There are 3 types of tech. There are the ones that increase efficiency of your existing systems. Second, there are techs that unlock New ships and ship sections to build. Third, there are theoretical techs that are useless on their own but may unlock powerful future techs (efficiency and system techs may also unlock new techs). You never know for sure what future techs will be unlocked. There may be dead-ends in the tech tree too. Also keep in mind that large portions of the tech-tree will remain hidden in the first few sectors.
Now, In case it wasn't cleared out earlier, Each tech takes one functional r&d section for 24 hours, 1 crew for 24 horus, 1 science equipment and 3 energy to research. Some techs may take more, but will be specified as such.
THE TREE
>----(Growprogramming)---|
>----(Xenobiology)-----(Living Systems)-----[Energy Ecosystems]
---------------------------(Modified Somatology)
>----(Alien Engineering)----(Xenite Energy Systems)
>----( Corvette-Classics )----( Heavy Corvette )----[Formidable Superstructures]
>----( Frigate-Classics )----(Assault Frigates)----(Enhanced Fleet Tactics)
----------W-------------------(Spinal Weapons)----[Mass Accelerators]
>----( Deep-Space Scanning )----( Sensor Jammer )----I
>----( A.S. )----(Automatons)----I
-------W---------(Sentient Computers)----I
>----( Reactor Retrofit )----I (Dead End)
>----( Refinery Retrofit )---->( Mobile Refineries )------(Processing Centrifuge)----[Mass-Scale Construction]
--------------W------------------------------W----------------(Ore Smelters)----[Selective Refining]
>----( Quark Physics )----( Fission Catalysator )----I
--------------W-------------( Monopole Magnetics )----( Magfluid Synthsesis )
--------------M------------( Nanomedicine )-----(Adaptive Homeostasis)
>----( Nano-Bionics )----( Neural Implants )----
--------------W------------( Gene-Refined Crops )-----(Soma Distillery)>----( MagFluid Shielding )----( Coil Guns )-----(Primitive Superconductors)
>----( Ion Cannons )--------(Discharge Countermeasures)----[Fundamental Ionics]>----(Energy Capacitors)-----(Ray Projection)>---(Alloy Smelter)-----(Crystal Plating)Orange can only be researched by particle-scientists.
Green can only be researched by gene-engineers.
Blue can only be researched by mother ships with a magfluid sample.
Purple can only be researched with Ion Storm Data.
Yellow require access to Lanthanides.
Red is a Miner specific tech.
Light Blue are Crystallite techs.
Bracketed techs are Tier II - they cost 3 Researches.
Descriptions:
Growprogramming (efficiency): Study of the foodstuffs and vital resources of the denizens of the stars and their molecular structures have allowed us to infer their production processes to a certain extent. While they cannot be replicated, this comprehension has benefited our efforts in the field of Alienmatter. Greenhouses now produce two Alienmatter at a time.
Xenobiology (advancement): Our dissection and investigation of the strange creatures that are not man has led to new lines of thought amongst our researchers. Their odd forms and chemical systems have led to ideas about genetic modification, and growing biochemical systems based off of these exotic lifeforms. Allows the growing of Alienmatter in our Greenhouses, one at a time. Gene Engineers only pay 4 E to run the Greenhouse if growing Alienmatter.
Living Systems (advancement): The utility of Alienmatter is astounding. It can be burnt in our engines like fuel, or used as a Reactor substitute, though we cannot harvest Heavy Elements from its combustion. 4 Alienmatter can be burnt in place of a Fuel, though we do not understand all the intricacies of this new form of life.
Energy Ecosystems (advancement): Living material, if spliced with photosynthetic genes, can be used in module construction for many purposes. As hard as the space-steel we normally build our spaceships with, this refined form of Alienmatter is actually energy positive when integrated into our systems. Alienmatter may be used in place of HE in module construction at double the HE cost- modules built in said manner produce 1E. Existing modules may be enhanced with Energy Ecosystems for 1 AM per construction HE each.
Modified Somatology (efficiency): A deeper understanding of the life of different worlds has revealed useful genes, which when spliced into our Soma plants increase their organic yield remarkably. +1 Soma when making Soma in Greenhouses.
Alien Engineering (efficiency): From studying samples of alien technology, we have gained insight into their construction methods and techniques. Alien Weapons can now be used by crew members- Flak Guns also cost no Energy to fire. Can only be gained from studying Artifacts.
Xenite Energy Systems (theoretical): Our continued exploration of the fundamentals of the strange machines we have encountered in the cosmos has brought to light a method of combining our energy output with alien resonating arrays. The implications of this method are unknown, but may be of interest.
Corvette Classics (system): Everybody knows how to build Corvettes... but not out here in the middle of nowhere with such limited resources. We'll need to design a compact production line if we want to build those beasts. (Unlocks Corvette Facility section (1 HE, 1 Tools, 1 crew for 24h to build), Light Corvette squadron (1 Corvette part, 1 Energy, 1 crew for 24 hours to assemble) and production of Corvette parts (in production plants, cost 1HE just like everything else)).
Heavy Corvette (Efficiency & System): +1 HP to all corvettes. Unlocks Heavy Corvette (1 Corvette part, 1 HE 1 Energy, 1 ST 1 crew for 24 hours to assemble). The Heavy Corvette Has +1 Damage output (deals 3 HP flak Damage at the expense of 3 munitions) and carries 3 more munitions (9 in total). Has the same speed and fuel use of light corvettes.
Formidable Superstructures (Efficiency): With the aid of specialized manufacturing techniques and experience in reducing structural vulnerabilities, our Corvettes are far more efficient. Corvettes can neutralize one Evasion Point on enemy Light ships, and gain 1 HP.
Frigate Classics (system): Frigates are more sophisticated spacecraft. They don't fit into hangars and remain in space after they are produced. They require 1 unit of crew to be stationed on board which in most cases consumes provisions from their mothership. (Unlocks Frigate Facility section (2 HE, 2 Tools, 2 crew for 24h to build), Support frigate (2 frigate part, 3 light elements, 2 energy, 2 crew for 24 hours to assemble. Support frigates do repairs quickly and efficiently on all ship classes and mothership sections. They also produce provisions for themselves.) and production of frigate parts (in production plants, cost 1HE just like everything else)).
Assault Frigates (system): Frigates are useful vessels, but their current loadouts are limiting in terms of their abilities. Research into how to retrofit them for an offensive role against our foes has shown us a new path to power in space. Enables building of Assault Frigate [14 HP, up to 10 Munitions, 2 Damage per Munition (avoids one shot per hour, does +1 Damage to motherships] [3 Frigate Parts, 3 LE, 2 HE, 2 Energy, and 2 Crew for 24 Hours]
Enhanced Fleet Tactics (efficiency): Warfare is not a matter of ship versus ship, man versus man- it is fleet against fleet and army against army. With our growing experience in stellar combat, we have developed a method of linking our smaller vessel targeting systems for enhanced firepower. Frigates near to the mothership may ignore one EP every day.
Spinal Weapons (system): One of the oldest maxims of combat is bigger is better. Our ships were not designed for war, but rather for flight, but ours is not a peaceful universe. To survive we must adapt. By applying the old maxims of railguns and mass-colliders, we can mount slugthrowers of great power on our vessels. Enables construction of Mass-Driver module [4 HE, 2 LE, 1 RE, 3 Crew for 24 Hours], which can do 10 Damage and two times 2 splash damage to enemy Motherships or Capital ships only for 10 E and 1 HE. Limit one per Mothership, needed 30+ Modules to construct. May be fired from close proximity with no retaliation, but may only be fired every twelve hours due to heat-dumping requirements.
Mass Accelerators (theoretical): Powerful ship-board weapons are our stock and trade now, and we are working to develop systems that will exploit the immense energy supplies and kinetic reserves available to such devices.
Deep-space Scanning (efficiency): It seems like the factory sensors aren't very powerful. In fact, without the scanner probe, it wouldn't be possible to tell what's inside those clouds of dust and bits of dead worlds. With a little tweaking our sensors could be upgraded to actually being useful. (extends sensor range, reveals new areas to explore, tells you what resources can be found in areas (in case the sensor probe gets blown up))
Sensor Jammer (System): Allows you to build sensor Jammers that help hide your ship's contents from the eyes of your opponents. Costs: 1 Heavy Elements, 1 Rare Elements, 1 Scientific equipment, 1 space tools and 2 crew for 24 hours. The sensor jammer costs 3 energy each day to run. During days the sensor is run, the controlling player may choose to do one of the following: lie about the location of their ship, conceal or misreport one entry in their storage manifest, hide three techs, or avoid one weapon of their choice.
Artificial Sentience (Theoretical): Development and use of sophisticated robots was banned on earth and its colonies for some reason centuries ago. Nobody is going to enforce those laws anymore so we might as well give artificial sentience another try. Maybe they can figure out these progenitor puzzles. Gateway tech.
Automatons (System): These human-sized machines will do what you tell them to... most of the time. Allows you to build automaton hall ship section (Costs 1 LE, 2 HE, 1 RE, 1 ST, 1 Crew for 24 hours | 3E Upkeep) and after the hall is complete, allows manufacture of Automatons in Production Facilities (cost 1 HE). Each automaton hall can house an automaton unit. Automatons can replace crew work in Refineries, Corvette, Frigate and capital ship facilities, Manufacturing Plants, can do repairs and construct sections. They can't do Research nor can they crew frigates, and fight at 50% the efficiency of Crew. Still, they're pretty downright expendable.
Sentient Computer (System): A Large supercomputer with its own thought. Not Very clever at the start but Its knowledge will expand over time, especially if it is fed with ample energy and information. May unlock new techs or help with research. (Allows construction of Sentient Computer Module (1HE, 1RE, 1Space Tools, 1 Scientific equipment, 3 crew for 24 hours). Consumes 2 energy when running. It can run in 5 states:
-Free State. Just run the computer. It will do something on its own.
-Free State with access to sensors. Run the computer and let it learn from sensor data. You will also have to run your sensors for this to work.
-Free State with access to databanks. Let the Computer learn on its own from the ship's records of human knowledge and history.
-Free State with access to progenitor relics. Require you to have a progenitor artifact on board. The Computer will take a look.
-Program/oversee the sentience. 1 crew, 3 energy and 1 R&D module can study the code of the computer and make modifications if deemed needed.
As the computer gets more advanced, new states may be unlocked. You can retrofit the sentient computer with the following:
-Sensors and tools for communication (Gives him something to look at and talk to the humans with). Costs 1 ST and 1 Crew for 24 hours (the computer can run in the meanwhile).
-More Ram (makes him less forgetful). Costs 1 SE and 1 crew for 24 hours.
You should log the computer's activity in your ledger. Record what it did each day since its inception to get a good picture on how advanced it is and what it knows.
Reactor Retrofit (system): Our brilliant chief engineer figured out a way to improve our reactor's efficiency by 50%!... one can only wonder why the designers of the reactor didn't think of this. (Allows you to retrofit/upgrade reactors with more efficient systems. Price of Retrofit for one reactor: 1 space tools for 24 hours (does not get used up) 1 scientific equipment for 24 hours (does not get used up either!), 1 Crew for 24 hours. Retrofitted reactors produce +10 Energy per day with the same fuel use. Very slight chance
(1%) of reactor meltdown every 24 hours.)
Refinery Retrofit (system):Yet another brilliant idea from our chief engineer. (Allows you to retrofit/upgrade refineries with more efficient systems. Price of Retrofit for one refinery: 1 space tools for 24 hours (does not get used up) 1 scientific equipment for 24 hours (does not get used up either!), 1 Crew for 24 hours. Retrofitted refineries produce twice the income with the same workforce. Energy use however is doubled. Slight chance
(4%) of refinery mal-function every 24 hours.)
Mobile Refineries (system):Our chief engineer thinks that we could build ships that collect and refine elements from remote areas and bring them back to the mothership! (Mobile refineries are assembled in Frigate facilities (so you'll also need frigate classics research.). They cost 2 Frigate parts, 2 Light elements and 2 crew for 24 hours to build. 1 crew has to be stationed on the ship in the end (they will continue to consume provisions from the mothership).)
Processing Centrifuge (advancement): As we go further from the rich galactic core, we're encountering a lot of celestial bodies that aren't immediately useful, but contain trace amounts of useful elements. Our engineers don't want to waste materials, so we've devised a solution, of sorts. With this upgrade, our refineries will be able to process five junk ore for 1 HE. Retrofitting costs 2 ST for 24 Hours with 2 Crew, but the tools are not used up.
Mass-Scale Construction (advancement): The molecular chemistry necessitated by ore separation advances has led us to the formulation of a new synthmetal alloy, one which our more defensively minded engineers have found a great use for. By plating our modules with this metal composite, we can enhance their livability against explosive impact- they might even survive dreaded torpedo attacks. Increases the HP of all modules by +1.
Ore Smelters (efficiency): From our background in the mining industry, we've refined our centrifuges. We can now gain one HE from every three junk ore.
Selective Refining (advancement): Enhanced magnetic centrifuges and a greater understanding of gravitic separation methods has allowed us to refine not just heavy elements from the tailings of mining efforts and useless rock, but also light elements at a 5:1 rate.
Quark Physics (theoretical): Thanks to the hyperdrive, Insane thought experiments can now be actualized and tested in reality. Gateway tech.
Fission Catalyst (system): Some complicated equations tell us that if we were to blend tiny quantities of various synthetic subatomic particles with the fuel rods used in our reactors, we could make sure that the end product of fission cycle is a useful, non-radioactive pack of Heavy Elements. (Unlocks another reactor Retrofit that costs 1 scientific equipment (will get used up!), 1 Space tools (Will also get used up) and 2 crew for 24 hours. This retrofit will not make your reactor unsafe*. It will allow you to Harvest 1 free unit of Heavy elements for every 3 fuel you use up in your reactor and increase the reactor's energy output by 5.)
*(any more then it already is)
Monopole Magnetics (theoretical): A strange technology, involving the alteration of existing magnetic comprehension to allow greater feats of science. Not usable by itself, but opens the gateway to greater applications.
Magfluid Synthesis (system): Magfluid synthesis allows construction of Magfluid Plant (1 He, 1ST, 1 SE, 2 Crew for 24) mothership section. There, 1 Crew and 3 Energy can turn 1 Heavy and 1 Rare Elements into 2 Magfluid in 24 hours.
Nano-Bionics (theoretical): Yet another thing that used to be illegal on earth. Nano-bionics could greatly enhance human capabilities. Opens the doors to further applications of biological augmentation.
Nanomedicine (system): These nanobots will heal your crew from all known disease, provided that you have an infirmary where its produced and distributed. Allows you to build Infirmary ship section (2 LE, 1 HE, 1 SE, 1 ST, 3 crew for 24 hours) which will automatically improve your crew's health if it drops below healthy if its provided with 4 energy and 2 provisions. (only need these supplies when ship is not healthy. Crews from other ships can be transported here for treatment)
Adaptive Homeostasis (advancement): Practical applications of nanoshere tech and nanomedicine have yielded highly useful gene mods for our soldiers, enhancing both their combat survival and skills, at the expense of their cognitive versatility. Allows the modification of Crew at an Infirmary to Soldiers- Soldiers have, for the purposes of combat resolution, 50% combat power, but cannot be used for research or manufacturing. Modification costs 2 Soma and 1 Provisions, as well as 1 SE and Crew (aside from those being modified) for 24 Hours. The SE is not consumed.
Neural Implants (system): These nanobots will dig into your crew's nerve system to improve their dexterity and reduce their response time, if you have an implant center section (1 LE, 1 HE, 1 RE, 1 SE, 1 ST, 3 Crew for 24 hours) that is. The implant center automatically upgrades a Crewmember's capabilities at the price of 2 Soma and 5 energy, though you can skip on the soma if you don't mind your crew suffering through the operation. Crew armed with small arms and space tools get 50% stronger in close combat, Fighters gain +1 EP (Evasion point. Counts as HP but needs no repair after battle). Ships from other crews can also visit your implant center and receive implants.
Gene-refined Crops (efficiency): + 1 Provisions production in greenhouses.
Soma Distillery (system): Advancements in the understanding of the workings of the spice crop Soma have allowed us to increase the Greenhouse's output of the valuable plant by one unit for the same amount of power. In addition, engineers have devised a Soma Distillery. This device should allow us to convert two Soma into one Spice for one Energy a Day. The precise effects of Spice on the human body are unknown, but it certain has made the men who have sampled it much more content with life. A Soma Distillery should cost 5 Soma, 2 HE, and 1 ST to construct for 1 Crew working over 24 Hours.
MagFluid Shielding (system): Shield your ships with MagFluid
TM! Allows construction build "MagFluid Shield Generator" ship section that can shield your mothership from damage at the expense of energy. (The generator Costs 1 LE, 1 RE, 1 ST, 1 SE, 2 Crew for 24 and 1 Magfluid if you have 10 ship sections or less, 2 fluid if you have 20 or less, 3 if you have 30 or less and so on. Every time your ship crosses the 10, 20, 30... section threshold, you'll have to add 1 more magfluid to the generator to make it work. The Generator can be turned on with 2 energy for 24 hours. It will then shield the ship from up to 10 HP damage during the day. For each HP damage shielded, your mothership will lose 1 energy. If you run out of energy, The shield goes off-line. Shields regenerate 1 SP per hour at the cost of 1 E if damaged.)
Coil Guns (system): The Coil guns (1 HE, 1 Magfluid, 1 ST, 2 Crew for 24) buildable with this tech are good against corvettes. Coilguns shoot using 1 ammo and 4 energy. They deal 2 HP damage to usual targets + 2 HP against corvettes.
Primitive Superconductors (Theoretical): As strange as it seems, applications of our coilgun accelerators and their low-temperature magnetism have spurred some research applications in the field of electrical conductivity. Precise applications are trivial, for now, but may herald something important.
Ion Cannons (system): Requires Ion storm data to research. The Ion Cannon ship section (1 HE, 1 RE, 1 ST, 2 Crew for 24) buildable with this tech are good bigger ships. Ion cannons cannot target corvettes, fighters and transports. They can however target capital ships. They use 8 energy each hour to deal 4 HP damage to their target, but drain shields at double rate.
Discharge Countermeasures (efficiency): We've managed to modify our ion cannons to work in synergy with our shielding apparatuses. With this upgrade, our energy banks can absorb two damage worth of energy fire hitting our shields for each Ion cannon on the ship. This absorption costs us energy, but does not drain our shields. Costs 2 Tools and 2 Crew 24 Hours to complete, unconsumed.
Fundamental Ionics (Theoretical): Now that the ship's security is more assured based on our powerful storm-derived weapons systems, we can turn our minds to more mundane and peaceful applications of the implications drawn from the ion storm. Researching this technology will require a total of fifty energy from our calculations, but may have truly earth-shaking applications.
Energy Capacitors (system): These rarer than rare elements allow a feat never before achieved on a functional level- the creation of batteries that can store the immense amounts of power our vessels utilize. This knowledge allows us to construct a Capacitor Array [1 HE, 1 Lanthanide, 1 Space Tools | 1 Crew for 24 Hours] each Array of which can store up to 50 Energy.
Ray Projection (system): Magnetic shields are well and good for everyday use, but somewhat inefficient in their versatility, especially as they have proven to be highly vulnerable to ionizing radiation. Our experiments with the rare lanthanides have shown our researchers another type of shielding system, one with limited applications, but useful in its field. Allows the construction of Ray Shield [1 HE, 1 LE, 2 LA, 1 ST | 2 Crew for 24 Hours] [Protects against 8 Damage, requires 2 E to activate] [Takes regular damage from Ion Cannons, cannot block Flak or Torpedoes]
Alloy Smelter (system): The strange blue crystals found throughout this galaxy have betrayed several uses to us after study. We can now construct an Alloy Refinery, which will break down their complex patterned structures into usable materials for our vessel. Allows construction of Alloy Smelter for 2 HE, 1 BC, 2 RE, and 1 ST with 1 Crew for 24 Hours. One Alloy Smelter may process 1 BC for 5 E into 1 HE and 1 LE.
Crystal Plating (system): Careful study of the interactions of matter within the Alloy Smelter has allowed us to refine its efficiency, and produce an exotic form of metal that may be quite valuable. Alloy Smelters now only cost 4 E to run, and can produce 1 Alien Alloys instead of 1 HE and 1 LE.