railgun
 
* 20cm Advanced Railgun
 
* 25cm Advanced Railgun
 
* 30cm Advanced Railgun
 
* 35cm Advanced Railgun
 
* 40cm Advanced Railgun
 
* 45cm Advanced Railgun
 
* 50cm Advanced Railgun
 
* 15cm Carronade
 
* 20cm Carronade
 
* 25cm Carronade
 
* 30cm Carronade
 
* 35cm Carronade
 
* 40cm Carronade
 
* 50cm Carronade
 
* 60cm Carronade
 
* 70cm Carronade
 
* 80cm Carronade
 
* 10cm Laser Focal Size
 
* 12cm Laser Focal Size
 
* 15cm Laser Focal Size
 
* 20cm Laser Focal Size
 
* 25cm Laser Focal Size
 
* 30cm Laser Focal Size
 
* 35cm Laser Focal Size
 
* 40cm Laser Focal Size
 
* 50cm Laser Focal Size
 
* 60cm Laser Focal Size
 
* 70cm Laser Focal Size
 
* 80cm Laser Focal Size
 
* 10cm Meson Focal Size
 
* 12cm Meson Focal Size
 
* 15cm Meson Focal Size
 
* 20cm Meson Focal Size
 
* 25cm Meson Focal Size
 
* 30cm Meson Focal Size
 
* 35cm Meson Focal Size
 
* 40cm Meson Focal Size
 
* 50cm Meson Focal Size
 
* 60cm Meson Focal Size
 
* 70cm Meson Focal Size
 
* 80cm Meson Focal Size
 
* 10cm Microwave Focal Size
 
* 12cm Microwave Focal Size
 
* 15cm Microwave Focal Size
 
* 20cm Microwave Focal Size
 
* 25cm Microwave Focal Size
 
* 30cm Microwave Focal Size
 
* 35cm Microwave Focal Size
 
* 40cm Microwave Focal Size
 
* 50cm Microwave Focal Size
 
* 60cm Microwave Focal Size
 
* 70cm Microwave Focal Size
 
* 80cm Microwave Focal Size
 
* 10cm Railgun
 
* 12cm Railgun
 
* 15cm Railgun
 
* 20cm Railgun
 
* 25cm Railgun
 
* 30cm Railgun
 
* 35cm Railgun
 
* 40cm Railgun
 
* 45cm Railgun
 
* 50cm Railgun
 
* Absorption Shield Strength per HS: 12
 
* Absorption Shield Strength per HS: 15
 
* Absorption Shield Strength per HS: 18
 
* Absorption Shield Strength per HS: 24
 
* Absorption Shield Strength per HS: 3
 
* Absorption Shield Strength per HS: 30
 
* Absorption Shield Strength per HS: 36
 
* Absorption Shield Strength per HS: 4.5
 
* Absorption Shield Strength per HS: 45
 
* Absorption Shield Strength per HS: 6
 
* Absorption Shield Strength per HS: 7.5
 
* Absorption Shield Strength per HS: 9
 
  
* Additional Maintenance Storage
+
 
* Advanced Antimatter Warhead: Strength: 24 x MSP
+
 
* Advanced Cargo Handling System
+
 
* Advanced Damage Control
+
* Missile Agility
* Advanced Geological Sensors
+
100 per MSP; 128 per MSP; 160 per MSP; 20 per MSP; 200 per MSP; 240 per MSP; 32 per MSP; 320 per MSP; 400 per MSP; 48 per MSP; 64 per MSP; 80 per MSP
* Advanced Gravitational Sensors
+
* Missile Launcher Reload Rate
* Advanced Particle Beam Warhead 11
+
1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9
* Advanced Particle Beam Warhead 15
+
* Missile Launcher Size
* Advanced Particle Beam Warhead 20
+
1; 10; 11; 12; 14; 16; 18; 2; 20; 24; 3; 4; 5; 6; 7; 8; 9
* Advanced Particle Beam Warhead 25
+
 
* Advanced Particle Beam Warhead 3
+
 
* Advanced Particle Beam Warhead 32
+
 
* Advanced Particle Beam Warhead 4
+
* Advanced Particle Beam Warhead
* Advanced Particle Beam Warhead 45
+
11; 15; 20; 25; 3; 32; 4; 45; 5; 64; 8
* Advanced Particle Beam Warhead 5
+
 
* Advanced Particle Beam Warhead 64
+
 
* Advanced Particle Beam Warhead 8
+
* Gun-Type Fission Warhead: Strength: 2 x MSP
* Advanced Spinal Mount
+
* Implosion Fission Warhead: Strength: 3 x MSP
* Alpha Shields
+
* Levitated-Pit Implosion Warhead: Strength: 4 x MSP
 +
* Fusion-boosted Fission Warhead: Strength: 5 x MSP
 +
* Two-stage Thermonuclear Warhead: Strength: 6 x MSP
 +
* Three-stage Thermonuclear Warhead: Strength: 8 x MSP
 +
* Cobalt Warhead: Strength: 10 x MSP
 +
* Tri-Cobalt Warhead: Strength: 12 x MSP
 
* Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP
 
* Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP
 
* Antimatter Warhead: Strength: 20 x MSP
 
* Antimatter Warhead: Strength: 20 x MSP
* AS Radiation Rate per HS per Minute: 0.5
+
* Advanced Antimatter Warhead: Strength: 24 x MSP
* AS Radiation Rate per HS per Minute: 0.75
+
* Gravatonic Warhead: Strength: 30 x MSP
* AS Radiation Rate per HS per Minute: 1.0
+
 
* AS Radiation Rate per HS per Minute: 1.25
+
 
* AS Radiation Rate per HS per Minute: 1.5
+
* Infrared Laser 500
* AS Radiation Rate per HS per Minute: 2.0
+
* Visible Light Laser 2000
* AS Radiation Rate per HS per Minute: 2.5
+
* Near Ultraviolet Laser 4000
* AS Radiation Rate per HS per Minute: 3.0
+
* Ultraviolet Laser 8000
* AS Radiation Rate per HS per Minute: 4.0
+
* Far Ultraviolet Laser 16000
* AS Radiation Rate per HS per Minute: 4.8
+
* Soft X-ray Laser 30000
* AS Radiation Rate per HS per Minute: 6.0
+
* X-Ray Laser 60000
* AS Radiation Rate per HS per Minute: 7.5
+
* Far X-Ray Laser 125000
* Assault Infantry Battalion
+
* Extreme X-ray Laser 250000
 +
* Near Gamma Ray Laser 500000
 +
* Gamma Ray Laser 1000000
 +
* Far Gamma Ray Laser 2000000
 +
 
 +
* Soft Xray Laser Warhead 15000
 +
* X-Ray Laser Warhead 30000
 +
* Far X-Ray Laser Warhead 50000
 +
* Extreme X-Ray Laser Warhead 120000
 +
 
 +
* Enhanced Radiation Warhead
 +
(20% Yield, 5x Rad); (25% Yield, 4x Rad); (33% Yield, 3x Rad); (50% Yield, 2x Rad)
 +
 
 +
* Conventional Armour
 +
* Structural Shell
 +
 
 +
 
 +
 
 +
 
 +
 
  
* Beam Core Anti-matter Drive Technology
 
* Beam Core Anti-matter Power Plant Technology
 
  
* Beta Shields
 
* Biphase Carbide Armour
 
* Boat Bay
 
* Boat Bay - Small
 
* Bonded Superdense Armour
 
 
* Box Launcher 0.15 Size / 15x (No internal reload)
 
* Box Launcher 0.15 Size / 15x (No internal reload)
* Bridge
 
* Brigade Headquarters
 
 
* Broadband Sensor
 
* Broadband Sensor
  
* Cargo Handling System
+
 
* Cargo Hold - Small
 
* Cargo Hold - Standard
 
* Ceramic Composite Armour
 
* Cloak Sensor Reduction 75%
 
* Cloak Sensor Reduction 80%
 
* Cloak Sensor Reduction 85%
 
* Cloak Sensor Reduction 90%
 
* Cloak Sensor Reduction 93%
 
* Cloak Sensor Reduction 95%
 
* Cloak Sensor Reduction 97%
 
* Cloak Sensor Reduction 98%
 
* Cloak Sensor Reduction 99%
 
* Cloak Sensor Reduction 99.5%
 
* Cloaking Efficiency 10
 
* Cloaking Efficiency 12
 
* Cloaking Efficiency 15
 
* Cloaking Efficiency 3
 
* Cloaking Efficiency 4
 
* Cloaking Efficiency 5
 
* Cloaking Efficiency 6
 
* Cloaking Efficiency 8
 
* Cloaking Theory
 
* Cobalt Warhead: Strength: 10 x MSP
 
* Coherent Superdense Armour
 
* Collapsium Armour
 
* Colonization Cost Reduction 10%
 
* Colonization Cost Reduction 15%
 
* Colonization Cost Reduction 20%
 
* Colonization Cost Reduction 25%
 
* Colonization Cost Reduction 30%
 
* Colonization Cost Reduction 35%
 
* Colonization Cost Reduction 40%
 
* Colonization Cost Reduction 5%
 
* Colonization Cost Reduction 50%
 
* Combat Drop Module - Battalion
 
* Combat Drop Module - Company
 
* Combat Drop Module (Cryo) - Battalion
 
* Combat Drop Module (Cryo) - Company
 
* Combat Engineer Battalion
 
* Commercial Jump Drive
 
* Compact Electronic Counter-countermeasures - 1
 
* Compact Electronic Counter-countermeasures - 10
 
* Compact Electronic Counter-countermeasures - 2
 
* Compact Electronic Counter-countermeasures - 3
 
* Compact Electronic Counter-countermeasures - 4
 
* Compact Electronic Counter-countermeasures - 5
 
* Compact Electronic Counter-countermeasures - 6
 
* Compact Electronic Counter-countermeasures - 7
 
* Compact Electronic Counter-countermeasures - 8
 
* Compact Electronic Counter-countermeasures - 9
 
* Compact Electronic Countermeasures - 1
 
* Compact Electronic Countermeasures - 10
 
* Compact Electronic Countermeasures - 2
 
* Compact Electronic Countermeasures - 3
 
* Compact Electronic Countermeasures - 4
 
* Compact Electronic Countermeasures - 5
 
* Compact Electronic Countermeasures - 6
 
* Compact Electronic Countermeasures - 7
 
* Compact Electronic Countermeasures - 8
 
* Compact Electronic Countermeasures - 9
 
* Composite Armour
 
* Compressed Carbon Armour
 
* Compressed Fuel Storage System
 
* Compressed Fuel Storage System - Large
 
* Compressed Fuel Storage System - Tiny
 
* Compressed Fuel Storage System - Very Large
 
* Compressed Fuel Storage System -Small
 
* Construction Brigade
 
* Conventional Armour
 
* Conventional Engine Technology
 
 
* Conventional ICBM
 
* Conventional ICBM
* Crew Quarters
 
* Crew Quarters - Fighter
 
* Crew Quarters - Small
 
* Crew Quarters - Tiny
 
* Cryogenic Transport
 
* Cryogenic Transport - Emergency
 
* Cryogenic Transport - Small
 
* Crystalline Composite Armour
 
* Damage Control
 
* Delta Shields
 
* Divisional Headquarters
 
* Duranium Armour
 
* Electronic Counter-countermeasures - 1
 
* Electronic Counter-countermeasures - 10
 
* Electronic Counter-countermeasures - 2
 
* Electronic Counter-countermeasures - 3
 
* Electronic Counter-countermeasures - 4
 
* Electronic Counter-countermeasures - 5
 
* Electronic Counter-countermeasures - 6
 
* Electronic Counter-countermeasures - 7
 
* Electronic Counter-countermeasures - 8
 
* Electronic Counter-countermeasures - 9
 
* Electronic Countermeasures - 1
 
* Electronic Countermeasures - 10
 
* Electronic Countermeasures - 2
 
* Electronic Countermeasures - 3
 
* Electronic Countermeasures - 4
 
* Electronic Countermeasures - 5
 
* Electronic Countermeasures - 6
 
* Electronic Countermeasures - 7
 
* Electronic Countermeasures - 8
 
* Electronic Countermeasures - 9
 
  
* Engineering Section
 
* Engineering Section - Fighter
 
* Engineering Section - Small
 
* Engineering Section - Tiny
 
* Enhanced Radiation Warhead (20% Yield, 5x Rad)
 
* Enhanced Radiation Warhead (25% Yield, 4x Rad)
 
* Enhanced Radiation Warhead (33% Yield, 3x Rad)
 
* Enhanced Radiation Warhead (50% Yield, 2x Rad)
 
* Epsilon Shields
 
  
* Extreme X-ray Laser
+
* Fire Control
* Extreme X-Ray Laser Warhead
+
50% Size 50% Tracking Speed;
* Far Gamma Ray Laser
+
Normal Size Normal Speed;
* Far Ultraviolet Laser
+
1.25x Size 1.25x Tracking Speed;
* Far X-Ray Laser
+
1.5x Size 1.5x Tracking Speed;
* Far X-Ray Laser Warhead
+
1.75x Size 1.75x Tracking Speed;
* Fighter Only
+
2x Size 2x Tracking Speed;
 +
3x Size 3x Tracking Speed;
 +
4x Size 4x Tracking Speed;
 +
 
 +
25% Size 25% Range;
 +
34% Size 34% Range;
 +
50% Size 50% Range;
 +
Normal Size Normal Range
 +
1.5x Size 1.5x Range;
 +
2x Size 2x Range;
 +
3x Size 3x Range;
 +
4x Size 4x Range;
 +
 
 +
 
 +
 
 +
 
  
* Fire Control 1.25x Size 1.25x Tracking Speed
 
* Fire Control 1.5x Size 1.5x Range
 
* Fire Control 1.5x Size 1.5x Tracking Speed
 
* Fire Control 1.75x Size 1.75x Tracking Speed
 
* Fire Control 25% Size 25% Range
 
* Fire Control 2x Size 2x Range
 
* Fire Control 2x Size 2x Tracking Speed
 
* Fire Control 34% Size 34% Range
 
* Fire Control 3x Size 3x Range
 
* Fire Control 3x Size 3x Tracking Speed
 
* Fire Control 4x Size 4x Range
 
* Fire Control 4x Size 4x Tracking Speed
 
* Fire Control 50% Size 50% Range
 
* Fire Control 50% Size 50% Tracking Speed
 
  
* Flag Bridge
+
* Ground Unit Strength
* Fuel Consumption: 0.1 Litres per Engine Power Hour
+
10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70
* Fuel Consumption: 0.125 Litres per Engine Power Hour
 
* Fuel Consumption: 0.16 Litres per Engine Power Hour
 
* Fuel Consumption: 0.2 Litres per Engine Power Hour
 
* Fuel Consumption: 0.25 Litres per Engine Power Hour
 
* Fuel Consumption: 0.3 Litres per Engine Power Hour
 
* Fuel Consumption: 0.4 Litres per Engine Power Hour
 
* Fuel Consumption: 0.5 Litres per Engine Power Hour
 
* Fuel Consumption: 0.6 Litres per Engine Power Hour
 
* Fuel Consumption: 0.7 Litres per Engine Power Hour
 
* Fuel Consumption: 0.8 Litres per Engine Power Hour
 
* Fuel Consumption: 0.9 Litres per Engine Power Hour
 
* Fuel Consumption: 1 Litre per Engine Power Hour
 
  
* Fuel Storage
 
* Fuel Storage - Large
 
* Fuel Storage - Small
 
* Fuel Storage - Tiny
 
* Fuel Storage - Ultra Large
 
* Fuel Storage - Very Large
 
* Fusion-boosted Fission Warhead: Strength: 5 x MSP
 
* Gamma Ray Laser
 
* Gamma Shields
 
* Garrison Battalion
 
* Gas Core Anti-matter Drive Technology
 
* Gas-Cooled Fast Reactor Technology
 
* Gas-core Anti-matter Power Plant Technology
 
* Gauss Cannon Launch Velocity 1
 
* Gauss Cannon Launch Velocity 2
 
* Gauss Cannon Launch Velocity 3
 
* Gauss Cannon Launch Velocity 4
 
* Gauss Cannon Launch Velocity 5
 
* Gauss Cannon Launch Velocity 6
 
* Gauss Cannon Rate of Fire 1
 
* Gauss Cannon Rate of Fire 2
 
* Gauss Cannon Rate of Fire 3
 
* Gauss Cannon Rate of Fire 4
 
* Gauss Cannon Rate of Fire 5
 
* Gauss Cannon Rate of Fire 6
 
* Gauss Cannon Rate of Fire 8
 
* Gauss Cannon Size vs Accuracy 0.5HS and 8%
 
* Gauss Cannon Size vs Accuracy 0.6HS and 10%
 
* Gauss Cannon Size vs Accuracy 0.75HS and 12.5%
 
* Gauss Cannon Size vs Accuracy 1.5HS and 25%
 
* Gauss Cannon Size vs Accuracy 1HS and 17%
 
* Gauss Cannon Size vs Accuracy 2HS and 33%
 
* Gauss Cannon Size vs Accuracy 3HS and 50%
 
* Gauss Cannon Size vs Accuracy 4HS and 67%
 
* Gauss Cannon Size vs Accuracy 5HS and 85%
 
* Gauss Cannon Size vs Accuracy 6HS and 100%
 
  
* Grav-Assisted Cargo Handling System
 
* Gravatonic Warhead: Strength: 30 x MSP
 
  
* Ground Unit Strength 10
 
* Ground Unit Strength 12
 
* Ground Unit Strength 14
 
* Ground Unit Strength 16
 
* Ground Unit Strength 20
 
* Ground Unit Strength 25
 
* Ground Unit Strength 30
 
* Ground Unit Strength 36
 
* Ground Unit Strength 42
 
* Ground Unit Strength 50
 
* Ground Unit Strength 60
 
* Ground Unit Strength 70
 
* Gun-Type Fission Warhead: Strength: 2 x MSP
 
* Hangar Deck
 
* Heavy Assault Battalion
 
* High Density Duranium Armour
 
 
* ICBM Launch Control
 
* ICBM Launch Control
 
* ICBM Silo
 
* ICBM Silo
* Implosion Fission Warhead: Strength: 3 x MSP
+
 
* Improved Cargo Handling System
 
 
* Improved Command and Control
 
* Improved Command and Control
* Improved Damage Control
+
 
* Improved Geological Sensors
+
 
* Improved Gravitational Sensors
+
 
* Inertial Confinement Fusion Drive Technology
+
 
* Inertial Confinement Fusion Reactor Technology
+
* Magazine Ejection System
* Infrared Laser
+
70% Chance; 80% Chance; 85% Chance; 90% Chance; 93% Chance; 95% Chance; 97% Chance; 98% Chance; 99% Chance
* Internal Confinement Fusion Drive Technology
+
* Magazine Feed System Efficiency
* Ion Drive Technology
+
75%; 80%; 85%; 90%; 92%; 94%; 96%; 98%; 99%
* Jump Drive Efficiency 10
+
 
* Jump Drive Efficiency 12
+
 
* Jump Drive Efficiency 15
+
 
* Jump Drive Efficiency 18
 
* Jump Drive Efficiency 21
 
* Jump Drive Efficiency 25
 
* Jump Drive Efficiency 4
 
* Jump Drive Efficiency 5
 
* Jump Drive Efficiency 6
 
* Jump Drive Efficiency 8
 
* Jump Gate Construction Module 120
 
* Jump Gate Construction Module 150
 
* Jump Gate Construction Module 180
 
* Jump Gate Construction Module 20
 
* Jump Gate Construction Module 30
 
* Jump Gate Construction Module 45
 
* Jump Gate Construction Module 60
 
* Jump Gate Construction Module 90
 
 
* Jump Point Theory
 
* Jump Point Theory
* Laminate Composite Armour
+
* Commercial Jump Drive
* Levitated-Pit Implosion Warhead: Strength: 4 x MSP
+
* Military Jump Drive
* Luxury Passenger Accomodation
+
 
* Magazine Ejection System - 70% Chance
+
* Minimum Cloak Size
* Magazine Ejection System - 80% Chance
+
10; 12; 15; 2; 20; 25; 3; 4; 6; 8
* Magazine Ejection System - 85% Chance
+
 
* Magazine Ejection System - 90% Chance
+
 
* Magazine Ejection System - 93% Chance
+
* Reduced-size Laser
* Magazine Ejection System - 95% Chance
+
0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge
* Magazine Ejection System - 97% Chance
+
 
* Magazine Ejection System - 98% Chance
+
* Reduced-size Launcher
* Magazine Ejection System - 99% Chance
+
0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload
* Magazine Feed System Efficiency - 75%
+
 
* Magazine Feed System Efficiency - 80%
+
* Shield Regeneration Rate
* Magazine Feed System Efficiency - 85%
+
1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8
* Magazine Feed System Efficiency - 90%
 
* Magazine Feed System Efficiency - 92%
 
* Magazine Feed System Efficiency - 94%
 
* Magazine Feed System Efficiency - 96%
 
* Magazine Feed System Efficiency - 98%
 
* Magazine Feed System Efficiency - 99%
 
* Magnetic Confinement Fusion Drive Technology
 
* Magnetic Confinement Fusion Reactor Technology
 
* Magneto-plasma Drive Technology
 
* Maintenance Module
 
* Marine Battalion
 
* Marine Company
 
* Max Jump Squadron Size - 10 (Size x 2.4)
 
* Max Jump Squadron Size - 11 (Size x 2.6)
 
* Max Jump Squadron Size - 12 (Size x 3.0)
 
* Max Jump Squadron Size - 3 (Size x 1.0)
 
* Max Jump Squadron Size - 4 (Size x 1.1)
 
* Max Jump Squadron Size - 5 (Size x 1.2)
 
* Max Jump Squadron Size - 6 (Size x 1.3)
 
* Max Jump Squadron Size - 7 (Size x 1.4)
 
* Max Jump Squadron Size - 8 (Size x 1.5)
 
* Max Jump Squadron Size - 9 (Size x 1.6)
 
* Max Squadron Jump Radius - 1000k (Size x 1.25)
 
* Max Squadron Jump Radius - 100k (Size x 1.05)
 
* Max Squadron Jump Radius - 1500k (Size x 1.3)
 
* Max Squadron Jump Radius - 2000k (Size x 1.4)
 
* Max Squadron Jump Radius - 2500k (Size x 1.5)
 
* Max Squadron Jump Radius - 250k (Size x 1.1)
 
* Max Squadron Jump Radius - 3000k (Size x 1.6)
 
* Max Squadron Jump Radius - 4000k (Size x 1.
 
*
 
* Max Squadron Jump Radius - 500k (Size x 1.15)
 
* Max Squadron Jump Radius - 50k (Size x 1.0)
 
* Max Squadron Jump Radius - 750k (Size x 1.2)
 
  
* Maximum Engine Power Modifier x1
 
* Maximum Engine Power Modifier x1.25
 
* Maximum Engine Power Modifier x1.5
 
* Maximum Engine Power Modifier x1.75
 
* Maximum Engine Power Modifier x2
 
* Maximum Engine Power Modifier x2.5
 
* Maximum Engine Power Modifier x3
 
* Meson Focusing Technology 1
 
* Meson Focusing Technology 10
 
* Meson Focusing Technology 11
 
* Meson Focusing Technology 12
 
* Meson Focusing Technology 2
 
* Meson Focusing Technology 3
 
* Meson Focusing Technology 4
 
* Meson Focusing Technology 5
 
* Meson Focusing Technology 6
 
* Meson Focusing Technology 7
 
* Meson Focusing Technology 8
 
* Meson Focusing Technology 9
 
* Microwave Focusing Technology 1
 
* Microwave Focusing Technology 10
 
* Microwave Focusing Technology 11
 
* Microwave Focusing Technology 12
 
* Microwave Focusing Technology 2
 
* Microwave Focusing Technology 3
 
* Microwave Focusing Technology 4
 
* Microwave Focusing Technology 5
 
* Microwave Focusing Technology 6
 
* Microwave Focusing Technology 7
 
* Microwave Focusing Technology 8
 
* Microwave Focusing Technology 9
 
* Military Jump Drive
 
* Minimum Cloak Size 10
 
* Minimum Cloak Size 12
 
* Minimum Cloak Size 15
 
* Minimum Cloak Size 2
 
* Minimum Cloak Size 20
 
* Minimum Cloak Size 25
 
* Minimum Cloak Size 3
 
* Minimum Cloak Size 4
 
* Minimum Cloak Size 6
 
* Minimum Cloak Size 8
 
* Minimum Engine Power Modifier x0.1
 
* Minimum Engine Power Modifier x0.15
 
* Minimum Engine Power Modifier x0.2
 
* Minimum Engine Power Modifier x0.25
 
* Minimum Engine Power Modifier x0.3
 
* Minimum Engine Power Modifier x0.4
 
* Minimum Engine Power Modifier x0.5
 
* Minimum Jump Engine Size - 10
 
* Minimum Jump Engine Size - 12
 
* Minimum Jump Engine Size - 15
 
* Minimum Jump Engine Size - 2
 
* Minimum Jump Engine Size - 3
 
* Minimum Jump Engine Size - 4
 
* Minimum Jump Engine Size - 5
 
* Minimum Jump Engine Size - 6
 
* Minimum Jump Engine Size - 8
 
  
* Missile Agility 100 per MSP
 
* Missile Agility 128 per MSP
 
* Missile Agility 160 per MSP
 
* Missile Agility 20 per MSP
 
* Missile Agility 200 per MSP
 
* Missile Agility 240 per MSP
 
* Missile Agility 32 per MSP
 
* Missile Agility 320 per MSP
 
* Missile Agility 400 per MSP
 
* Missile Agility 48 per MSP
 
* Missile Agility 64 per MSP
 
* Missile Agility 80 per MSP
 
* Missile ECM 1
 
* Missile ECM 10
 
* Missile ECM 2
 
* Missile ECM 3
 
* Missile ECM 4
 
* Missile ECM 5
 
* Missile ECM 6
 
* Missile ECM 7
 
* Missile ECM 8
 
* Missile ECM 9
 
* Missile Fire Control
 
* Missile Launcher Reload Rate 1
 
* Missile Launcher Reload Rate 10
 
* Missile Launcher Reload Rate 11
 
* Missile Launcher Reload Rate 12
 
* Missile Launcher Reload Rate 2
 
* Missile Launcher Reload Rate 3
 
* Missile Launcher Reload Rate 4
 
* Missile Launcher Reload Rate 5
 
* Missile Launcher Reload Rate 6
 
* Missile Launcher Reload Rate 7
 
* Missile Launcher Reload Rate 8
 
* Missile Launcher Reload Rate 9
 
* Missile Launcher Size 1
 
* Missile Launcher Size 10
 
* Missile Launcher Size 11
 
* Missile Launcher Size 12
 
* Missile Launcher Size 14
 
* Missile Launcher Size 16
 
* Missile Launcher Size 18
 
* Missile Launcher Size 2
 
* Missile Launcher Size 20
 
* Missile Launcher Size 24
 
* Missile Launcher Size 3
 
* Missile Launcher Size 4
 
* Missile Launcher Size 5
 
* Missile Launcher Size 6
 
* Missile Launcher Size 7
 
* Missile Launcher Size 8
 
* Missile Launcher Size 9
 
* Mobile Infantry Battalion
 
* Near Gamma Ray Laser
 
* Near Ultraviolet Laser
 
* No Hyper Drive Capability
 
* No Missile ECM
 
* No Reactor Power Boost
 
* No Restrictions
 
  
* Normal Size Normal Range
+
* Ship-based System
* Normal Size Normal Speed
 
* Nuclear Pulse Engine Technology
 
* Nuclear Thermal Engine Technology
 
* Omega Shields
 
* Omicron Shields
 
* Orbital Habitat Module
 
* Ordnance Production 12 BP
 
* Ordnance Production 14 BP
 
* Ordnance Production 16 BP
 
* Ordnance Production 20 BP
 
* Ordnance Production 25 BP
 
* Ordnance Production 30 BP
 
* Ordnance Production 35 BP
 
* Ordnance Production 40 BP
 
* Ordnance Production 50 BP
 
* Ordnance Production 60 BP
 
* Ordnance Production 70 BP
 
* Particle Beam Range 1,000,000 km
 
* Particle Beam Range 1,200,000 km
 
* Particle Beam Range 100,000 km
 
* Particle Beam Range 150,000 km
 
* Particle Beam Range 200,000 km
 
* Particle Beam Range 240,000 km
 
* Particle Beam Range 320,000 km
 
* Particle Beam Range 400,000 km
 
* Particle Beam Range 500,000 km
 
* Particle Beam Range 60,000 km
 
* Particle Beam Range 640,000 km
 
* Particle Beam Range 800,000 km
 
* Particle Beam Strength 12
 
* Particle Beam Strength 16
 
* Particle Beam Strength 2
 
* Particle Beam Strength 20
 
* Particle Beam Strength 25
 
* Particle Beam Strength 3
 
* Particle Beam Strength 36
 
* Particle Beam Strength 4
 
* Particle Beam Strength 50
 
* Particle Beam Strength 6
 
* Particle Beam Strength 9
 
* PDC Barracks
 
 
* PDC-based System
 
* PDC-based System
* Pebble Bed Reactor Technology
+
* Fighter Only
* Phased Geological Sensors
 
* Phased Gravitational Sensors
 
* Photonic Drive Technology
 
  
* Plasma Core Anti-matter Drive Technology
 
* Plasma-core Anti-matter Power Plant Technology
 
* Pressurised Water Reactor
 
* Psi Shields
 
* Railgun Launch Velocity 1
 
* Railgun Launch Velocity 2
 
* Railgun Launch Velocity 3
 
* Railgun Launch Velocity 4
 
* Railgun Launch Velocity 5
 
* Railgun Launch Velocity 6
 
* Railgun Launch Velocity 7
 
* Railgun Launch Velocity 8
 
* Railgun Launch Velocity 9
 
* Reactor Power Boost 10%, Explosion 10%
 
* Reactor Power Boost 15%, Explosion 12%
 
* Reactor Power Boost 20%, Explosion 16%
 
* Reactor Power Boost 25%, Explosion 20%
 
* Reactor Power Boost 30%, Explosion 25%
 
* Reactor Power Boost 40%, Explosion 30%
 
* Reactor Power Boost 5%, Explosion 7%
 
* Reactor Power Boost 50%, Explosion 35%
 
* Recreational Module
 
* Reduced-size Laser 0.5 Size / 20x Recharge
 
* Reduced-size Laser 0.75 Size / 4x Recharge
 
* Reduced-size Launcher 0.25 Size / 100x Reload
 
* Reduced-size Launcher 0.33 Size / 20x Reload
 
* Reduced-size Launcher 0.5 Size / 5x Reload
 
* Reduced-size Launcher 0.75 Size / 2x Reload
 
* Replacement Battalion
 
 
* Salvage Module 1000
 
* Salvage Module 1350
 
* Salvage Module 1800
 
* Salvage Module 2500
 
* Salvage Module 500
 
* Salvage Module 750
 
 
* Search Sensor
 
* Search Sensor
* Shield Regeneration Rate 1
 
* Shield Regeneration Rate 1.5
 
* Shield Regeneration Rate 10
 
* Shield Regeneration Rate 12
 
* Shield Regeneration Rate 15
 
* Shield Regeneration Rate 2
 
* Shield Regeneration Rate 2.5
 
* Shield Regeneration Rate 3
 
* Shield Regeneration Rate 4
 
* Shield Regeneration Rate 5
 
* Shield Regeneration Rate 6
 
* Shield Regeneration Rate 8
 
* Ship to Ship Tractor Beam
 
* Ship-based System
 
  
 +
* No Hyper Drive Capability
 +
* No Missile ECM
 +
* No Reactor Power Boost
 +
* No Restrictions
  
* Sigma Shields
 
* Small Craft Electronic Counter-countermeasures - 1
 
* Small Craft Electronic Counter-countermeasures - 2
 
* Small Craft Electronic Counter-countermeasures - 3
 
* Small Craft Electronic Counter-countermeasures - 4
 
* Small Craft Electronic Counter-countermeasures - 5
 
* Small Craft Electronic Countermeasures - 1
 
* Small Craft Electronic Countermeasures - 2
 
* Small Craft Electronic Countermeasures - 3
 
* Small Craft Electronic Countermeasures - 4
 
* Small Craft Electronic Countermeasures - 5
 
* Small Jump Gate Construction Module
 
* Small PDC Barracks
 
* Small Troop Transport Bay
 
* Soft X-ray Laser
 
* Soft Xray Laser Warhead
 
* Solid Core Anti-matter Drive Technology
 
* Solid-core Anti-matter Power Plant Technology
 
  
 +
* Standard Mount
 
* Spinal Mount
 
* Spinal Mount
 +
* Advanced Spinal Mount
 +
 
* Standard Laser Size and Recharge Rate
 
* Standard Laser Size and Recharge Rate
* Standard Mount
 
 
* Standard Size and Reload Rate
 
* Standard Size and Reload Rate
* Stellarator Fusion Reactor Technology
 
* Structural Shell
 
* Superdense Armour
 
 
* Swarm Extraction Module
 
* Swarm Extraction Module
* Tau Shields
 
 
 
* Thermal Reduction: Signature 1% Normal
 
* Thermal Reduction: Signature 100% Normal
 
* Thermal Reduction: Signature 12% Normal
 
* Thermal Reduction: Signature 16% Normal
 
* Thermal Reduction: Signature 2% Normal
 
* Thermal Reduction: Signature 25% Normal
 
* Thermal Reduction: Signature 3% Normal
 
* Thermal Reduction: Signature 35% Normal
 
* Thermal Reduction: Signature 4% Normal
 
* Thermal Reduction: Signature 50% Normal
 
* Thermal Reduction: Signature 6% Normal
 
* Thermal Reduction: Signature 75% Normal
 
* Thermal Reduction: Signature 8% Normal
 
 
* Theta Shields
 
* Three-stage Thermonuclear Warhead: Strength: 8 x MSP
 
* Tokamak Fusion Reactor Technology
 
* Tri-Cobalt Warhead: Strength: 12 x MSP
 
* Troop Transport Bay
 
* Turret Tracking Speed (10% Gear) 10,000 km/s
 
* Turret Tracking Speed (10% Gear) 12,500 km/s
 
* Turret Tracking Speed (10% Gear) 1250 km/s
 
* Turret Tracking Speed (10% Gear) 16,000 km/s
 
* Turret Tracking Speed (10% Gear) 20,000 km/s
 
* Turret Tracking Speed (10% Gear) 2000 km/s
 
* Turret Tracking Speed (10% Gear) 25,000 km/s
 
* Turret Tracking Speed (10% Gear) 3000 km/s
 
* Turret Tracking Speed (10% Gear) 4000 km/s
 
* Turret Tracking Speed (10% Gear) 5000 km/s
 
* Turret Tracking Speed (10% Gear) 6250 km/s
 
* Turret Tracking Speed (10% Gear) 8000 km/s
 
* Two-stage Thermonuclear Warhead: Strength: 6 x MSP
 
* Ultraviolet Laser
 
* Underground Excavation
 
* Vacuum Energy Power Plant Technology
 
* Visible Light Laser
 
* Xi Shields
 
* X-Ray Laser
 
* X-Ray Laser Warhead
 

Latest revision as of 15:45, 15 December 2019

Also List of Research Costs

Biology / Genetics

Biology, Genetics, evolution shapes the creatures on a world to better fit their environment over the course of millennia. Practitioners in this field attempt to speed this process, either through genetic manipulation to make beings that better fit a given environment or by creating mechanisms that make the environment better fit the beings.

Genome Sequence Research: A background technology that allows research into the creation of new species. Genetic modification may allows the creation of new variants of our species with differing environmental tolerances, potentially useful for colonizing non-ideal worlds.

Construction / Production

Trans-Newtonian Technology: The starting tech for all Trans-Newtonian technology. It is imperative that we establish a more robust and comprehensive theory of Trans-Newtonian physics. The minor research done up until this point has been promising, but a large-scale, dedicated, systematic approach may open dozens of new avenues of investigation. Trans-Newtonian empires have access to this technology from the start.

Defensive Systems

Energy Weapons

Advanced Laser Focal Size: The 'calibre' of the weapon. Can only be found in ruins, not researched.


Logistics / Ground Combat

Bridge: Essential for every ship over 1000 tons, and the location of the ship commander
Maintenance module: A ship component that is added to the total maintenance facilites of a population if the ship/PDC is on the same planet or in near orbit
Additional Maintenance Storage: Allows a ship to carry additional maintenance supplies
Orbital Habitat Module: Provides life support for up to 50000 workers. Useful for space stations
Recreational Module: A recreational module provides entertainment for ships or bases on deep deployments
Ship to Ship Tractor Beam: A tractor beam capable of attaching one ship to another

Missiles / Kinetic Weapons


Power and Propulsion

Sensors and Fire Control

Electronic Warfare: Prerequisite technology for Electronic countermeasures and Electronic counter-countermeasures
Missile Fire Control: This active sensor is designed as a fire control system.



  • Missile Agility

100 per MSP; 128 per MSP; 160 per MSP; 20 per MSP; 200 per MSP; 240 per MSP; 32 per MSP; 320 per MSP; 400 per MSP; 48 per MSP; 64 per MSP; 80 per MSP

  • Missile Launcher Reload Rate

1; 10; 11; 12; 2; 3; 4; 5; 6; 7; 8; 9

  • Missile Launcher Size

1; 10; 11; 12; 14; 16; 18; 2; 20; 24; 3; 4; 5; 6; 7; 8; 9


  • Advanced Particle Beam Warhead

11; 15; 20; 25; 3; 32; 4; 45; 5; 64; 8


  • Gun-Type Fission Warhead: Strength: 2 x MSP
  • Implosion Fission Warhead: Strength: 3 x MSP
  • Levitated-Pit Implosion Warhead: Strength: 4 x MSP
  • Fusion-boosted Fission Warhead: Strength: 5 x MSP
  • Two-stage Thermonuclear Warhead: Strength: 6 x MSP
  • Three-stage Thermonuclear Warhead: Strength: 8 x MSP
  • Cobalt Warhead: Strength: 10 x MSP
  • Tri-Cobalt Warhead: Strength: 12 x MSP
  • Antimatter Catalysed Cobalt Warhead: Strength: 16 x MSP
  • Antimatter Warhead: Strength: 20 x MSP
  • Advanced Antimatter Warhead: Strength: 24 x MSP
  • Gravatonic Warhead: Strength: 30 x MSP


  • Infrared Laser 500
  • Visible Light Laser 2000
  • Near Ultraviolet Laser 4000
  • Ultraviolet Laser 8000
  • Far Ultraviolet Laser 16000
  • Soft X-ray Laser 30000
  • X-Ray Laser 60000
  • Far X-Ray Laser 125000
  • Extreme X-ray Laser 250000
  • Near Gamma Ray Laser 500000
  • Gamma Ray Laser 1000000
  • Far Gamma Ray Laser 2000000
  • Soft Xray Laser Warhead 15000
  • X-Ray Laser Warhead 30000
  • Far X-Ray Laser Warhead 50000
  • Extreme X-Ray Laser Warhead 120000
  • Enhanced Radiation Warhead

(20% Yield, 5x Rad); (25% Yield, 4x Rad); (33% Yield, 3x Rad); (50% Yield, 2x Rad)

  • Conventional Armour
  • Structural Shell




  • Box Launcher 0.15 Size / 15x (No internal reload)
  • Broadband Sensor


  • Conventional ICBM


  • Fire Control

50% Size 50% Tracking Speed; Normal Size Normal Speed; 1.25x Size 1.25x Tracking Speed; 1.5x Size 1.5x Tracking Speed; 1.75x Size 1.75x Tracking Speed; 2x Size 2x Tracking Speed; 3x Size 3x Tracking Speed; 4x Size 4x Tracking Speed;

25% Size 25% Range; 34% Size 34% Range; 50% Size 50% Range; Normal Size Normal Range 1.5x Size 1.5x Range; 2x Size 2x Range; 3x Size 3x Range; 4x Size 4x Range;




  • Ground Unit Strength

10; 12; 14; 16; 20; 25; 30; 36; 42; 50; 60; 70


  • ICBM Launch Control
  • ICBM Silo
  • Improved Command and Control



  • Magazine Ejection System

70% Chance; 80% Chance; 85% Chance; 90% Chance; 93% Chance; 95% Chance; 97% Chance; 98% Chance; 99% Chance

  • Magazine Feed System Efficiency

75%; 80%; 85%; 90%; 92%; 94%; 96%; 98%; 99%


  • Jump Point Theory
  • Commercial Jump Drive
  • Military Jump Drive
  • Minimum Cloak Size

10; 12; 15; 2; 20; 25; 3; 4; 6; 8


  • Reduced-size Laser

0.5 Size / 20x Recharge; 0.75 Size / 4x Recharge

  • Reduced-size Launcher

0.25 Size / 100x Reload; 0.33 Size / 20x Reload; 0.5 Size / 5x Reload; 0.75 Size / 2x Reload

  • Shield Regeneration Rate

1; 1.5; 10; 12; 15; 2; 2.5; 3; 4; 5; 6; 8


  • Ship-based System
  • PDC-based System
  • Fighter Only
  • Search Sensor
  • No Hyper Drive Capability
  • No Missile ECM
  • No Reactor Power Boost
  • No Restrictions


  • Standard Mount
  • Spinal Mount
  • Advanced Spinal Mount
  • Standard Laser Size and Recharge Rate
  • Standard Size and Reload Rate
  • Swarm Extraction Module