

Research can be automated, in which case the game will pick the cheapest technology to research unless a rare technology is available for research.

This may be further modified by an empire's composition (ethics, civics, etc.) and its current state (scientist's traits, past tech, etc.). Weight – A base value denoting the relative chance (out of all the valid options) of a particular technology to be drawn as an alternative.There is one basic parameter affecting a tech's chances of appearing in a given card hand: Higher tier technologies require obtaining a certain number of technologies from the preceding tier in the same area of research (set at 6 for all tiers ) before they become available as research alternatives.Įvery time the player meets the requirements for a given technology to become obtainable, the technology in question is added into the main "card deck" and will then have a chance of appearing in the "card hand" whenever the game draws a new hand for the player to pick from. Technologies are divided into 6 levels (T0 to T5) of advancement. Whenever the player is prompted to initiate a research project, the game gives them a "hand of cards" consisting of a semi-random selection of technologies available for research, which are picked randomly from a hidden "deck of cards" consisting of all valid research options that can appear. This injects a semi-random element into research, making it somewhat less predictable as well as less linear. Every time a research project is to be initiated, the game will draw a hand of cards like this one from which the player then can pick one technology to research.Īlthough the underlying technology system is based on the familiar tech tree structure, it does away with its standard interaction/presentation in favor of the card shuffle approach. Voidcraft: Ship types and hulls, starbases, strike craft.Propulsion: Kinetic and explosive weapons, thrusters.Industry: Mineral production and storage, robots, building construction.Unlocked through the Psionic Theory technology. Psionics: Exotic mid- to late- game technologies.Archaeostudies: Minor artifacts, archaeotechs.Statecraft: Unity, edicts, leader pool and recruitment, planetary and empire capitals.New Worlds: Habitability, tile blocker clearance, terraforming, starbase capacity.Military Theory: Fleet command limit, naval capacity, army buildings and statistics, claim cost.Biology: Food production, leader lifespan and policies, species modification, army types, some strategic resources.Particles: Ship reactors, energy weapons, FTL, some strategic resources.

Field Manipulation: Power Plants, shields, some strategic resources.Computing: Science Labs, research, science ships, ship computers, point-defense, sensors.The areas and their subcategories are as follows:

Additionally, each research area has multiple subcategories, for a total of 13 such subcategories, and every tech belongs to one of these subcategories. There are three different main research areas in-game, with each area corresponding with one of the research resources. Every slot here can have one research project active at a time and every research area has its own slot.
