I know that in general it will do the obvious but what specifically are my 21 points in solar energy efficiency tech level doing? I've looked in the governor's skill roll log and the asset log and cant figure it out. Is it hidden in the oddly named "Tech Formula1" in the asset log? I hover over it to get more info and get a bunch of pseudocode or something but those numbers don't contain 21 either.
Also, in the manual section 5.6.4.1 it says that Applied Sciences tasks use inventor skill for discovery task and science skill for research task. Then in 5.8.4.1 it says Applied Sciences Director only uses the technician skill and does not mention him using inventor or science. I can confirm the info in 5.6.4.1 is accurate by looking at my director's skill logs but there is no evidence of him using technician, so am I misunderstanding something or is that section of the manual inaccurate?
My first applied science director. What does solar efficiency do exactly?
Moderator: Vic
Re: My first applied science director. What does solar efficiency do exactly?
It seems like it is indeed the formula 1 thing going on.
I have it with mining atm.... The difficulty of mining is so high i really feel a bit mangled thinking about how to manage metal production. Already lowered the production just to get higher results with the little bits left in the mine later on. So much waste.. tho still better than buying of course. And with the few deposits i discovered so far even the last 6000k i think it is worthwhile to evade wasting metal in any case
In your case, the obvious advantage is having to rely on fewer solar panel fields with a higher efficiency
Also, i once fought an opponent with lower tier grade rifles who literally smashed to my bro's in the same rate i did to his. Later i found out how advanced they were in small arms tech and armor piercing tech
I have it with mining atm.... The difficulty of mining is so high i really feel a bit mangled thinking about how to manage metal production. Already lowered the production just to get higher results with the little bits left in the mine later on. So much waste.. tho still better than buying of course. And with the few deposits i discovered so far even the last 6000k i think it is worthwhile to evade wasting metal in any case
In your case, the obvious advantage is having to rely on fewer solar panel fields with a higher efficiency
Also, i once fought an opponent with lower tier grade rifles who literally smashed to my bro's in the same rate i did to his. Later i found out how advanced they were in small arms tech and armor piercing tech
Yes of course we can spend money to keep the populace happy
Re: My first applied science director. What does solar efficiency do exactly?
I think I have figured out the Tech Formula1 for this. The tooltip is a list of math instructions using placeholder names instead of the actual values for some reason. If GAMEKEY.65 is replaced with the "Solar Mod" key, 128, and TECH.67 is replaced with my solar efficiency research level, 21, the numbers add up correctly.
Here is a list of GAMEKEYs that might be used. Replace tooltip's GAMEKEY.# with your actual value. Planet specific values will be different than these.
TECH keys lookup table. Match TECH.# to the name of a tech on this table and replace it with your actual level.
It is weird that this is necessary though. Maybe it's a bug preventing the tooltip from doing this for us?
Here is a list of GAMEKEYs that might be used. Replace tooltip's GAMEKEY.# with your actual value. Planet specific values will be different than these.
Code: Select all
ID Key Value
1 Repiratory Hazard Level 4
2 Biohazard Level -1
3 Ter. Atmos-Agri Toxicity Level 4
4 Alien Nutrition Toxicity Level 4
5 Lack of Oxygen in Atmos 4
6 Lack of Water in Atmos 3
7 Ecosystems Enabled 0
8 Farming Type Advised 2
9 Farm Landscape Type 34
10 Asset ID counter 654
11 Plant Level 0
12 Season ID 1
13 Start Year 8266
14 Current Year 8283
15 Development Level 0
16 Planet Name Vosisio Nocturna
17 All Tech Types 0
18 All Model Types 0
19 Debug Mode 0
20 Earth Plants Lowest Temp 1
21 Earth Plants Lowest Ideal 10
22 Earth Plant Ideal 20
23 Earth Plants High Ideal 30
24 Earth Plants Highest 60
25 Earth Plants Lowest Water use Mod 50
26 Earth Plants Highest Water use Mod 100
30 Alien Plants 1
31 Alien Plants 10
32 Alien Plants 20
33 Alien Plants 30
34 Alien Plants 60
35 Alien Plants 50
36 Alien Plants 100
37 General Robotic Culture 52
38 Shadow Culture ID 53
39 Free Folk Culture ID 54
40 NumberOfZones 1
41 NumberOfArmies 2
42 DifficultyLevel 10
43 Drop Right Into Game
44 Hunting on Land 0
45 Hunting on Sea 0
46 Micro Life in Sea 0
47 Earth Year 556
48 OrgLevel 0
49 Mutant Culture ID 55
syndicate_round Story Module 0
cult_round Story Module 0
corp_round Story Module 0
50 Monetary Constant 1892
51 Trader Buy Price Reduction due to MC 52
52 Development Speed 1
53 Epochs disabled 0
54 Problem detected? 0
55 Air Forces Enabled 3
56 AI Speed 1
57 Easier Logistics 0
58 Native Culture Group 0
59 Native Culture
60 Native Lifeform ID 0
61 Navy Enabled
62 Fish Modifier 0
63 Methane Mod 0
64 Deepcore Mod 50
65 Solar Mod 128
66 Most Present Heavy Metal 0
67 Sea Water Heavy Metal PPB 0
68 Soil Heavy Metal PPB 105
69 Rain Acidity 23
70 River Acidity 24
71 Sea Acidity 29
72 Terran CO2 Level Modifier 150
73 Terran Air Pressure Modifier 84
74 Alien Air Pressure Modifier 100
75 TAFL
76 Hazard Level 6
77 Midcore Logistics 0
78 AI Tries own logistics (not done yet)
79 Advanced Politics 0
Code: Select all
Tech Type ID Name Type OrgType ID or OrgType ID BP for discovery BP for Research Roll Discovery IF Logic Disc. Text Description Group Tech Path: Weapon Tech Path: Economy Tech Path: Artillery Str Path: Offensive Str Path: Defensive Min SHQ Stage Item Shortage Item Surplus AI Boost IF > 0 Always IF New Col New Col
2 Recycling Facility 1 1 0 0 0 Robot Recycling old machines, substances and construction metals in ruins allows us to easily produce modest amounts of metals and fuel. 201
3 Mining Facility 1 1 0 0 0 Mining allows us to exploit resource deposits like metals, fuel and water. 201
4 Heavy Industry 1 1 0 150 400 If we would use a potent energy source we could upgrade our industrial production lines to enable mass manufacture of machinery. In our opinion this is a vital idea to research. This technology allows us to produce machinery items in large quantities. Vital for higher tech assets and equipment. 204 600 4 13
5 Bio Fuel 1 1 0 0 0 This tech allows us to convert food to fuel. 201
6 Synthetic Fuel 1 1 0 200 800 It occured to us that it should be possible to convert energy into fuel. It is a rather costly process but in absence of other fuel sources it might very well be worth the effort to look deeper into this idea. This tech allows us to convert energy into fuel by synthesizing hydrocarbons through chemical processes. 207 2 1 7
7 Power Plant 1 1 0 40 80 By building basically a huge combustion motor we could create Power Plants. This would provide reliable Energy output. This tech allows us to convert fuel into energy. 202 50 3 15 1
8 University 1 1 0 40 80 We have been brainstorming that if we create an advanced school to pool our brightest minds we might gain significant education advantages compared to the improvised private schools. This tech allows us to create universities to educate the population in a specific zone. 202
9 Carbine 1 2 0 0 0 This tech allows us to construct rifles and other small weapons to arm our soldiers. 201
10 Furnaces 1 1 0 0 0 This Tech allows the construction of the Organic Furnace Asset and the Scavenging Furnace Asset. 201
18 Farming 1 1 0 0 0 This tech allows us to farm, either domed or out in the open, if the atmosphere allows. 201
20 Wind Traps 1 1 0 0 0 This tech allows us to harvest minute amounts of water vapor present in the atmosphere to obtain liquid water. 201
21 Solar Energy 1 1 0 40 80 We gathered that we still know how to reproduce simple solar panels. They won't be super efficient, but at least it will get us some energy. This tech allows us to build solar panels and thus harvest energy from the sun. 202 100 2 1
126 Ammunitions Factory 1 1 0 40 80 TECH.22>=100 We can covert Industry to specialize in constructing ammunitions. This will give us much cheaper ammunitions than if we workshop it. This tech allows building Ammunitions Factories. These Factories can produce ammunitions more economically than our artisan workshops. 202 50 2 10
22 Industry 1 1 0 0 0 This tech allows us to create industrial points. Needed for even the most basic tasks of construction of assets and equipment. 201
24 Power Banks 1 1 0 200 800 Since it is quite expensive to generate energy we have developed an idea to store energy so we do not lose it if we do not use it. This technology allows us to store excess energy in large quantities. 209 100 4
30 Hospital 1 1 0 40 80 Why do we not professionalize the local hospices and doctor-offices? We have developed an idea for a large-scale facility that would be much more efficient in curing and treating patients. This technology will improve the health of the population in a zone. 202
32 Barracks 1 1 0 40 80 We know we could look at militia-like forces to maintain order, but we feel it would be much better if we build well organized official barracks that can house professional security staff to maintain order. This technology will improve the security in a zone. 202
42 Hydroponics 1 1 0 150 400 We studied the differences between plants and algae and we think it would be more efficient, water-wise if we would grow algae-like food in huge vats. Especially if we'd be short on water, it might be clever to pursue this. This tech will enable us to build algae-vat based farming assets. These vats have a very low demand on water resources because the algae cultures are growing in a fully closed system. However these vats do require moderate amounts of energy. 203 100 4 5 15
43 Automatic Rifle 1 2 0 40 80 TECH.9>=100 It occured to us that by lengthening the barrel of our rifles we might substantially increase the muzzle speed. This tech allows you to equip your soldiers with high-velocity small arms. These improved rifles will make your infantry more lethal against soft targets. 202 100 2
44 Gas Powered Small Arms 1 2 0 40 80 TECH.9>=100 Thinking out of the box on the question how to allow less encumbrance for our soldiers due to ammunition carrying we came up with a concept to use a gas container to launch the bullets from our small arms. This tech allows you to equip your soldiers with gas-powered small arms. These rifles use compressed gas to launch the bullets allowing for much smaller ammunitions and thus larger amounts of ammunitions to be carried by these troops. The gas powered system also launches the bullets at high velocities comparable to conventional high-velocity rifles. 202
45 Gauss Small Arms 1 2 0 150 400 TECH.43>=100 Partly based on some ancient texts we studied we came up with the idea of using much smaller projectiles as bullets but launching them at a higher speed. These gauss rifles might very well obliterate enemy personal armor. This tech allows you to equip your soldiers with gauss small arms. These rifles use a type of small flechettes instead of a bullet to be launched. Their shape and quantities used allows for much higher projectile speeds and results in much more lethal rifle. 204 3
46 Charged Gauss Small Arms 1 2 0 200 800 TECH.45>=100 One of us combined our advances in magnetism with the gauss rifles we have developed and we believe it is possible to significantly increase the muzzle speed of our gauss rifle by using a magnetic rail launcher. This tech allows you to equip your soldier with charged gauss small arms. The charged gauss rifle is a relatively small improvement on the basic gauss concepts and gets flechettes velocities up with around 50% by using a magnetic acceleration system. 208 3
47 Water Purification 1 1 0 200 800 If we are short on water this idea might be interesting. It is basically very simple and just a matter of piping all our public and private installations and housing in order to recycle used water. Once researched and the water purification plant is build it should give a zone extra water income. This technology allows you to construct water purification assets that allow you recuperate water from your economy that would otherwise be wasted. 209 100 1 5
53 Armour Piercing Optimization 2 33 0 100 10 OOB.3>0|OOB.31>0 It is definitely possibly to increase the armor penetration capacity of our anti-tank weaponry. This technology improves the lethality of your small arms and guns versus armoured targets. By changing the shape, composition and explosives the impact of bullets and flechettes on hard targets is improved. 205 50 50 100 2
54 Conventional Small Arms Optimization 2 33 0 100 10 Why don't we increase the calibre of our small arms? It is an easy way to make them more lethal. Although they'll probably use more ammunition. This technology allows you to construct more punch-packing small arms against soft targets. However at some point this might increase the amount of ammunitions used. 206 50 150 2
57 Conventional Gun Optimization 2 33 0 100 10 If we increase the length and mechanics of our guns they would be able to fire shells at a higher velocity. This technology increases the velocity of your guns. The higher speed increases armour penetration capabilities and makes the guns more lethal against hard targets. 206 50 100 50 2
58 Envirosuits 1 2 0 0 0 This tech enables you to equip your troops with envirosuits. This provides very good protection against hostile environment as well as improved protection in combat. 201
59 Heavy Combat Armour 1 2 0 200 800 TECH.308>=100; TECH.310>=100; We know how to make envirosuits. And sure they are very usefull. But we have been considering idea to add armour to a suit like this and it looks to us like this is very feasible and would make infantry wearing them much tougher. This tech enables you to equip your troops with a heavier version of combat armor. This provides excellent and full protection against almost any hostile environment as well as a significant boost in protection against enemy fire. 208 100 3
60 Battledress 1 2 0 300 1600 TECH.59>=100; TECH.101>=100; If we use some minor hyrdraulics technologies and combine the with the combat armour we have already researched we could create a much more heavily armored infantry trooper. This tech enables you to equip your troops with battledress. This armour provides protection against even the most hostile environments like vacuum or cryo planets. This armour is powered, meaning that the troops using it are carrying more armoured plating than they otherwise could. Best combat protection available. 213 100 4
62 Vehicle Armor Optimization 2 33 0 100 10 There are many techniques that could actually be used to make armors for AFVs. So many alloys that we could use. More experimentation and research would surely lead to improvements. This tech makes the armour of your AFVs more potent and durable. It concerns improvements in alloys and layering of armour to provide better protection. 205 50 100 50 3
66 Fuel Efficiency 2 33 0 100 10 We are aware we could produce more fuel, but the other solution would be to consume less. The path towards this is improving efficiency of our AFVs motors. By making motors more efficient we'll need less fuel. The technology represents improvements in engine design that allow to get more energy out of the same drop of fuel. Also improves output of oil-based Power Plants. 205 50 2
67 Solar Energy Effiency 2 33 0 100 10 TECH.21>=100 We figured out there is a reason that the output of our Solar Energy Panels is much lower than one would theoretically expect. Its actually much more complicated than we thought initially. By making changes to the way some of the parts of our Solar Cells are designed the output might be increased. 206 100 2 1
68 Water Detox Methods 2 33 0 100 10 TECH.47>=100 There are many things that can render water unusuable... high PH, low PH, dissolved heavy metals, radiation, etc... If we could just filter out more of the impurities. This Tech improves the ability of Water Purification Assets to filter out contaminants, salt, heavy metals and even radiation. 205 3 5
94 Truck Logistics 1 1 0 0 0 This tech enables you to create logistical bases. Logistical bases are vital to maintaining a multi-zone army and economy. 201
95 Sealed Roads 1 1 0 40 80 By putting concrete on dirt roads they'll be much easier to drive on for our trucks and AFVs. This tech enables you to construct sealed roads. 202 100 2
100 Vidcom Broadcasting 1 1 0 150 400 We already have vidcom talkies, but why don't we research how to construct massmedia vidcom broadcasting. It would entertain our population and bind them to us. This tech increases allows you to construct the Vidcom broadcasting asset which will increase the entertainment provided to the population in a zone. 204
101 Walker Hydraulics 1 2 0 300 1600 We have some basic understanding of hydraulics, however if we would research scaling up our hydraulics we might copy the ancient designs of mechanized walkers. This tech allows you to start designing mechanized walkers. The complicated hydraulics technology is neccessary to make these giant combat machines walk. 214 100 100 4
102 Rocketry 1 2 0 150 400 It is possible for us to research how to create large rockets that could be launched from 100s of kilometers from behind the frontline. This tech allows you to start designing rocket launchers. 203 100 3
103 Missiles 1 2 0 200 800 TECH.102>=100 Using a 2-stage launch process we could upgrade our rockets to missiles, these would have much greater range and even larger payload capacity than rockets. This tech allows you to start designing missile launchers. 207 100 3
104 Walker Optimization 2 33 0 100 10 MODEL.51>0 We have created our walkers, but we feel the integration between the weapons and the walkers pilot could be vastly improved upon. This tech improves the combat efficiency of mechanized walkers. 206 50 5 1
106 Launcher Optimization 2 33 0 100 10 MODEL.61>0 Our launchers still lack quite a degree of accuracy. If we would research deeper into improving communication between missile or rocket and launcher we could get much better combat performance of our launcher weapons. This tech improves the combat results of missile launchers. 206 50 5 1
107 Payload Optimization 2 33 0 100 10 MODEL.62>0|MODEL.61>0 We have had many ideas how to decrease the weight of our missiles and increase payload, as well as working on aerodynamics and fuel mixtures. Much research can be done to improve the payload of our missiles. This tech makes rockets and missiles more lethal. 205 50 5 1
108 Volcanic Energy Tapping 1 1 0 200 800 Recently one of our scientists visited a volcano during a field research trip. He came up with an elaborate idea to harness the heat of the magma and convert it to energy. This techs allows you to gain energy from volcano hexes. It concerns the technology to capture the heath and transform it into usable energy. 209 3 15 RANDOMKEY.84>0
109 Serpentinization 1 1 0 200 800 This might be one of our more far out-there ideas, but we if we can spare the water needed, we have an idea how to speed up the natural process of serpentization of rocks. If it works we could use the energy that would be released. This tech allows you to trigger chemical recomposition of deep rocks by inserting water under high pressure. The result is heat that is captured and transfered into energy. 207 3 15
110 Methane Synthesis 1 1 0 200 800 GASPPM.8>=250 If fuel is scarce it might be worthwhile to research the idea to combine atmospheric gasses to create methane, that could than be processed into fuel. This tech allows you to gain fuel from the atmosphere by binding CH4 to H20. This tech is only available if CH4 levels are at least at 250 ppm. 207 GASPPM.8>=500 1
111 Deep Core Mining 1 1 0 200 800 RANDOMKEY.19<1 This is an expensive and complicated idea. But if you see no other way to get fuel it might be worthwhile. The idea is basically to dig a very deep hole and harness the gasses that would escape corewards deep below the surface. This tech allows you to gain fuel from the lithosphere by drilling till the fluid core of the planet and allow gas to escape. This only possible on a planet that is still geological active. 209 RANDOMKEY.19<1 1
112 Physical Storage 1 1 0 40 80 We are not considering this a brilliant idea. However since we do not have any yet it might be worthwhile to research how to store different kind of items in larger quantities than we are doing right now. This tech allows you to construct a variety of storage facilities. 202
113 Water Atmospheric Recomposition 1 1 0 150 400 ((GASPPM.7+GASPPM.10+GASPPM.15+GASPPM.19)>5000)&((GASPPM.8+GASPPM.9+GASPPM.16)>5000) We could use different atmospheric gasses present in the atmosphere and electricity in order to create water. It is not cheap to do, but it is something we believe will work. This tech allows you to reconstitute water from the atmospheric gassed present by binding either CO2, SO2, O2 or NOX to CH4 or NH3 or H2S. Each group must be present at least 0.5% of atmosphere in order for this tech to be viable. 203 4 5 15 GAMEKEY.6>=4 ((GASPPM.7+GASPPM.10+GASPPM.15+GASPPM.19)>5000)&((GASPPM.8+GASPPM.9+GASPPM.16)>5000) 1
114 Water Soil Recomposition 1 1 0 150 400 As you might well know there is quite a lot oxygen as well as hydrogen stored in the lithosphere of our planet. We have ideas on how to liberate those elements to create water. This tech allows you to gain water from the lithosphere. Its a difficult process but always possible since almost all rocks have elemental hydrogen and oxygen in at least some quantities. 203 2 5 GAMEKEY.6>=4
115 Metal Soil Filtration 1 1 0 200 800 In case you are not finding enough metal ore sites, we want to propose the option to research how to filter huge quantities of dirt and rock. Even if the metal quantities are feeble, over time they will add up. This tech allows you to gain metals from the lithosphere. The higher the density of heavy elements in the planets core the better this technology will work. 207 2 2
116 Mining Techniques 2 33 0 100 10 We have been considering that if we'd apply a scientific approach to designing our mining equipment we might have much better productivity in our mines. This technology improves the productivity of all of your mining activities. It consists of numerous improvements on drilling techniques, machinery improvements and sensor equipment inventions. 206 100 2
117 Prospecting Optimization 2 33 0 100 10 As we speak prospecting for resources is a impromptu artform, if we'd experiment using radar, echo's and other techniques we might have much better results. This technology improves your prospecting efforts and will quicker reveal to you any hidden resources in your zones. This represents laborious finetuning and tinkering to sensor equipment. 205
118 Education Methods 2 33 0 100 10 TECH.8>=100 We feel that there is teaching and teaching. By experimenting on small classes we'd be able to isolate teaching techniques that work better than others. This way we could improve the functioning of our universities. This tech will improve the education effect of your universities. 220 50 1
119 Security Tactics 2 33 0 100 10 TECH.32>=100 We believe that policing can be more effective if we study and eveluate better past operations done by our security forces. This tech will improve the security effect of your barracks. 220 50 1
120 Sanitation Programs 2 33 0 100 10 We know this is not a very sexy subject, but we strongly believe that with some minor efforts we could make quite some gains and increase the health of our population. This tech will improve health in all your zones. 220 50
121 Communication Techniques 2 33 0 100 10 In the end happiness is between the ears, that is why you should consider improving your propaganda techniques to make people feel happier than they would be if nobody told them they should be happy. This tech will improve entertainment in all your zones. 220 50
140 Logistical Optimization 2 33 100 10 There are many best-practices that are not implemented throughout our logistical chain. If we are methodical we can improve our efficiency a lot. This tech will increase the number of Logistical Points generated by your Logistical Assets. 220 1
122 Fuel Mix Optimization 2 33 0 100 10 There are several ideas of adding additives to our fuel in order to make it more potent. Its worthwhile to investigate if we can spare the time. This technology will increase the 'real' poduction of fuel of your assets. 205 100 4
123 Energy Storage Optimization 2 33 0 100 10 TECH.24>=100 Our power banks could actually be improved upon a lot. There are many ways we could forward to increase battery potency. We are ready to research and make gains. This technology will increase the energy storage maximum of your power banks. 206 20 5 1
124 Ice Mining Economization 2 33 0 100 10 Our industrial specialists have found that in many ways we can decrease the loss of water during mining ice. It could be worthwhile to increase ice mining efficiency. This tech will increase the output of ice mining by making a series of small improvements to efficiency and avoiding of wasteful practices. This bonus will come on top of any mining techniques technology bonus. 206 10 2
125 Cross-Fertilization 2 33 0 100 10 Biologists have done experiments that gave promising results. Recombing different strains of algae and plants seems to be able to create new species that provide more food than either of their parents did. This tech will improve the quality of food crops and thus increase the production of food in farms. 205 100 3
201 Early Tech 3 0 0 9999 9999 REGIMEKEY.techLevel>=1 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
202 Basic Tech 3 0 0 9999 9999 REGIMEKEY.techLevel>=2 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
203 Chemistry 3 0 0 9999 9999 REGIMEKEY.techLevel>=3 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
204 Engineering 3 0 0 9999 9999 REGIMEKEY.techLevel>=3 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
205 Applied Chemistry 3 0 0 9999 9999 REGIMEKEY.techLevel>=3 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
206 Applied Engineering 3 0 0 9999 9999 REGIMEKEY.techLevel>=3 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
207 Advanced Chemistry 3 0 0 9999 9999 REGIMEKEY.techLevel>=4 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
208 Advanced Engineering 3 0 0 9999 9999 REGIMEKEY.techLevel>=4 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
209 Machinery 3 0 0 9999 9999 REGIMEKEY.techLevel>=4 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
210 Propulsion 3 0 0 9999 9999 REGIMEKEY.techLevel>=5 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
211 Atomics 3 0 0 9999 9999 REGIMEKEY.techLevel>=5 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
212 Energetics 3 0 0 9999 9999 REGIMEKEY.techLevel>=5 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
213 Automation 3 0 0 9999 9999 REGIMEKEY.techLevel>=5 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
214 Heavy Machinery 3 0 0 9999 9999 REGIMEKEY.techLevel>=5 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
215 Early Orbital 3 0 0 9999 9999 REGIMEKEY.techLevel>=6 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
216 Fusion Atomics 3 0 0 9999 9999 REGIMEKEY.techLevel>=6 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
217 Photonics 3 0 0 9999 9999 REGIMEKEY.techLevel>=6 Fields are hardcoded by group rules Mastering this Tech Group by researching 3 techs or more will give you access to discoveries in other Tech Groups. 0
218 Robotics 3 0 0 9999 9999 REGIMEKEY.techLevel>=6 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
219 Advanced Photonics 3 0 0 9999 9999 REGIMEKEY.techLevel>=7 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
220 Applied Management 3 0 0 9999 9999 REGIMEKEY.techLevel>=3 Fields are hardcoded by group rules Mastering this Tech Group does not give access to discoveries in other Tech Groups. 0
221 GR Tech 3 9999 9999 REGIMEKEY.techLevel>=999 Fields are hardcoded by group rules Special Tech Group for Techs not related to the rest of the Tech Tree. 0
301 Radiation Filters 1 2 0 150 400 We have an idea to create Filters specifically to filter out radiation. If we'd do the research all our existing vehicles and suits would be upgraded. Immediatly increases the protection of all vehicles and suits against outside radiation. Upon acquirement of Tech all equipment already build immediately profits. 204 100 3
302 High Velocity Guns 1 2 0 40 80 If you look at a Gun design its actually relatively easy to increase the muzzle speed. Researching this would allow equiping models with High Velocity Guns. Allows you to produce high velocity guns for your tanks and artillery. 202 100 3
303 Padded Envirosuit 1 2 0 40 80 TECH.58>=100 Why not just patch on some armour on our Envirosuits? If we research this we could equip new Infantry Models with this type of light amour. Allows you to equip your infantry with a lightly armoured version of the Envirosuit. 202 100 3
304 RPG 1 2 0 150 400 This is an idea that would be cheap to produce and allow us to equip our infantry with RPG anti-armour weapons at a low cost. Allows you to equip your infantry with rocket propelled grenade launcher. A basic one, but a formidable weapon against enemy tanks. 203 100 100 2
305 Guided RPG 1 2 0 150 400 TECH.304>=100 If we would add extra technology to our current RPGs they would be able to guide their rockets to their targets. It should improve their kill rates quite a lot. Allows you to equip your infantry with a guided RPG launcher. Using sensors and tracking the field performance of this RPG should be much higher than that of the basic version. 203 100 100 3 1
306 Side Skirts 1 2 0 150 400 You might have noticed some armour losses due to close-range infantry weapons and RPGs. Adding extra exterior armour to our tanks might severely reduce these kind of losses. Allows you to equip your tanks with armoured side skirts that will provide extra protection against fire from soft targets. 204 100 100 4
307 High Speed Machinegun 1 2 0 40 80 TECH.43>=100 MGs are among our most lethal weapons when defending against infantry attacks. By increasing the bullet count of our MGs they'll become even more lethal. Allows you to produce much more lethal machineguns. 202 100 100 2
308 Combat Armour 1 2 0 150 400 TECH.303>=100 It occured to us that it might be a good idea to start designing a suit that acts as a real armour. If we research this we'd be able to field some very hard to kill Infantry models. Allows you to equip your infantry with serious armour that will give them serious protection from small arms fire. 204 100 100 3
310 Polymer Armour 1 2 0 200 800 Instead of using steel plating, we could design carbon-polymers to seriously increase the armour rating of our vehicles and tanks. Using a blend of metals and polymers vehicle armour becomes much harder. 207 100 100 4
309 Heavy Guided RPG 1 2 0 200 800 TECH.305>=100 Considering new tech advances allow us to construct a much lighter RPG launcher, we should consider increasing the charge of our rockets. An upgraded version of the Guided RPG that allows a significantly larger explosive mass to be propelled and guided to its target. 207 100 100 5 1
311 Quad Machine Gun 1 2 0 200 800 TECH.307>=100 Its a bit tricky to design, but we think it would be interesting to combine multiple-MGs to create a deadly defensive weapon. Allows you to produce Quad Machineguns 208 100 5
312 Cluster Bombs 1 2 0 200 800 We have a promising idea with splitting up a single shell into multiple shells. It should be lethal against soft targets. Having Cluster Bombs available allows for specifically efficient and devastating targeting of enemy infantry groups. 208 100 5
313 Advanced Sensors 1 2 0 200 800 Using new techs for our binoculars and sensors will probably significantly increase the Recon Points of our troops. Giving access to improved sensor equipment will increase your equipments and troops' recon ranges all over the board. 208 100 3
314 Electric Engines 1 2 0 300 1600 We found a way to create relatively effective electric engines. The big advantage of researching this would be we would become much less reliant on Fuel. Allows you to equip your vehicles with electric engines. These will use energy instead of fuel. 210 100 5
315 Jetpacks 1 2 0 300 1200 This is an amazing idea. It will be a bit tricky to actually research, but it would allow our Infantry to use Jetpacks to hop around. Allows you to produce jetpack infantry. 210
316 High Speed Rail 1 1 0 300 1600 By using magnetic fields we could research a new transport method that would be much more efficient than Trucks. Allows you to construct Magrail lines. These offer seriously improved logistical backbone. 210 100 5
317 Micro-Nuke RPG 1 2 0 300 1600 TECH.309>=100; TECH.321>=100; This would require some serious miniaturization, but when successfully researched our infantry will be able to launch actual (mini) nukes at enemy armour. The ultimate RPG launcher. Allows infantry to have a chance to punch through even the toughest armour around. 210 100 100
318 Nuclear Plant 1 1 0 300 1600 Who needs a conventional Power Plant? We have done the groundwork to research a Plant running on Atomics. We predict it will be much more efficient. Allows you to construct Nuclear Plants. These will provide energy by consuming Atomics items. 211 400 6 4
319 Radiation Cleansing 1 1 0 300 1600 Did you notice that humans tend to suffer under elevated radiation levels. We asked ourselves why not clean up that radiation? We have an idea ready for research. Allows you to construct Radiation Cleansing Facilties. These can clean up the Radiation in your Zones by a difficult and slow process. 211 100 7
320 Atomic Missile 1 2 0 300 2400 TECH.103>=100; TECH.318>=100; We have advanced sketches ready for further research to create Atomic Missiles to be used in the frontline. Allows you to produce Atomic Missile Launchers. 211 300 7 4 1
321 Tactical Nuke 1 2 0 300 1600 TECH.318>=100 Why not create a Gun that can actually launch a huge shell that contains an small nuke? Allows you to produce big shell like tactical nukes. Can be fired by a modified howitzer. 211 100 7 1
322 Laser Rifles 1 2 0 300 1600 We feel it is time to revolutionize our small arms. By researching this we'll able to equip our infantry models with actual Laser Rifles. Allows you to equip your infantry with small Laser weapons. 212 100 5
323 Laser Guns 1 2 0 300 1600 TECH.322>=100 By combining multiple Lasers we can create an actual Laser Gun. It will severely increase the combat value of any Tank sporting such a weapon. Allows you to equip your tanks with large Laser Weapons. 212 100 5
324 Hi-Tech Industry 1 1 0 300 1600 We do not know how to produce high-tech items from scratch, but only how to repair ancient parts that hard to find or trade. We'd like to propose to research a way to fabricate and even mass produce these items. Allows you to construct High-Tech Industry Assets. These will produce High-Tech Items. 212 500 5 14
325 Industrial Robotization 1 1 0 300 1600 Why not replace Workers by Robots? This Tech allows your Regular and Heavy Industries to produce double what they produced before. Hi-Tech Industry does NOT benefit from this Tech. 213 100 4 8
326 Automated Turret 1 2 0 300 1600 We have an idea to put a robotic mind in charge of a static Turret position. Allow you to construct Automated Turrets. They are immobile, but they are autonomous and do not require manpower to field. 213 100 6
327 Hydroponics Robotization 1 1 0 300 1600 TECH.42>=100 We have an idea how to research almost complete automization of our Hydroponics Assets. This Tech allows all your Hydroponic Assets to produce more. Adds 100% extra production. If you have this Tech and Food Mass Pool, together they’ll add 300% extra production. 213 100 4 7 1
328 Mining Robotization 1 1 0 300 1600 Nobody like to work in a mine right? Why do we not design robots specially adapted to do this work? This Tech allows all your Mines to produce more. Doubles the production (this excludes Oil Drilling). 213 100 4
141 Automated Logistics 1 1 0 300 1600 We figured it is possible to automate the loading and unloading of trucks and trains. Warehousing can also be largely automated. Increases the Logistical Points produced by Logistical Assets. 213 1
329 Extreme Vehicles 1 2 0 300 1600 You might be satisfied with our largest AFVs, but we have an idea how we could design even more massive vehicles. Allows you to produce the most massive Tanks possible. 214 25
330 Mass Food Pool 1 1 0 300 1600 TECH.42>=100 Its an idea of scale. Why don't we research an idea that would allows us to create small Seas of liquid food? Allows you to construct massive pools that resemble Hydroponics Assets, but on a much larger scale. 214 100 1
127 Ammo-Printer 1 1 0 300 1600 TECH.126>=100 Ammunitions production is very repetitive and if we could be able to print blocks of ammunition and split them in a later stage this would much increase efficieny. Allows you to produce Ammo in Ammunitions Factories much more efficiently. 214 100 4 10
331 ICBM 10MT 1 2 0 400 3200 TECH.103>=100; TECH.335>=100; Building upon smaller Nuke designs we have a research proposal to create a huge static launcher that can fire missiles much farther. Allows you to build a Intercontinental Missile Launcher that will launch 10MT Atomic Fusion Missiles. 215 300 7 4 1
332 Fusion Engine 1 2 0 400 3200 TECH.318>=100 Installing an Atomic core in a Vehicle will mean it will never need Energy or Fuel again. What could go wrong? Allows you to equip your vehicles with a Nuclear Fusion powered engine. Will provide huge amount of power to the vehicle. 215 1
333 ICBM 50MT 1 2 0 400 4800 TECH.331>=100 Having an ICBM already researched we thought why not increase its payload? Allows you to build a Intercontinental Missile Launcher that will launch 50MT Atomic Fusion Missiles. 215 100 7 1
334 ICBM 100MT 1 2 0 400 6400 TECH.333>=100 We have a further idea to increase the size of the payload of our ICBMs. Allows you to build a Intercontinental Missile Launcher that will launch 100MT Atomic Fusion Missiles. 215 25 7 1
335 Atomic Fusion Missile 1 2 0 400 3200 TECH.336>=100 This is an idea to seriously improve the damage our Atomic Missiles would do. Allows you to construct Fusion Missile Launchers that can launch much more devastating missiles than Atomic Missile Launchers. 216 100 100 7 1
336 Fusion Plant 1 1 0 400 3200 TECH.318>=100 By changing from Fission to Fusion we could get much more Energy out of a Nuclear Plant. Will seriously improve the output of Nuclear Plants. 216 7 15 1
337 Beam Guns 1 2 0 400 3200 TECH.323>=100 The idea of a Beam weapon is basically just building a huge Laser weapon. It would allow to overload the defensive capabilities of Liquid Armour. Allows you to equip your Tanks with Beam Guns. 217 100 6
338 Shield Generator 1 2 0 400 3200 Recent advances in energy technology allow us to research projecting energy shields to protect our troops from all but nuclear fire. Allows you to construct Shield Generator vehicles and static emplacements. 217 100 6
339 Atmospheric Membranes 1 1 0 400 3200 TECH.338>=100 We have a civilian-use idea for the Shielding Technology we thought of. By building wide-area low-density shields we could seperate the alien atmosphere from our crops. Allows outside farming in a hostile climate and atmosphere. However does not protect against hostile Alien lifeforms. 217 1
340 Heavy Battledress 1 2 0 400 3200 TECH.60>=100 We have ideas to improve our hyrdraulics technologies and combine them with the battledress design we have already researched. The supreme version of Battledress. Equip your infantry with this personal armour to make them near invincible. 218 100 6
342 Robotic Soldier 1 2 0 400 3200 Recent advances in AI will allow us to design and research robotic infantry. It would solve any worries you might have about manpower shortages... Allows you to construct robot soldiers. These will not be able to function in specialized roles and only as regular infantry. They'll be able to mix with regular units as infantry replacements. 218 100 6
343 Liquid Armour 1 2 0 400 3200 To protect our vehicles from Energy Weapons we propose to research Liquid Armour which would flow and concentrate armour on impact point. A mix of regular armour techniques and energetic fluids that gives extremely good protection against energy weapons. 218 100 100 5
344 Miniature Shield Generator 1 2 0 500 4800 TECH.318>=100; TECH.338>=100; We are not sure this technology is worth researching, but the idea is amazing. By miniaturization we could create a mini-shield, portable by a single soldier. Allows an infantry-man to wear a portable shield generator. This kind of shield is only for personal use and protect just around the soldier in question. 219 25 1
345 Plasma Guns 1 2 0 500 4800 TECH.337>=100; By actually turning matter into plasma and combining them with Laser driven tech we could negate the effect of any Liquid Armour. Allows your vehicles to equip a Plasma Gun.The meanest energy guns that can be designed. The plasma guns pack an immense amount of energy into a focused high speed burst. 219 100 6
346 Combined Beam Guns 1 2 0 500 4800 TECH.337>=100; We came up with the idea to combine several Beam Guns, to create an energy hogging monster weapon. Allows your vehicles to equip a Beam Gun. By combining many Lasers a Beam can be created. 219 7
347 Light Plasma Rifles 1 2 0 500 6400 TECH.345>=100; This is an amazing idea that would allow us to put the immensly effective Plasma weaponry in the hands of our infantry. By an amazing feat of miniaturization a portable light Plasma Rifle can be given to your Infantry forces. 219 100 6
71 Energy Small Arms Optimization 2 33 0 100 10 TECH.322>=100; We have discovered a number of ways how we could improve the efficiency of our Energy weapons. None are revolutionary, but further research will add up. The more we optimize the more damage our Energy Small Arms will do. 206 50 100 50 6 15 1
72 Atomic Weapons Optimization 2 33 0 100 10 TECH.318>=100; We have discovered a number of ways how we could improve the efficiency of our Atomic weapons. None are revolutionary, but further research will add up. The more we optimize the more damage our Atomic Weapons will do. 206 50 100 66 33 7 4 1
73 Shielding Optimization 2 33 0 100 10 TECH.338>=100; We have discovered a number of ways how we could improve the efficiency of our Energy Shields. None are revolutionary, but further research will add up. The more we optimize the more protection our Shields will give. 206 50 66 66 6 15 1
74 Energy Guns Optimization 2 33 0 100 10 TECH.323>=100; We have discovered a number of ways how we could improve the efficiency of our Energy guns. None are revolutionary, but further research will add up. The more we optimize the more damage our Energy Guns will do. 206 50 100 50 6 15 1
75 Personal Armour Optimization 2 33 0 100 10 TECH.303>=100; We have discovered a number of ways how we could improve the efficiency our suits and personal armour. None are revolutionary, but further research will add up. The more we optimize the more protection our Suits and Personal Armour will give. 206 100 66 66 4 1
128 Ultra Capacitors 1 1 300 1600 TECH.24>=100 We have discovered it is possible to stop energy leakage from our batteries. Better capacitors negate portable battery energy loss and double the power bank storage. 213 80 5 1
129 Ammo Compaction 1 2 200 800 TECH.126>=100 We have a clever idea how we could high pressure fabrication to reduce the size of ammunitions. Requires rifles and guns to be adapted during though. Airforce does not benefit from compaction as its really all about weight for aircraft design. Compacted makes it possible to fire to the same effect with less Ammo. 209 50 50 3 1
130 Lightweight Ammo 1 2 200 800 TECH.126>=100 We discovered a new steel alloy that is much lighter and just as hardy. Light weight alloy usage decreases ammo weight and allows troops to carry more. Due to different shape of bullets this requires rifles and guns to be adapted. Aircraft don't carry more ammo with this Tech, but it will weigh less. 207 50 50 3 1
131 Hyper Explosive Ammo 1 2 300 1600 In retrospect its obvious, but by adding some traces of a number of rare earth compounds we can significantly increase the velocity of our conventional guns and firearms. Hyper explosives allow increased velocity for ammo or flechette based rifles and more explosive force to HE rounds and causes overall more damage to Soft targets. 210 50 50 3 1
132 Actinide Tipped Ammo 1 2 300 1600 TECH.318>=100 Just a sprinking of depleted uranium on the penetration tip of the bullet or shell does miracles for its penetration rate. A bit of depleted Actinides gives bullets and flechettes much better penetration rate versus armoured targets. More damage to Hard targets. 211 50 50 3 1
133 Geo Technics 1 1 200 800 By devising special machinery we could significantly shorten infrastructure construction time through tough terrain. Reduces IP and Metal cost for expensive road/rail construction hexes like mountains. 208
134 Mines 1 2 200 800 Troops entrenching should be handed some minimal material to place booby traps and better prepare for the enemy attack. Gives all land theater individuals a +75 attack points on their first counterattack. 208 30 50 50 3
135 Photonic Mines 1 2 400 3200 TECH.134>=100 By combining photonic energy with a basic mine it could do much more damage against stronger targets. Gives all land theater individuals a +150 attack points, or 20% of hitpoints of target, which ever is higher, on their first counterattack. 217 30 50 50 5 1
136 Echo Tracer Spy Kit 1 1 300 1600 TECH.313>=100 A device that cleverly samples all vidcom and radio transmissions, even without decoding, could trace their source. Gives spies more chance to uncover the position of Units. 212 1
137 Chameleon Cammo 1 2 300 1600 Using a special energied paint to mirror the surroundings our troops and equipment would be harder to spot. Gives troops Hide Points. Works better with small Size Models. 212 80 4
138 Resonance Scanner 1 2 200 800 TECH.313>=100 By adapting a medical technique for military usage we would be able to improve our sensors. Doubles base Recon Points of a model. 209 1
139 Ablat Coating 1 2 300 1600 A thin layer of hardened glass on top of any existing armour will help deflect Lasers and to some degree Beams. Gives +40% hitpoints against Laser attack and +20% hitpoints against Beam attack. Note that it needs to be applied on top of armour, preferably 50mm (equiv) or more. 213 80 3
401 GR Optics 1 2 9999 9999 0==1 Increases kill chance of your equipment with +33%. 221 99 1
402 GR Coating 1 2 9999 9999 0==1 Increases conventional weapon effectiveness against hard targets with +33%. 221 99 1
403 GR Supercharger 1 2 9999 9999 0==1 Laser/Beam weapons get +25% more firepower. 221 99 1
404 GR Shell Camera 1 2 9999 9999 0==1 Gives 1 Recon Point per ranged attack. 221 99 1
405 GR Infiltration Methods 1 2 9999 9999 0==1 Specialist coded GR instructions work well and give your troops more chance to breakthrough to the enemy's rear during combat. 221 99 1
406 GR Combat Simulator 1 2 9999 9999 0==1 Allows XP to go up +10 points higher, without needing to get in actual combat. 221 99 1
407 GR Combat Drugs 1 2 9999 9999 0==1 Allows to gain extra Readiness at start of combat if Readiness is low. 221 99 1
408 GR Ringmail 1 2 9999 9999 0==1 Lower Tech armour will be improved with this Tech. Envirosuit +75%, Padded +50%, Combat +25%. 221 99 1
409 GR Mass Driver 1 2 9999 9999 0==1 New super-HV 100mm conventional gun that actually counts as 300mm in callibre calculations 221 99 1
410 GR Chaingun 1 2 9999 9999 0==1 All conventional/flechette MGs get +50% against hard targets. 221 99 1
11 Housing 1 1 150 400 If we utilize economies of scale for constructing housing we should be able to be able to raise gigantic housing projects. Both for Social Housing and for Worker Apartments. Gives you the ability to construct Social Housing Assets and Worker Apartments Assets. Both will help you retain the Populace in a Zone. 204