Engineering research
Engineering is one of the three research areas. It consists of the following fields:
Industry: mineral production, robotics, building construction, cosmic storm protection.
Materials: armor, industrial buildings, strategic resources.
Propulsion: kinetic and explosive weapons, thrusters.
Voidcraft: ship types and hulls, starbases, strike craft, megastructures.
Table usage[edit | edit source]
Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable .
Notes:
- The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
- If a tech was available as a research option as part of the last choice, then its (total) weight is halved in the coming choice.
- The table denotes the base cost of a tech. Actual in-game tech cost scales with game settings and
(number of colonized planets and population).
- To research techs of higher tiers, it is necessary to first acquire six or more techs of the preceding tier.
- Sorting the table by tiers places all Starter tech at the top and Repeatable end-game tech at the bottom.
- Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.), click on the accompanying icon.
Industry[edit | edit source]
The Industry tech tree focuses on mineral production and robotic pops.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | Draw weight | DLC | |
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Industrial Base The basic industrial infrastructure that is required to become a spacefaring civilization.
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— | 0 |
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Offworld Construction Construction in space presents our engineers with new design challenges that must be solved before we can build orbital stations above other worlds.
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— | 0 | ||||
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Mechanized Mining The basic industrial infrastructure that is required to become a spacefaring civilization.
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— | 0 | ||||
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Geothermal Fracking New fracking techniques will allow us to tap into previously unattainable pockets of geothermal resources deep beneath the planet's crust.
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2000 | 1 | ![]() |
Base: 100 | ||
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Deep Core Mining These massive drills are needed to access the rich mineral deposits that can often be found close to a planet's core.
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4000 | 2 | ![]() |
Base: 85 | ||
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Mineral Isolation Advanced spectrometry combines with fracking techniques and chemical flushing to rapidly exploit shallow and mid-depth deposits.
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8000 | 3 | ![]() |
Base: 65 | ||
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Mineral Purification Optimal processing of mined materials have allowed us to reach new levels of efficiency.
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3000 | 1 | ![]() |
Base: 90 | ||
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Advanced Mineral Purification Second-stage processing of pseudo-refined minerals allow for more efficient storage and transportation.
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6000 | 2 | Base: 140 | |||
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Nanomechanics Further breakthroughs in mechanical engineering required us to descend to the nanometric scale. We are now able to manipulate physical systems in never-before-seen ways.
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3000 | 1 | Materials Workshop | Base: 90 | ||
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Self-Connecting Circuitry Much as organic neurons reforge lost connections by means of axonal sprouting, these circuits are capable of self-overhaul. Even the simplest computing systems are now expected to evolve while in use.
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6000 | 2 | Base: 70 | |||
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Supersolid Materials The quantum mechanical properties of these materials hold the key to superposition states, a revolutionary development for both material and industrial science.
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12000 | 3 | Advanced Engineering Complex | ![]() |
Base: 50 | |
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Extraction Patterns Changes in how mineral deposits are evaluated relative to each other lead to more efficient boring patterns.
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50000 | 5 | ![]() |
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Base: 12.5
Modifiers
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Assembly Patterns Rapid iteration in construction simulations determines the optimal component assembly patterns for each building project ahead of time.
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3000 | 1 | ![]() |
Base: 90
Modifiers
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Construction Templates Standardized pre-fab templates massively reduce on-site facility construction times.
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10000 | 3 | ![]() |
Base: 30 | ||
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Assembly Algorithms The application of game and puzzle theory has the potential to greatly optimize modular assembly and construction.
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50000 | 5 | ![]() |
Base: 12.5
Modifiers
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Weather Control Systems The ability to alter a planet's weather patterns to suppress destructive weather phenomena will make residential buildings easier to maintain and open up new areas for habitation.
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5000 | 2 | ![]() |
Base: 112.5 | ||
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Anti-Gravity Engineering With directional gravity technology, buildings on the surface of planets can reach higher than ever before without risking structural collapse. The sky is the limit!
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8000 | 3 | Base: 97.5 | |||
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Zero-G Refineries The addition of internal refineries on mining stations will substantially increase mineral production.
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2000 | 1 | ![]() |
Base: 100 | ||
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Long-Range Mineral Scanners Increased scanner range will allow us to more quickly identify mineral concentrations, and focus our mining efforts there.
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3000 | 1 | ![]() |
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Base: 90 | |
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Mineral Cutting Beams These powerful short-range lasers can easily slice through rock, making the extraction of minerals a more efficient affair.
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4000 | 2 | ![]() |
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Base: 85 | |
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Autonomous Mining Drones Fleets of autonomous drones equipped with mining beams are deployed to quickly and efficiently gather nearby minerals.
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6000 | 2 | ![]() |
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Base: 70 | |
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Nanite Mineral Probes These special probes are equipped with swarms of nanites that identify previously unknown mineral concentrations and mark them for later extraction.
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8000 | 3 | ![]() |
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Base: 65 | |
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Powered Exoskeletons Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.
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2000 | 1 | Base: 150 | |||
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Improved Servomotors More powerful servomotors will increase the weight our robotic units can carry. Mining units can haul more minerals off to be processed, and war machines can be fitted with heavier armaments.
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2000 | 1 | Base: 150 | |||
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Integrated Cybernetics Improving upon basic exoskeletal suits, these integrated cybernetic implants make the user more resistant to harmful environmental effects.
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6000 | 2 | ![]() |
Base: 105 | ||
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Adaptive Cybernetics Installing cybernetic implants that adapt to the local environment will boost the efficiency of our drones.
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6000 | 2 | ![]() |
Base: 105 | ||
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Artificial Workforce These artificial work units are perfect for menial labor tasks. They are hard-working and capable of following simple vocal instructions, but should not be expected to climb stairs.
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3000 | 1 |
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Base: 135
Modifiers
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Artificial Specialists Upgraded artificial units have an expanded movement range equal to that of most organics. Their neural processors have also been greatly improved.
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6000 | 2 | Base: 70 | |||
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Artificial Administration Highly advanced units that are stronger, faster and more durable than the vast majority of organics. With their upgraded neural processors they are fully capable of independent operations.
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20000 | 4 | Base: 20
Modifiers
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Artificial Personality Matrix Equipped with a personality, synthetics will finally be able to interact socially on equal terms with the rest of our citizens. Some units may even assume leadership roles.
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24000 | 4 | ![]() |
Base: 35 | ||
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Machine Template System Rewritable assembly templates allow for the creation of bespoke synthetic worker designs.
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4000 | 1 | Base: 85 | |||
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Cross-Model Standardization Improved production practices allow for greater alterations to synthetic workers without compromising core functionality.
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8000 | 2 | ![]() |
Base: 65 | ||
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Fungible Circuitry Improved production practices allow for fundamental changes to synthetic workers without compromising core functionality.
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16000 | 4 | ![]() |
Base: 22.5 | ||
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Robotic Assembly Systems Advanced templates allow us to drastically increase the assembly of new robots.
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16000 | 4 | Robot Assembly Complex | Base: 22.5
Modifiers
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Binary Motivators These advanced motivators are both smaller and lighter than previous versions, allowing robotic units to allocate additional space for subsystems.
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8000 | 3 | ![]() |
Base: 65 | ||
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Nanite Assemblers Using programmable nanites to assist in the construction of new robotic units will allow for more advanced models that are equipped with an even greater array of subsystems.
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16000 | 4 | ![]() |
Base: 22.5
Modifiers
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Mega-Assembly Systems Advanced templates allow us to drastically increase the assembly of new units.
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16000 | 4 | Machine Assembly Complex | Base: 22.5
Modifiers
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Micro-Replicators Microscopic tools that can assist our replication units in creating the more complex circuitry needed for new drones.
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5000 | 2 | ![]() |
Base: 112.5 | ||
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Self-Assembling Components Modeled on organic DNA, these microscopic machine intellects are capable of autonomously assembling most components needed for new drones.
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12000 | 3 | ![]() |
Base: 75 | ||
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Identity Copies We will be able to copy the identity and memories of a Synthetic into a new mechanical body. The copies have predictable skill sets but make for stale conversation.
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16000 | 4 | ![]() |
Synthesization situation | ![]() | |
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Identity Fusion Merging the identities and memories of two or more Synthetics into a mechanical body will create new, somewhat unique individuals.
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20000 | 4 | ![]() |
Base: 45 | ![]() | |
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Identity Initialization We will be able to initialize an identity kernel and provide it with a virtual childhood. While expensive, we can simulate the optimal experiences to generate productive personalities.
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20000 | 4 | ![]() |
Base: 45 | ![]() | |
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Robot Manufacturing Nexus An avant-garde assembly complex manned by expert Roboticists, this facility transcends conventional bounds, meticulously realizing the forefront of robotic innovation.
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50000 | 5 | Robot Manufacturing Nexus | Base: 20 | ![]() | |
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Robot Quantum Production Hub A marvel in engineering, this facility's quantic assembly line uses entanglement converters to craft machine parts down to the most minute detail. Not a single atom is misplaced.
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50000 | 4 | Robot Quantum Production Hub | Base: 20 | ![]() | |
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Affluence Emporium This center anticipates and fulfills material desires using an advanced procurement algorithm, delivering satisfaction before the populace realizes their wants.
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50000 | 5 | Affluence Emporium | Base: 20 | ![]() | |
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Affluence Center This center effortlessly materializes the most outlandish desires at a moment's notice.
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50000 | 5 | Affluence Center | Base: 20 | ![]() | |
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Planetary Storm Negation This nexus of weather communication mitigates the harm done by cosmic weather disasters. Production will suffer less from a passing galactic tempest.
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2000 | 1 | Storm Relief Center |
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Base: 100 | ![]() |
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Planetary Storm Nullification By consolidating local weather control systems, planetary weather patterns can be manipulated to significantly reduce most of the cosmic storms' harmful effects on production.
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4000 | 2 | Base: 85 | ![]() |
Event Industry technologies[edit | edit source]
The following technologies cannot be discovered by research draws and are added as permanent research options by events.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | |
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Lost Building Methods Any civilization with a long enough history has examples of great wonders built by forgotten ancients which can no longer be replicated. Luckily for us we have documented these great ancients when they appeared on pre-FTL worlds.
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6000 | 2 | ![]() | |
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Leviathan Tech Genesis Utilizing the received knowledge seized from Leviathans, we now have access to new improvements for our frames.
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32000 | 5 | ![]() |
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Materials[edit | edit source]
The Materials tech tree focuses on advanced and strategic resources and ship armor.
Event Materials technologies[edit | edit source]
The following technologies cannot be discovered by research draws and are added as permanent research options by events.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | DLC | |
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Crystal-Infused Plating By infusing armor plating with Crystalline matter we are able to further increase the durability of our ships' protective hulls.
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6000 | 2 | ![]() |
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Crystal-Forged Plating Introducing Crystalline matter into the forging process further improves the ultra-hard qualities of crystal-infused metals.
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16000 | 4 | ![]() |
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Artificial Dragonscales The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures.
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50000 | 5 | ![]() |
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Supreme Alloy What we thought was the greatest alloy turned out to be far from the truth. Countless pre-FTL refining processes have been cataloged, and we have now synthesized an unbearable metal.
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6000 | 2 | Observation Insights situation | ![]() | |
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Scalable Reservoir Computing Colossal in scale, the Synaptic Lathe is a reservoir computer. The processing power of our population's networked minds is used to compute and store data. The benefits are obvious, but some misguided species may view the transmutation of individuals into computing chips as morally questionable.
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32000 | 5 | ![]() |
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Cetana's Nanites Cetana's advanced nanite systems will tirelessly repair and refresh our ships at a rate far beyond our current capabilities.
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48000 | 5 | ![]() |
The Synthetic Queen debris | ![]() |
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Asteroidal Carapace The shell of a Cutholoid is not mineral alone, but reinforced with strong biological fibers. We can synthesize this process using advanced metallurgic techniques.
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0 | 3 | ![]() |
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Propulsion[edit | edit source]
The Propulsion tech tree focuses on thruster, missile and kinetic ship components.
Event Propulsion technologies[edit | edit source]
The following technologies cannot be discovered by research draws and are added as permanent research options by events.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | ||
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Thruster Bio-Integration Artificial thrusters can be integrated into spaceborne organisms with appropriate considerations for energy supply and connections to neural motor centers.
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4000 | 2 | ![]() |
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Dark Matter Propulsion These thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
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50000 | 5 | ![]() |
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Nanite Autocannon Highly advanced autocannons capable of ejecting shells that explode into a cloud of nanites at the target, overwhelming shields and chewing through hull sections.
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48000 | 5 | ![]() |
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Nanite Flak Battery Improving upon previous designs by launching canisters of nanites capable of eating away at strike craft, these flak batteries are the bane of any fighter pilot.
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48000 | 5 | ![]() |
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Orbital Trash Dispersal This orbital bombardment management system spams a planet with millions of minute, high-velocity projectiles, overwhelming planetside defensive grids with trash data. Ships equipped with this component will cause more damage during orbital bombardment.
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8000 | 1 | ![]() |
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Ordered Retreat While studying the victors of battles might be the most obvious way to gain insight from combat, observing the loser on pre-FTL worlds has taught us how to organize our withdraws more effectively.
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6000 | 2 | ![]() | ||
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Temple of Transportation Transportation networks bring people together: a sentiment shared by many civilization we observed. While we do not have steam engines, our hyper relay networks could serve a similar purpose.
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6000 | 2 | ![]() | ||
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Boarding Cables Repurposed small-caliber artillery that fire piercing hooks attached to resilient carbon fiber cables, perfect for immobilizing and boarding enemy ships.
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8000 | 1 | ![]() |
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Voidcraft[edit | edit source]
The Voidcraft tech tree focuses on ships and spaceborne structures.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | Draw weight | DLC | |
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Space Exploration The Science Ship is used as a base of operations for a top Scientist, ready to explore the vastness of space.
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— | 0 | ||||
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Interplanetary Expeditionary Forces The invasion of another world is a staggering enterprise. There are immense logistical challenges that must be overcome before we can muster our first interplanetary armies.
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— | 0 | ![]() |
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Deep Space Defenses This will enable the construction of defensive deep space platforms to protect our Starbases.
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— | 0 | ![]() |
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Orbital Energy Conversion Advances in solar panel technology could offset the operating costs of our starbases. The panels would require an entire starbase module to generate enough energy, however.
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— | 0 | ![]() |
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Starbase Construction A centralized space installation built in close orbit around the system primary is necessary to make full use of the resources in a star system.
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— | 0 | ![]() |
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Starport The earliest starbases were little more than makeshift outposts. Permanent starports will enable us to maintain a firmer grip on star systems.
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— | 0 | ![]() |
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Starhold As space traffic increases, larger and more defensible starbases are needed to maintain control over system spacelanes.
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5000 | 2 | ![]() |
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Base: 75 | |
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Star Fortress These mighty space forts will provide a focal point for all military activity in a star system, and their presence is sure to deter all but the most stubborn attackers.
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10000 | 3 | ![]() |
Base: 60 | ||
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Citadel Plans for an immense battlestation capable of holding its own against several strike fleets are now being drawn up. If realized, these citadels will become monuments to greatness as much as system hubs.
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20000 | 4 | ![]() |
Base: 40 | ||
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Improved Structural Integrity A reinforced framework and blast shields with enhanced impact absorption will ensure the structural integrity of the platform even under immense pressure.
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5000 | 2 | ![]() |
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Base: 37.5 | |
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Fortified Core Layers Additional layers of armor plating within the structure itself improves the resilience of Military Stations.
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50000 | 5 | ![]() |
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Base: 12.5
Modifiers
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Synchronized Firing Patterns Cross-linking weapon systems to fire in staggered volleys improves the actual damage output of Military Stations over time.
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50000 | 5 | ![]() |
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Base: 12.5
Modifiers
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Modular Engineering Streamlined starbase construction procedures, using modular designs, will halve the present build cost and time.
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6000 | 2 | ![]() |
Base: 35 | ||
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Corps of Engineers![]() The creation of a dedicated naval engineering corps will greatly benefit the construction of deep space defense platforms, decreasing building costs and increasing durability.
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12000 | 3 | Base: 25
Modifiers
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Mega-Engineering To complete constructing projects of truly staggering scales we must first achieve a fundamental understanding of both the engineering and resource storage requirements for such megastructures.
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48000 | 5 |
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Base: 5
Modifiers
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Orbital Habitats Allows the construction of largely self-sustaining Orbital Habitats.
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10000 | 3 | ![]() |
Base: 60 | ||
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Habitat Expansion Our early habitats were primitive things compared to the efficient designs we can now develop.
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20000 | 4 | Habitat Central Control | Base: 35 | ||
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Advanced Space Habitation Years of improvements to our orbital Habitats have led us to create newer more effective designs.
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40000 | 4 | Habitat System Control | Base: 35 | ||
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Core Cracking A directed feed of thermic energy superheats the atmosphere and agitates the planet's core, setting up disastrous tectonic events. A final and comparatively minute concussive blast is then delivered, cracking the planet open.
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48000 | 5 | ![]() |
Base: 10 | ![]() | |
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Atmospheric Nanobot Dispersal Swarms of nanobots are dispersed in the atmosphere. They infect sapient beings and restructure themselves into cybernetic implants, turning their unwitting hosts into cyborgs slaved to the Machine Intelligence.
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48000 | 5 | ![]() |
Base: 10 | ![]() | |
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L-Gate Insight Intensive study within the fields of nanomachinery and subspace phenomena will eventually yield a new L-Gate Insight into the Disabled L-Gate mystery..
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2000 | 2 | ![]() |
Base: 70
Modifiers
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Orbital Rings Allows the construction of massive, band-shaped starbases in stable orbit around colonized planets.
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10000 | 3 | ![]() |
Base: 60 | ![]() |
Mechanical ship technologies[edit | edit source]
Mechanical ship technologies are only available to empires that use a mechanical shipset and will unlock or improve mechanical ships.
Ship stat technologies[edit | edit source]
The following technologies affect ship build cost, build speed, and stats. They cannot be researched by empires with the civic.Beastmasters technologies[edit | edit source]
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Available only with the Grand Archive DLC enabled. |
Event Voidcraft technologies[edit | edit source]
The following technologies cannot be discovered by research draws and are added as permanent research options by events.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | DLC | |
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Nanite Repair System A highly effective hull auto-repair system comprised of billions of microscopic nanomachines was found among the smoking remains of the Scavenger, and has been repurposed for our uses. Whether the Scavenger pilfered this system from an ancient derelict, or was originally constructed with it remains unknown.
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48000 | 5 | ![]() |
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Ring World A Ring World allows for multiple planet-like zones, cannibalizing all other planets in the system for materials.
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48000 | 5 | ![]() |
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Colossi Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button.
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48000 | 5 | ![]() |
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Star Cracker A beam of directed tachyon energy is fired into the star, triggering a supernova. The incredible energy released by this event is then used to generate vast quantities of dark matter.
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0 | 5 | ![]() |
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Skravird Strike Craft Learning from the design expertise of Skrand and his people, these superior strike craft are capable of prolonged engagement and highly adaptive tactics.
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24000 | 4 | ![]() |
Skrand Sharpbeak storyline events | ![]() |
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Riddle Escort A starship of modest size that optimizes our knowledge of spacetime to enact dimensional transcendentalism, making the inside bigger than its outward shape suggests. Advanced firepower capabilities come at a reduced logistical cost compared to traditional ship designs.
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70000 | 5 | ![]() | ||
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Enigma Battlecruiser Another optimized spacecraft, this time of larger dimensions, will make current Battleships look like toys.
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70000 | 5 | ![]() | ||
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Paradox Titan These formidable ships are closer to mobile fortresses than anything else, and only the most brutal assaults have a chance to damage them.
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70000 | 5 | ![]() |
References[edit | edit source]
Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
Governance | Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions • Traditions • Ascension perks • Situations |
Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
Buildings | Planet capital • Common buildings • Unique buildings • Holdings |
Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
Technology | Technology • Physics research • Society research • Engineering research |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |