My first applied science director. What does solar efficiency do exactly?

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

Moderator: Vic

Post Reply
rig99
Posts: 28
Joined: Sun Feb 09, 2025 5:40 pm

My first applied science director. What does solar efficiency do exactly?

Post by rig99 »

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?
Screenshot 2025-06-10 161805.png
Screenshot 2025-06-10 161805.png (1.8 MiB) Viewed 684 times
Screenshot 2025-06-10 161935.png
Screenshot 2025-06-10 161935.png (1.18 MiB) Viewed 684 times
Screenshot 2025-06-10 161843.png
Screenshot 2025-06-10 161843.png (1.19 MiB) Viewed 684 times
User avatar
Chris0War
Posts: 82
Joined: Sun Oct 18, 2020 9:17 pm

Re: My first applied science director. What does solar efficiency do exactly?

Post by Chris0War »

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
Yes of course we can spend money to keep the populace happy
rig99
Posts: 28
Joined: Sun Feb 09, 2025 5:40 pm

Re: My first applied science director. What does solar efficiency do exactly?

Post by rig99 »

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.

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
TECH keys lookup table. Match TECH.# to the name of a tech on this table and replace it with your actual level.

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												
It is weird that this is necessary though. Maybe it's a bug preventing the tooltip from doing this for us?
Post Reply

Return to “Shadow Empire”