The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more.
表格用法[編輯 | 編輯原始碼]
顏色識別: 初始 , 獲取 , 稀有 , 危險 , 可重複 .
注意:
- The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
- If a tech has been available as a research option in the as part of the last choice then its (total) weight will be halved in the coming choice.
- The table denotes the base cost of a tech. Actual in-game tech cost will scale with the empire's size (number of colonized planets and population).
- To research techs of higher tiers it is first needed to acquire 6 techs of the preceding tier.
- Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
- Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.) click on the accompanying icon.
Computing[編輯 | 編輯原始碼]
請幫助核對或更新這個段落,最近核對為3.2版本。
The
Technology | Cost | Tier | Effects | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|
|
0 | Sentinel Point-Defense | The best defense is a good offense. | ||||
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6000 | 2 | Barrier Point-Defense | |
Base: 70 | Arrays of defensive armaments prove much more effective than independent countermeasures. | |
|
16000 | 4 | Guardian Point-Defense | |
Base: 45 | Advanced prediction greatly increases the accuracy of active countermeasure systems. | |
|
0 | Research Labs | Testable predictions of observable phenomena. | ||||
|
3000 | 1 | Research Complexes | Base: 90 | As we explore the galaxy, we continually encounter new materials and substances that are unfamiliar to us. Cataloging and analyzing these discoveries will require new facilities. | ||
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8000 | 3 | Advanced Research Complexes | Base: 130 | To expand our knowledge base, we must consider all levels of existence. A new realm of science awaits us! | ||
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8000 | 3 | Research Institute | Base: 97.5 | A bid for interplanetary resource pools and more flexible research grants. | ||
Autonomous Exploration Algorithms |
2500 | 1 | Year is > 2205 | Base: 95 | An advanced AI will aid science officers in their task to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no Blorg has gone before. The Science Ship will be able to explore the galaxy with help from an AI. | ||
Synaptic Enhancers Academic Optimization |
2000 | 1 | +5% Research speed | |
Base: 100 | Organizational circuitry rerouting academic. | |
Autonomous Synapses |
5000 | 2 | +1 Research alternatives | |
Base: 75 | Introspective prioritization. | |
正電子人工智慧 Positronic AI | Positronic Processors |
16000 | 4 | |
Base: 45 | Evolving artificial intellects are opening the door to the possibility for true synthetic sapience. | |
|
20000 | 4 | Defense-Grid Supercomputer | |
Base: 20 | Aligning defensive and offensive weapon execution paradigms allows for increased efficiency. | |
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3000 | 1 | Basic Combat Roles | |
Base: 90 | Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency. | |
|
8000 | 3 | Advanced Combat Roles | Base: 65 | Further advances in predictive algorithms allow for augmented tactical decision-making in the field. | ||
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20000 | 4 | Sentient Combat AI |
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Base: 20 | Running sapient AIs through high-intensity combat simulations yields valuable insight into potential optimizations for risk-evaluation techniques. | |
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20000 | 4 | Autonomous Ship Intellects | Base: 20 | Granting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat. | ||
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3000 | 1 | Auxiliary Fire-control | |
Base: 90 | By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy. | |
Colony Fabrication Drones |
3000 | 1 | +50% Colony development speed | Base: 90 | By giving control of the colony ship to an Artificial Intelligence, the crew and colonists can be suspended in a deep sleep. | ||
|
6000 | 3 | +50% Colony development speed | Base: 70 | Sufficiently advanced systems are capable of optimizing themselves if they are made acutely aware of the purpose for which they were made. | ||
|
2000 | 1 | +10% Research Station Output | |
Base: 100 | A lot of critical research can only be done in a zero gravity environment, which these specialized laboratories are eminently designed for. | |
|
3000 | 1 | +10% Research Station Output | |
Base: 90 | Containment force fields are excellent for isolating and holding various substances or specimens so they can be analyzed in detail. | |
|
4000 | 2 | +10% Research Station Output | |
Base: 85 | Advanced probes that can thoroughly analyze subjects on a sub-atomic level, generating a wealth of valuable research data. | |
|
6000 | 2 | +10% Research Station Output | |
Base: 70 | Increased automation of station functions will free up more staff for research duties. | |
|
8000 | 3 | +10% Research Station Output | |
Base: 65 | Studying something from the limited perspective of a single dimensional reality does not paint the whole picture. Every angle must be considered. | |
|
4000 | 2 | Base: 85 | These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship. | |||
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8000 | 3 | Gravitic Sensors | Base: 65 | Sensors that detect the subspace fluctuations left in the wake of traveling starships. Their sensitivity and range is greater than that of a gravitic sensor array. | ||
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16000 | 4 | Subspace Sensors | Subspace Sensors | Base: 45 | Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances. | |
|
2000 | 1 | +20% Physics Research from Researchers | Base: 100 | Exploring the mediation of fundamental forces through subatomic Particles. | ||
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6000 | 2 | +20% Physics Research from Researchers | |
Base: 70 | The seemingly erratic behavior of tiny things can dramatically alter the way we think about bigger things. | |
|
20000 | 4 | +20% Physics Research from Researchers | |
Base: 40 | Three dimensions, inextricable from the fourth. | |
|
50000 | 5 | −5% Building Cost | |
Base: 12.5
Modifiers
|
Increasingly powerful computation paradigms allow us to adapt individual construction projects to planetary and ultra-local gravitational conditions. | |
|
2500 | 1 | +2 Encryption | Base: 90 | Advances in computing technology have given us new ways to protect our data from prying eyes. | ||
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5000 | 2 | +2 Encryption | Base: 70 | Further advances in unstable entanglement have given us new ways to prevent unauthorized intrusions into our databases. | ||
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20000 | 4 | +2 Encryption | Base: 50 | Our latest advances in encryption exploit recently discovered quirks of physics to require inputting a specialized key before it has been generated. | ||
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2500 | 1 | Base: 90 | Primitive encryption systems stand no chance against modern decryption tools. | |||
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5000 | 2 | +2 Codebreaking | Base: 70 | The weakest link in any security system are the individuals within it. By modeling their weaknesses in computer simulations we can find novel ways to bypass their security - or trick them into bypassing it for us. | ||
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20000 | 4 | +2 Codebreaking | Base: 50 | Our operatives can access data from adjacent realities without risking setting off alarms in this reality. | ||
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4000 | 2 | +10% Artisans Output | Base: 170 | Basic administrative AIs can be used to streamline supply and demand lines, reducing waste. | ||
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16000 | 4 | +10% Artisans Output | Base: 90 | Using advanced AIs, we can reliably predict consumer demand before it exists. | ||
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48000 | 5 | Science Nexus megastructure | Base: 5 | The research labs and databanks of a Science Nexus generate an immense flow of raw, undiluted science. | ||
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48000 | 5 | Sentry Array megastructure | Base: 5 | The stages of the Sentry Array gradually expand sensor range, eventually covering the entire galaxy. | ||
|
4000 | 2 | |
Base: 85 | These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds. | ||
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4000 | 2 | +33% Survey Speed | |
Base: 85 | These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds. | |
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50000 | 5 | Enigmatic Encoder | Enigmatic Fortress event chain outcome | The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command. | ||
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50000 | 5 | Enigmatic Decoder | Enigmatic Fortress event chain outcome | While producing average results in standard tests, the accuracy of Enigmatic Decoder's prediction algorithms seemingly increases as the target's flight path grows more erratic. |
Field Manipulation[編輯 | 編輯原始碼]
請幫助核對或更新這個段落,最近核對為3.2版本。
The
Technology | Cost | Tier | Effects | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|
|
0 | |
Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization. | ||||
|
2000 | 1 | |
Base: 100 | Modulated fields allow for increased production and improved energy yield. | ||
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4000 | 2 | |
Base: 85 | Basic entanglement principles applied to energy generation provide a substantial increase in energy output. | ||
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8000 | 3 | |
Base: 65 | Quantum superposition of energy coils, simultaneously drained and charged. | ||
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20000 | 5 | +5% Energy from Jobs | |
Base: 12.5
Modifiers
|
Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss. | |
|
3000 | 1 | |
Base: 90 | Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors. | ||
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6000 | 2 | Energy Nexus | Base: 70 | A re-engineered and unified grid further reduces energy losses over distance. | ||
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0 | Deflectors | |
Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power. | |||
|
3000 | 1 | Improved Deflectors | |
Base: 112.5 | These updated deflector screens are capable of soaking up even more punishment before they overload. | |
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6000 | 2 | Shields | Improved Deflectors | Base: 87.5 | These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection. | |
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12000 | 3 | Advanced Shields | Shields | Base: 62.5 | An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier. | |
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24000 | 4 | Hyper Shields | Advanced Shields | Base: 43.75 | These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none. | |
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50000 | 5 | Dark Matter Deflectors |
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These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature. | ||
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50000 | 5 | +5% Shield hit points | Advanced Shields | Base: 12.5
Modifiers
|
The basic mechanics of ship shields are complex, but they can be adjusted and improved in a multitude of ways. | |
|
6000 | 2 | Shield Capacitor | Shields | Base: 70 | These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. | |
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8000 | 3 | Planetary Shield Generator | Shields | Base: 32.5 | Generating a strong energy shield within a planetary atmosphere is a greater challenge than in the vacuum of space, but it offers a potent defense against orbital bombardment. | |
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6000 | 2 | Experimental Subspace Navigation | Gravitic Sensors | Base: 37.5 | Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations. | |
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12000 | 3 | Can use Dark Matter resource | Base: 50 | This exotic substance has many properties that seemingly defy the laws of physics. Harvestable concentrations can only be found near Black Holes or in certain nebulas. | ||
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20000 | 5 | Global Pacifier colossus weapon | Base: 10 | A shielding field is deployed around a planet, creating a barrier that is permanent and impenetrable (save for some wavelengths of light). | ||
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4000 | 3 | Continues the Horizon Signal event chain | Horizon Signal event chain | The universe tends irresistibly onwards and downwards. That tendency cannot be reversed... but it can be subverted, for a price. | ||
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48000 | 5 | Dyson Sphere megastructure | A Dyson Sphere fully envelops a given star, converting all solar output directly to Energy Credits. | |||
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48000 | 5 | Matter Decompressor megastructure | The Matter Decompressor lenses a black hole's gravity, forming a drill of gravitational forces to retrieve Minerals from the singularity. |
Particles[編輯 | 編輯原始碼]
請幫助核對或更新這個段落,最近核對為3.2版本。
The
Technology | Cost | Tier | Effects | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|
|
0 | Fission Reactor | This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste. | ||||
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2500 | 1 | Fusion Reactor | |
Base: 190 | Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power. | |
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5000 | 2 | Cold Fusion Reactor | |
Base: 150 | The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships. | |
|
10000 | 3 | Antimatter Reactor | |
Base: 120 | By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion. | |
|
20000 | 4 | Zero Point Reactor | |
Base: 80 | These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy. | |
|
50000 | 5 | Dark Matter Reactor |
|
These generators appear to somehow draw energy directly from dark matter, providing more ship power than should be possible according to the laws of physics. | ||
|
32000 | 5 | |
Base: 3 | A groundbreaking technological marvel, the Jump Drive shreds the local space-time continuum and rearranges it on the quantum level to be identical to that of the target destination - and thus the ship appears to near-instantly "jump" from system to system. | ||
|
0 | Reactor Booster | |
Additional power generation systems increase the ship's reactor output. | |||
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3000 | 1 | Improved Reactor Booster | Base: 135 | The discovery of fusion power allows for better reactor boosters to be fitted onto our ships. | ||
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12000 | 1 | Advanced Reactor Booster | Base: 75 | The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors. | ||
|
0 | Hyperdrive I | |
Like the strands of a spider web, the extra-dimensional realm of hyperspace runs between the gravity wells of most stars. Faster than light travel is theoretically possible along these hyperlanes. | |||
|
5000 | 2 | |
Base: 75 | We have identified the existence of points in space where a ship expends less energy to "breach" their way into a hyperlane. This will lead to a new generation of hyper drives. | ||
|
12000 | 3 | Hyperdrive III | |
Base: 50 | A new generation of hyper drives capable of accessing the subspace slipstreams that are present within hyperspace. This leads to dramatically improved drive performance. | |
|
24000 | 4 | Can reactivate Gateways | Base: 17.5 | The ability to reactivate the derelict Gateway stations that can be found scattered throughout the galaxy has the potential to dramatically shorten travel times. | ||
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48000 | 5 | Gateway megastructure | Base: 10 | The construction of new Gateway stations enables us to build a fast-travel network that could revolutionize interstellar travel. | ||
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12000 | 3 | Special Project to open L-Gates | Gathered 7 L-Gate Insights | The L-Gates defy our current understanding of subspace mechanics. This must be remedied before they can be opened for travel. | ||
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8000 | 3 | Science ships can stabilize Wormholes | Base: 32.5 | A naturally occurring subspace wormhole is a fickle thing, and its fluctuating energy levels typically make it impossible to travel safely between its linked apertures. There are ways to temporarily stabilize its matrix, however. | ||
超光速抑制 FTL Inhibition | |
4000 | 2 | Starbases and Fortresses gain FTL inhibitors | |
Base: 340 | Gravity well projectors can be used to create localized pockets of space where safe entry into hyperspace is impossible. The immense power requirements and the size of the projectors prohibits their use on anything smaller than a starbase. |
|
0 | Red Laser | Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat. | ||||
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2500 | 1 | Blue Laser | |
Base: 95 | More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics. | |
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4000 | 2 | UV Laser | Blue Lasers | Base: 85 | Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage. | |
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8000 | 3 | X-Ray Laser | UV Lasers | Base: 65 | These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive. | |
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16000 | 4 | Gamma Laser | X-Ray Lasers | Base: 45 | The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons. | |
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20000 | 4 | Particle Lance | Base: 40 | These heavy energy weapons fire focused particle beams that cause massive damage. The size of the emitter arrays limits their use to battleships and titans. | ||
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24000 | 4 | Tachyon Lance | Base: 35 | A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power. Like its predecessor, its use is limited to battleships and titans. | ||
|
12000 | 3 | Proton Launchers | X-Ray Lasers | Base: 50 | These energy projectiles consist of tightly concentrated protons capable of causing immense damage to the hull of enemy ships. | |
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20000 | 4 | Neutron Launchers | Proton Launchers | Base: 40 | Upgraded energy projectiles that rely on neutrons instead of protons for their destructive power. | |
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20000 | 5 | +5% Energy weapon attack speed | Blue Lasers | Base: 12.5
Modifiers
|
New developments in tech cooling regularly surface, improving the stability and efficiency of our weapons systems, keeping them from blowing up the ships upon which they are mounted. | |
|
20000 | 5 | +5% Energy weapon damage | X-Ray Lasers | Base: 12.5
Modifiers
|
Perfecting the firing cadence of laser weaponry is a task that could keep the engineering elite of any given planet busy for centuries. | |
|
5000 | 2 | Disruptor | Blue Lasers | Base: 75 | Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. | |
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8000 | 3 | Ion Disruptor | Disruptors | Base: 65 | These upgraded disruptors fire bolts of more destructive ion Particles at targets. | |
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16000 | 4 | Phase Disruptor | Ion Disruptors | Base: 45 | Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way. | |
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20000 | 4 | Arc Emitter | Base: 40 | Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields. | ||
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24000 | 4 | Focused Arc Emitter | Arc Emitters | Base: 35 | These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge. | |
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5000 | 2 | Plasma Thrower | Blue Lasers | Base: 75 | Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor. | |
|
8000 | 3 | Plasma Accelerator | Plasma Throwers | Base: 65 | These new accelerators launch projectiles of high-energy plasma with improved containment fields. This results in less energy leakage as the projectile travels in space towards its target. | |
|
16000 | 4 | Plasma Cannon | Plasma Accelerators | Base: 45 | The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier. | |
|
20000 | 5 | Neutron Sweep colossus weapon | Base: 10 | An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue. | ||
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5000 | 2 | Mining Drone Lasers | Analyzed Ancient Mining Drones debris | Using strong-focus lenses in combination with an oscillating firing frequence help create lasers strong enough to mine asteroids, or shoot down hostiles. | ||
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6000 | 2 | Cloud Lightning | Analyzed Void Clouds debris | Void Clouds use the electrical charges generated by the dense gases that make up most of their core to release bolts of burning plasma. Using the same gas composition together with a specialized conduit allows for powerful lightning weaponry. | ||
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6000 | 2 | Null Void Beam | The Doorway event outcome | By harnessing the entropic nature of the Null Void, this beam can actually destroy energy. | ||
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48000 | 5 | Matter Disintegrator | Analyzed Extradimensional Invaders debris | Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons. | ||
|
4000 | 2 | Base: 170 | Volatile Motes are fickle particles that are dangerous to work with. In order to safely harvest them without setting off a chain-reaction of explosions, energy fields must be used to stabilize the motes. | |||
|
4000 | 2 | |
Base: 170 | Aside from the obvious safety concerns, the artificial creation of Volatile Motes is an extremely delicate and complicated process that requires highly specialized equipment. | ||
|
0 | Bio-Reactor | |
A facility where organic matter is converted into energy at a highly efficient rate. | |||
|
10000 | 3 | Omega Alignment | Base: 60 | When a temporal paradox becomes tangled, a kind of consciousness arises, with its own needs, its own desires. This is what has occurred with the consciousness that some call the Worm-in-Waiting. If we can align ourselves with that consciousness, we might just achieve a kind of immortality. |
參考資料[編輯 | 編輯原始碼]
遊戲概念
治理 | 帝國 • 思潮 • 政府 • 國民理念 • 政策 • 法令 • 領袖 • 派系 • 人口 • 物種權利 • 經濟 • 科技 • 傳統 • 犯罪率 |
探索 | 探索 • 地圖 • 物種 • 異常現象 • 事件 • FTL • 失落帝國 • 前超光速物種 • 先驅者 • 太空生命體 |
殖民 | 殖民 • 天體 • 行星特徵 • 行星管理 • 區劃 • 建築 • 艦船 • 恆星基地 • 巨型結構 |
外交 | 外交 • 貿易 • 附屬國 • 聯邦 • 星海共同體 • AI 性格 • 情報 |
戰爭 | 戰爭 • 太空戰 • 地面戰 • 艦船設計器 |
其它 | 特質 • 環境改造 • 種群修飾 • 奴役 • 危機 • 預設帝國 • AI 玩家 • 彩蛋 |