Technologiesx

shootceaselessUrban and Civil

Nov 16, 2013 (3 years and 8 months ago)

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Economic Techs.


Economics

Economics is the study of generating cash. Researching economics increases
the base credit
production rate.

Bonus techs:



Cost Cutting
:

Keep upkeep costs low by
cutting maintenance budgets. (reduced upkeep,
increased chance of
critical failure as ship ages).


Nanotechnology

R&D on nanotechnology brings more advanced nanobots capable of more intricate jobs allowing you
to do more with less. Researching nanotechnology increases the base production rate

of nanobot s
and lowers nano
bot cost

for ship building.

Bonus techs:



Double berths:


Shipyards can build two ships at a time, but at a reduced speed. Researching
double berths will increase the build speed slightly for each level past level 1.


Mass Manipulation

The art of turning ch
unks of solid matter into useful construction materials. Researching mass
manipulation increases the base production rate of mass and lowers the mass cost for ship building.

Bonus techs:



The Dead Don’t Need That:

Ships in space battles don’t get neatly at
omised into a sea of
gas. They get broken apart into large chunks. Researching this tech will increase the amount
of useful mass salvaged from battle.


Research Methods

Invest in thinking up new methods of research and designing the equipment to use them.
Researching research methods will increase base production rate of research points and lower the
cost of all the main technology branches.

Bonus techs:



Specialist
Economic
s
:

further reduce the research cost of Economics.



Specialist Nanotechnology:

further reduce the research cost of Nanotechnology.



Specialist Mass Manipulation:

further reduce the research cost of Mass Manipulation
.



Specialist

Missiles:

further reduce the research cost of Missiles.



Specialist
Mass Drivers:

further reduce the research cost of Mass Drivers.



Specialist Energy Weapons:

further reduce the research cost of Energy Weapons.



Specialist Fighters:

further reduce the research cost of Fighters.



Specialist Ship Design:

further reduce the research cost of

Ship Design.



Specialist Hull Strength:

further reduce the research cost of Hull Strength.



Specialist Shielding:

further reduce the research cost of Shielding.



Specialist Stealth Systems:

further reduce the research cost of Stealth Systems.



Specialist Sens
or Arrays:

further reduce the research cost of Sensor Arrays.



Specialist Propulsion:

further reduce the research cost of Propulsion.





Weapons.


Missiles

Researching missiles technology will make your missiles more than just a bomb strapped to an
engine


increasing the
raw

damage output of all your missiles.

Bonus techs:



Hardier Bombs
: Increase the likelihood of missiles surviving point defence fire. Any missiles
that take point defence fire and survive will have reduced
damage output
.



Buckshot
: Miniatur
isation and improved delivery methods for scatter bombs. Increases the
number of targets scatter bomb damage can be spread across.


Mass

Drivers

Mass drivers use electromagnetic fields to accelerate their ammunition to high enough speeds to
cause massive
physical damage to targets through impact force alone. Researching Mass Drivers
increases the raw damage output of all mass driver weaponry.

Bonus techs:



Short

Rails
:

Shorter rails means shots clear the barrel faster and the gun can be fired again
sooner


unfortunately it also means lower projectile speeds and less raw damage per shot.
Increases number of shots for rail guns, slight decrease in damage output.



PDG:
Ada
pt gauss cannons to be used for point defence on larger SOTL and Capitol ships.
Gauss cannons on larger SOTL and Capitol ships damage output reduced by 50%, also act as
point defence Vs fighters (low) and missiles (med).



Asteroid Snipe:

Toned down large ob
ject launchers for Capitol ships might reduce the
damage output, but at least they can hit more than just planets and other capitol ships.
Reduced damage output for large object launchers, increased accuracy Vs capitol ships (low)
and SOTL (high)
, reduced
detrimental effect on planetary habitability
.



Fighters

Small craft in their own right, fighters are the most versatile weapon type, able to perform
differently depending on the types of battle orders given. Researching Fighters improves the base
damage
output
.

Bonus techs:



Fighter Tactics:

Increased effectiveness

with superiority orders
.



Special Delivery:
Specialise your fighters for a bombing role. Reduced effectiveness with
superiority orders, increased damage Vs large SOTL and all Capitol ships with b
ombing
orders.


Energy

Weapons

These weapons work largely on pumping tremendous amounts of energy into coherent beams and
directing them at your target. The large amounts of energy involved tend to produce a lot of heat,
making them stand out like a sore t
humb on infra
-
red sensors.

On the plus side, energy weapons
enjoy the best shield penetration

Researching Energy Weapons increases the raw damage output of
all types of energy weapon.

Bonus techs:



Energy Weapon Efficiency:

Increased efficiency reduces the
amount of energy wasted as
heat


this makes it harder for infra
-
red sensors to target ships armed with energy weapons.




Ship Techs.


Ship

Design

Ship hulls don’t appear out of thin air, they take scores of dedicated teams working together to
design and
test all kinds of prototypes to provide the very best frameworks to build ships on.
Researching Ship Design unlocks new hull types for use in ship building.

Bonus techs:



Structural Integrity:
There’s only so much hull damage a ship can take before its syst
ems
become about as effective as a wet paper towel.
Ship performance degrades less when
taking hull damage.


Armour

Plating

Armoured hull plating protects your ships systems from damage. Researching Armour Plating
increases the number of hit points gained
from each slot of hull armour.

Bonus techs:



Absorption Plating:
These amour plates are designed to absorb

and scatter

incoming
radiation, hiding your ships from active sensors. Unfortunately, this also means ships take
more damage from energy based weapons
. Increased evasion Vs active sensor types,
increased damage taken from energy weapons.



Reflective Amour:

These armour plates are designed specifically to reflect energy weapons
,
with a side effect of making your ships easy to spot with active sensors. Dec
reased damage
taken from energy weapons, Decreased evasion Vs active sensor types.

Chance to reflect:
reflected shots may hit ANY ship on the battlefield, own, allied or enemy.


Shielding

Powerful force generators create an invisible shielding barrier arou
nd the ship which acts like a br
ick
wall to projectile weaponry. Most effective against slower moving missiles, mass drivers can punch
through shields but loose kinetic en
ergy on the way. Shields have a slight dissipating effect on
energy weapons but do li
ttle in the way of stopping them.

Bonus techs:



Shifting Shields:
The force barriers that make up shields are usually static. With Shifting
Shields, the force barriers are in constant motion. This motion gives better resistance to
mass driver projectiles at

a cost of slightly reducing total shield power. Increased shield
resistance to mass drivers, decreased shield output.



Energy Dispersal:
While not suited to blocking energy weapons, force field technology can
be adapted to provide better dispersal of energ
y weapon beams. Of course such an
adaption makes them more susceptible to non energy based weaponry. Increased shield
resistance to energy weaponry, decreased shield resistance to missiles, mass drivers and
fighters (bombing orders).



Regenerative Shielding
:
What’s the point of shields if they take one hit and never come
back? Research ways of improving shield recharge rate during battle. Increased shield
recharge rate during battle.



Nuclear Shielding
: Heavy internal shielding on ships with nuclear weaponry

cuts down on
telltale escaping radiation, but at a cost of higher radiation levels inside the ship. Reduces
radiation emissions on nuclear armed ships, reduces damage control effectiveness




Stealth

Systems

Stealth Systems combine a variety of component
s to deal with the various telltale emissions a
warship throws out into space. Researching Stealth Systems increases the efficiency of any stealth
equipment fitted to a ship, making it more evasive.

Bonus techs:



Capitol Deception:

A set of systems to
whose

sole purpose is to make small ships look big on
enemy sensors, allowing you to build decoys to protect your larger ships.
Decoy ships have a
chance to be classed one class higher when the enemy is targeting ships.


Sensors

Sensor arrays combine multiple
types of active and passive sensors to gather information about the
space around a ship. These include, active: radar
, optical; passive: mass
, electromagnetic.
Researching Sensors increases the overall accuracy of weaponry

during battle, and the accuracy o
f
scout reports
.

Bonus techs:



Optical Sensor Specialisation:
Increased optical sensor accuracy.



Radar Sensor Specialisation:
Increased radar sensor accuracy.



Mass Sensor Specialisation:
Increased mass sensor accuracy.



Electromagnetic Specialisation:
Increa
sed electromagnetic sensor accuracy.


Propulsion

Propulsion combines two technologies for moving ships: sub light and faster than light. Ships moving
at sub light speeds travel across the map over a period of time, and can be intercepted or recalled at
any

time. Ships using faster than light drives can jump to another point in the galaxy instantly, but
require longer cool down times the further they jump. Researching Propulsion increases the power
output of sub light engines, affecting evasion Vs missiles a
nd fighters.

Bonus techs:



Advanced Jump:

Improvements to jump equipment bring reductions to the cool down time
required before another jump can be made.