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Difference between revisions of "Technologies"

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m (Corrected Science Power provided by T3 Labs)
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==Technology Tree==
 
==Technology Tree==
===Infrastructure Technologies===
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=== Infrastructure Technologies ===
 
This technology branch allows players to build and upgrade a wide variety of general structures for their colonies, from farms through military bases to advanced mission control centers for fleets. Note that the research line for [[Ship Generators]] is also included here, as a branch from planetary power station research.
 
This technology branch allows players to build and upgrade a wide variety of general structures for their colonies, from farms through military bases to advanced mission control centers for fleets. Note that the research line for [[Ship Generators]] is also included here, as a branch from planetary power station research.
  
*[[File:Globalization.png|30px]] [[Globalization]] (0.1 Difficulty) - Allows the construction of the [[City Centers|City Center]] building, which boosts both population growth rate and [[Credits and Taxes|Credit income]].
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*[[File:Globalization.png|30px]] [[Globalization]] (0.1 Difficulty) - Allows the construction of the [[City Center]] building, which boosts both population growth rate and [[Credits and Taxes|Credit income]].
 
**[[File:Decentralization.png|30px]] [[Decentralization]] (50 Difficulty) - Unlocks Tier 2 City Center with increased population growth rate and income boosts.
 
**[[File:Decentralization.png|30px]] [[Decentralization]] (50 Difficulty) - Unlocks Tier 2 City Center with increased population growth rate and income boosts.
***[[File:Military_Base_Research_1.png|30px]] [[Military Base Automation]]/[[Next Generation of Force Spawner]] (150 Difficulty) - Unlocks Tier 2 [[Military Base|military bases]] with doubled training rate and slightly increased maximum capacity.
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***[[File:Military_Base_Research_1.png|30px]] [[Military Base Automation]]/[[Next Generation of Force Spawner]] (150 Difficulty) - Unlocks Tier 2 [[Military Bases]] with doubled training rate and slightly increased maximum capacity.
 
****[[File:Orbit_Defense_Level_1.png|30px]] [[Orbital Defence System]] (450 Difficulty) - Unlocks Tier 1 [[Orbit Defense System|orbital defences]].
 
****[[File:Orbit_Defense_Level_1.png|30px]] [[Orbital Defence System]] (450 Difficulty) - Unlocks Tier 1 [[Orbit Defense System|orbital defences]].
 
*****[[File:Orbit_Defense_Level_2.png|30px]] [[Orbital Security]] (1,250 Difficulty) - Unlocks Tier 2 orbital defence systems with greater firepower.
 
*****[[File:Orbit_Defense_Level_2.png|30px]] [[Orbital Security]] (1,250 Difficulty) - Unlocks Tier 2 orbital defence systems with greater firepower.
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**[[File:Advanced Hydroponics.png|30px]]/ [[Advanced Hydroponics]]/[[Boosted Syntis Controller]] (25 Difficulty) - Unlocks Tier 2 [[Farms|farming structures]] which can support 20% more population.
 
**[[File:Advanced Hydroponics.png|30px]]/ [[Advanced Hydroponics]]/[[Boosted Syntis Controller]] (25 Difficulty) - Unlocks Tier 2 [[Farms|farming structures]] which can support 20% more population.
 
***[[File:Full_Farm_Automation.png|30px]]/ [[Full Farm Automation]]/[[Miltithreading]] (1,250 Difficulty) - Unlocks Tier 3 farms, which can support a further 17% more population.
 
***[[File:Full_Farm_Automation.png|30px]]/ [[Full Farm Automation]]/[[Miltithreading]] (1,250 Difficulty) - Unlocks Tier 3 farms, which can support a further 17% more population.
****[[File:BioFarmTech_1.png|30px]] [[Organic Synthesis]] (3,750 Difficulty) - Unlocks Tier 1 [[Bio-farms]] capable of supporting both primary and secondary populations on a planet.
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****[[File:BioFarmTech_1.png|30px]] [[Organic Synthesis]] (3,750 Difficulty) - Unlocks Tier 1 [[Bio-Farms]] capable of supporting both primary and secondary populations on a planet.
 
*****[[File:BioFarmTech_2.png|30px]] [[Food Synthesis Factories]] (11,250 Difficulty) - Unlocks Tier 2 bio-farms capable of supporting 50% more population.
 
*****[[File:BioFarmTech_2.png|30px]] [[Food Synthesis Factories]] (11,250 Difficulty) - Unlocks Tier 2 bio-farms capable of supporting 50% more population.
 
******[[File:BioFarmTech_3.png|30px]] [[Global Food Production]] (33,750 Difficulty) - Unlocks Tier 3 bio-farms capable of supporting a further 66% more population.
 
******[[File:BioFarmTech_3.png|30px]] [[Global Food Production]] (33,750 Difficulty) - Unlocks Tier 3 bio-farms capable of supporting a further 66% more population.

Latest revision as of 00:12, 26 November 2019

Introduction

Outscape has a wealth of individual technologies that a player can research to unlock new structures, abilities and ship hulls. Under this page we will provide a full listing of all current technologies.

Research does not consume specific resources, but does take time to achieve. The time required for a piece of research depends on the Difficulty of the individual technology and the total Science Power available to the player's empire. The player can increase their Science Power by building Laboratory structures. It is strongly recommended to have research continuing at all times.

The technology tree is divided into five broad sections, which are summarised in turn below. For ease of reading, indentation denotes prerequisite technologies.

Technology Tree

Infrastructure Technologies

This technology branch allows players to build and upgrade a wide variety of general structures for their colonies, from farms through military bases to advanced mission control centers for fleets. Note that the research line for Ship Generators is also included here, as a branch from planetary power station research.

Mining Technologies

This branch contains all technologies to unlock and upgrade extraction of the four mineral resources (beron, farsu, limbalt and ziryl).

Spaceship Engineering Technologies

These technologies either allow players to build new hulls, or unlock general components that can be added to the hull types that the player has already unlocked. These include armour and shield modules, as well as more advanced options such as improved scanners and cloaking devices. Note that more advanced hulls require upgraded Shipyards to be constructed; upgrades for this building can be found in the Infrastructure section of the tech tree.

Weapons & Warfare Equipment Technologies

Despite its name, this technology tree is devoted solely to unlocking weapons for use on ships. It is divided into three main branches, for energy weapons, kinetic (ordnance) weapons and ordnance missiles & torpedoes respectively. Each technology unlocks a single weapon, so careful planning of which weapons the player chooses to unlock should be observed.

Engines Technologies

The fifth and final technology section contains all technologies relevant to the production of olzine (ship fuel), and its use in ship engines. Syntis players will also find unique technologies to increase their livable temperature range, planet and fleet caps in this section.

  • Olzine lvl 1.png Olzine Extraction (0.1 Difficulty) - Unlocks Tier 1 olzine mines.
    • Olzine Charged Engine (100 Difficulty) - Unlocks the Improved Warp Engine for all ships, featuring better fuel efficiency, power output and maximum speed (boosted Warp 5).
      • Zero Gravity Technology (1,250 Difficulty) - Unlocks Zero Gravity engines for all ships, which can attain Warp 2 without needing olzine. Power output is increased, but boosted warp speed is lower.
        • Pure Energy Manipulation (3,750 Difficulty) - Unlocks Hyperspace Energy engines for all ships, which can attain Warp 3 without needing olzine. Power output is increased, but boosted warp speed is lower.
      • Dark Energy Charged Engines (1,250 Difficulty) - Unlocks the Dark Energy Charged Engine for all ships, featuring better fuel efficiency, power output and maximum speed (boosted Warp 7).
        • Small Gravity Camera (3,750 Difficulty) - Unlocks specialized Scout Engines for Scout and Corvette hulls, at Free Warp 4 and Boosted Warp 9.
    • Olzine lvl 2.png Olzine Pump Minimization (50 Difficulty) - Unlocks Tier 2 olzine mines.

Syntis Technologies

Strategy

For pointers on which technologies to research and when, see the Technology Quickstart Guide.