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 π¬ 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.