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Difference between revisions of "Technologies"

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* [[Assault Drop Capsules]] (150 Science - Allows the construction of Assault troop carriers for [[Planetary Assault| Planetary Invasions]])
 
* [[Assault Drop Capsules]] (150 Science - Allows the construction of Assault troop carriers for [[Planetary Assault| Planetary Invasions]])
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* [[Construction Platforms]] (150 Science - Allows the construction of the Tier 2 Shipyard upgrade)
  
 
==Weapons Techs==
 
==Weapons Techs==

Revision as of 11:00, 12 February 2019

New for Alpha 3 and Following User [requests].

Scribes Note

This is gonna take some time (unless somebody else pitches in) so despite my dislike of doing this; the page may be left partially completed for some time as stuff is added in. Sorry but that's the best can do for now. -Z

Introduction

Outscape has a wealth of individual technologies that a player can research to unlock new buildings capabilities or space craft to their empire. Under this page we will provide a full listing of all the Games techs so you can immediately look up whichever one you are interested in learning more about in the specific.

Format should be {Tech Name} (Science to achieve - One line mini description) Individual linked pages need to tie into as many existing articles on that Tech's subject as can be found, Information is too scattered at present some consolidation is very much required.


Manufacturing Techs

These are all the technologies that unlock one or more buildings that allow you to make a usable resource from whatever deposit or raw material may be on planet or in an Asteroid field. NB Deliberately didn't call it Mining in case compound manufactures are added later!

Olzine lvl 1.png Olzine Extraction (0.1 Science - Small Oz Mines)

Deep Space Mining (0.1 Science - Asteroid Mining)

Ziryl lvl 1.png Ziryl-90 Fusion (5 Science - Small Zy Mines)

Limbalt lvl 1.png Industrial use of Limbalt (5 Science - Small Lm Mines)

Advanced Extraction Techniques (25 Science - Faster Asteroid Mining)

Olzine lvl 2.png Olzine Pump Minimization (50 Science - Allows for the T2 Upgrade to the Olzine Mine/refinery)

Planetary Development Techs

All these Techs affect how a planets usability in some way. Some adjust the planet itself others directly influence the Population.

Globalization.png Globalization (0.1 Science - Allows the construction of the City Center Building)

  • Mass Colonization (0.5 Science - Allows the take over of additional planets to your home (start) world))

Entertainment Research 1.pngEntertainment Practice (5 Science - Allows the construction of Entertainment buildings that boost the happiness of Organic Civilisations only)

Decentralization.png Decentralization (50 Science - Unlocks next level of Citys)

Advanced Hydroponics.png Advanced Hydroponics (25 Science - Unlocks the T2 upgrade of the farm building)

Ship Building Techs

All these Techs either allow you to build a different Kind of ship or a specific component that can be added to the Hull types you have already unlocked.

  • Sub Particle Fission (50 Science - Allows the addition of Auxiliary power generators in ships for heavier powered weapons to be fitted)
  • Olzine Charged Engine (50 Science - First tier of improved engine. Better fuel efficiency, power output and speeds [5/1])

Weapons Techs

Each of these unlocks usually a single weapon. Careful planning of which weapons you choose to unlock should be observed! See Ship Weapons for an overview of the subject.

Blast-Projectiles-I.png Blast Projectiles 1 (0.1 Science - Unlocks the Small Kinetic Cannon SKC-1)

Light Energy Projection I.png Light Energy Projection 1 (0.1 Science - Unlocks the Small Power Cannon SPC-1)

Light Energy Projection II.png Light Energy Projection 2 (25 Science - Unlocks the next level of Small Power Cannon SPC-2)

Blast-Projectiles-II.png Blast Projectiles 2 (25 Science - Unlocks the next level of the Small Kinetic Cannon SKC-2)

Blast-Projectiles-III.png Blast Projectiles 3 (50 Science - Unlocks the next level of Small Kinetic Cannon SKC-3)

Miscellaneous techs

Any Tech that I cant instantly decide where it should go in another category is here. You think it should be elsewhere? Feel free to edit (Cut 'n' paste the code)

Power Research 2.png Fusion Reactor Efficiency (25 Science - Allows for building more Power plants)

Communication Control (25 Science - Allows you to build infrastructure to support a larger fleet of ships)

Laboratory Research 1.png Scientific Methods (150 Science - Allows the T2 upgrade to the Laboratory building doubling the science output to 2.)

Advanced Sensory Systems (50 Science - Allows the T2 upgrade to the Planetary sensor suit. Does not affect ships sensors.)