πŸ”¬

Technologies

Technologies are permanent upgrades researched in the Laboratory: production, weapons, engines, shields.

How research works

Technologies are researched in the Laboratory. Research speed depends on the Laboratory level and the number of Scientists assigned to it. The more scientists you have, the faster you progress β€” this is the main lever for accelerating your tech tree.

Each technology can have multiple levels. Each level brings an incremental bonus (often +2% or +8% depending on the type) that stacks. There is therefore never a reason to leave a technology halfway β€” max it out as much as possible to maximize returns.

Requirements and dependencies

Technologies have dependencies on each other and on buildings. The most advanced ones (late-game weapons, regenerative materials, antimatter propulsion) require unlocking several intermediate branches first. The full tree is visible from the πŸ”¬ Technologies

The 4 branches

Theoretical

The common trunk. Unlocks energy generators (fission β†’ fusion β†’ antimatter), hull materials (alloy, composite, regenerative) and espionage. Most combat and propulsion branches depend on it.

Production

Increases mine yield (+3%/level) and Barracks efficiency (+2% units/hour per level). Immediate and permanent profitability: prioritize it early in the game.

Combat

Unlocks and improves onboard weapons (missiles, lasers, plasma, distortion) and protections (reactive shields, magnetic shields, plasma, gravitational). Essential before any serious armed conflict.

Ships

Unlocks and improves propulsion (chemical β†’ ionic β†’ antimatter), onboard sensors and stealth. Investing here drastically reduces flight times across the galaxy.