Difference between revisions of "Ulite: Tech Trees"
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− | |Settlement Base<br>Space Port<br>Armour Barracks |
+ | |[[#Settlement Base|Settlement Base]]<br>[[#Space Port|Space Port]]<br>[[#Armour Barracks|Armour Barracks]] |
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− | |Emergency Hyperdrive |
+ | |[[#Emergency Hyperdrive|Emergency Hyperdrive]] |
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===Agriculture Plant=== |
===Agriculture Plant=== |
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− | An autonome environment, enhanced by biological organisms, in which food can be grown. It increases the food output of a world by +2 food. |
+ | An autonome environment, enhanced by biological organisms, in which food can be grown. It increases the food output of a world by +2 food. Requires Farm Machinery if bought in advance. |
===Tungeen Processor=== |
===Tungeen Processor=== |
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− | Provides better control for environmental conditions, allowing colonization of the more intolerable areas of the planet. Maximum planetary population is increased by +2. |
+ | Provides better control for environmental conditions, allowing colonization of the more intolerable areas of the planet. Maximum planetary population is increased by +2. Requires Air Processors if bought in advance. |
===Retort Centre=== |
===Retort Centre=== |
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===Star Base=== |
===Star Base=== |
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− | Armed orbital platforms used to service military ships. They are equipped with extensive weaponry, the best available scanner with a +2 scanning range bonus and a shipyard capable of building ships up to 300 tons. The capacity of cloaked hangars at hidden stations is increased to 2. |
+ | Armed orbital platforms used to service military ships. They are equipped with extensive weaponry, the best available scanner with a +2 scanning range bonus and a shipyard capable of building ships up to 300 tons. The capacity of cloaked hangars at hidden stations is increased to 2. Requires Battle Weapons if bought in advance. |
===Army Tower=== |
===Army Tower=== |
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− | Lets the colony train troops for ground invasion protection. Begins with 4 marine units, then trains about 1 unit every 5 days, up to the planet's current population. Eliminates morale penalties. |
+ | Lets the colony train troops for ground invasion protection. Begins with 4 marine units, then trains about 1 unit every 5 days, up to the planet's current population. Eliminates morale penalties. Requires Hand Weapons if bought in advance. |
===Interceptor Torpedo=== |
===Interceptor Torpedo=== |
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===Settlement Base=== |
===Settlement Base=== |
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+ | Creates a settlement base on another planet in the same star system as the building base. |
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===Space Port=== |
===Space Port=== |
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+ | Site for commercial transactions, increasing the money generation of a colony by +50%. |
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===Armour Barracks=== |
===Armour Barracks=== |
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+ | Creates tank battalions. It has 2 units when built, and adds 1 unit every 10 days, with a limit of half the planet's population. Eliminates the morale penalty. |
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===Robotic Constructors=== |
===Robotic Constructors=== |
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===Emergency Hyperdrive=== |
===Emergency Hyperdrive=== |
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+ | The Emergency Hyperdrive comes with its own fuel and is able to transport a heavily damaged ship to the nearest populated Star System. It is slow, but 100% reliable. The level when it is activated, can be set at Ship Configuration. Activation destroys the unit, so it has to be replaced. |
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===Boranium Cannon=== |
===Boranium Cannon=== |
Latest revision as of 20:19, 7 January 2014
Techs Table
Techs with links currently have descriptions. Page under construction.
The topmost techs are the ones you get to do first. You must research one in the highest section in each column before doing the next one down. For example you must have researched Ship Computers before you can do the Research Laboratory
Biology | Chemistry | Computers | Construction | Force Fields | Physics | Power | Sociology | |
---|---|---|---|---|---|---|---|---|
25 | Dagger Missile Tirium Armour |
Ship Computers | Star Base Army Tower |
Small Plasma Accelerator Laser Rifle Scanner Class I |
Hyperdrive Class VI Trillium Bomb Hyperdrive Class VII |
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40 | Agriculture Plant Tungeen Processor |
Interceptor Torpedo Structural Booster |
Troop Equipment Hyperdrive Class VIII |
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75 | Research Laboratory Visual Computer Moor IFF System |
Automated Factories Missile Base Advanced Armour |
Parium Beam Parium Rifle |
Training Centre | ||||
125 | Wrap Inductor Class I Iradium Armour |
Shields Class I Particle Emitter ECM Class I |
Scanner Class II Battle Scanner |
Parium Bomb CA Evasion Wrap Drive Class I |
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200 | Retort Centre Soil Diffusion BC Bomb Class I |
Settlement Base Space Port Armour Barracks |
Emergency Hyperdrive | |||||
325 | Wrap Inductor Class II Mace Missile Pollution Facility |
Robotic Constructors Battle Station |
Scooper | |||||
450 | Nanobiotics | Kinesthetic Computer Planetary Net Holo Deck |
Fast Missile Racks Repair Unit |
Shields Class II Planetary Shields Hyperfield Dissipator |
Large Plasma Accelerator Military Scanner |
Boranium Cannon Energy Booster Wrap Drive Class II |
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575 | Wrap Inductor Class III Spear Missile Pollution Processor |
Parium Construction Ground Interceptors Battledroids |
Graviton Wave Class I Gravity Stabiliser |
Planetary Trading Centre | ||||
750 | Terraforming Underground Agriculture Weather Facility |
Reprocessing Facility Advanced Nano-Repair Units |
Military Shields Warehouse Class I |
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1000 | Wrap Inductor Class IV Nano Disassemblers Nanolite Construction Extromid Armour |
Robot Plant | Particle Emitter Class II EM Field |
Graviton Wave Class II TPPG 5 Rifle Interphase Shields |
Sardanum Torpedo Sardanum Bomb |
Uliversity | ||
1375 | Psionics Cyber Intelligence |
Extro Computer Labours Weakness Facility |
Shields Class III ECM Class II Particle Emitter Class III |
Food Replicators Wrap Drive Class III |
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1750 | Deep Mine Pollution Eliminator |
Cloaking Facility Heavy Shields Warehouse Class II |
Zarnak Cannon Zarnak Rifle Kessler Web |
Extended Focus Device Advanced Energy Capacitors |
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2250 | BC Bomb Class II Genetic Stabilizer |
Lance Missile Festan Armour Wrap Inductor Class V |
Neuronal Computer Virtual High-Power Net |
Shields Class IV Enhanced Planetary Shields ECM Class III |
Lodium Cannon | Athene Torpedo | ||
3000 | Entertainment Centre Biogel Computer Kelara Target Device |
Artificial Planet Construction Star Fortress Futuronic City |
Sensors Indogil Device |
Interstellar Trading Centre | ||||
3750 | Biomorphic Fungi | Flight Computer | Doom Star Construction | Fast Shifting Device Wengorin Device Interphase Cloak Warehouse Class III |
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5000 | Wrap Inductor Class VI Amantit Armour |
Zarnak Torpedo Zarnak Bomb |
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7500 | Advanced Terraforming Gaia Transformation |
Shields Class V Advanced Planetary Shields |
Planet Destructor |
Biology Tech Tree
Agriculture Plant
An autonome environment, enhanced by biological organisms, in which food can be grown. It increases the food output of a world by +2 food. Requires Farm Machinery if bought in advance.
Tungeen Processor
Provides better control for environmental conditions, allowing colonization of the more intolerable areas of the planet. Maximum planetary population is increased by +2. Requires Air Processors if bought in advance.
Retort Centre
A special healing process using a variation of genes, increasing the population growth by +0.1 per day as long as the current population is below the planetary maximum.
Soil Diffusion
Using nano-machines, planetary soil can be enriched and strengthened, increasing the food a farmer can produce by +1. Soil Diffusion will not work in barren, irradiated, and toxic planets.
BC Bomb Class I
Genetically engineered viruses that attack organic lifeforms. Introduced by orbital bombardment, each launch has a 10% chance to kill 1 unit of colonists.
Nanobiotics
Terraforming
Underground Agriculture
Weather Facility
Psionics
Cyber Intelligence
BC Bomb Class II
Genetic Stabilizer
Biomorphic Fungi
Advanced Terraforming
Gaia Transformation
Chemistry Tech Tree
Dagger Missile
Carries a high yield nuclear warhead that inflicts 1 ton of damage.
Tirium Armour
The standard armour of ships. Only the best bonus from all the installed Armour will apply.
Wrap Inductor Class I
Wrap Inductors are self-contained bio-chemical power stations, which support nearly endless energy flow, and is even able to store energy. Supplies energy for a wrap drive of a ship at 0.02 per hour. Can store a maximum of 1 Energy.
Iradium Armour
Ships with this armour have twice the base structure and armour points. The hit rate is multiplied by 1.5. Adds +10 to ground troops' combat strengths. Only the best bonus from all installed armour will apply.
Wrap Inductor Class II
Mace Missile
Pollution Facility
Wrap Inductor Class IV
Nano Disassemblers
Nanolite Construction
Extromid Armour
Lance Missile
Festan Armour
Wrap Inductor Class V
Wrap Inductor Class VI
Amantit Armour
Computers Tech Tree
Ship Computers
Directs starships weapons' fire and is automatically equipped on all ships, increasing chance to hit by +25%. This bonus is lost if the computer is damaged or destroyed. Only the best bonus from all the installed Computers is applied.
Research Laboratory
The Laboratory houses state-of-the-art computers, creating a superior research environment. Generates 5 research points and and increases the research each researcher produces by +1.
Visual Computer
Directs all starship weapons' fire, adding +50 to the chance to hit. Bonus is lost if the computer is destroyed. Only the best bonus from all installed computers will apply.
Moor IFF System
Provides friend-or-foe recognition guidance to missiles. They will retarget the nearest enemy ship if their target is destroyed.
Kinesthetic Computer
Planetary Net
Holodeck
Extro Computer
Labours
Weakness Facility
Neuronal Computer
Virtual High-Power Net
Entertainment Centre
Biogel Computer
Kelara Target Device
Flight Computer
Construction Tech Tree
Star Base
Armed orbital platforms used to service military ships. They are equipped with extensive weaponry, the best available scanner with a +2 scanning range bonus and a shipyard capable of building ships up to 300 tons. The capacity of cloaked hangars at hidden stations is increased to 2. Requires Battle Weapons if bought in advance.
Army Tower
Lets the colony train troops for ground invasion protection. Begins with 4 marine units, then trains about 1 unit every 5 days, up to the planet's current population. Eliminates morale penalties. Requires Hand Weapons if bought in advance.
Interceptor Torpedo
Can only target missiles. They will fire defensively against approaching missiles, if not yet fired in that turn. The chance to score a hit is 50%, plus 10% per moving turn.
Structural Booster
Triples the structural integrity of a ship and provides more protection for the ship's drive systems.
Automated Factories
Helps workers build their products. Generates +5 production and increases the production each worker generates by +1.
Missile Base
Holds 300 tons of your best missiles, with unlimited ammo.
Advanced Armour
Advance armour negates armour-piercing effects and reinforces ships, doubling the amount of damage the armour can absorb. This is an upgrade, and applies to your best installed armour.
Settlement Base
Creates a settlement base on another planet in the same star system as the building base.
Space Port
Site for commercial transactions, increasing the money generation of a colony by +50%.
Armour Barracks
Creates tank battalions. It has 2 units when built, and adds 1 unit every 10 days, with a limit of half the planet's population. Eliminates the morale penalty.
Robotic Constructors
Battle Station
Fast Missile Racks
Repair Unit
Parium Construction
Ground Interceptors
Battledroids
Reprocessing Facility
Advanced Nano-Repair Units
Robot Plant
Deep Mine
Pollution Eliminator
Artificial Planet Construction
Star Fortress
Futuronic City
Doom Star Construction
Force Fields Tech Tree
Shields Class I
Protects ships from physical and energy attacks. Absorbs up to 15 tons of damage before failing. Regenerates at 0.1% per combat turn. Protection is cumulative with other shields, even if of different class, but shield generators will get weaker with increasing size of the ship they are protecting.
Particle Emitter Class I
A rail gun firing a hyper-velocity projectile. Inflicts 70 tons of damage. Damage is not reduced by range. Has a small chance for critical hits.
ECM Class I
Creates a magnetic pulse, jamming both weapon tracking systems and missile guidance units, adding 30% to the ship's missile evasion. Only the best bonus from all installed ECMs will apply.
Scooper
Shields Class II
Planetary Shields
Hyperfield Dissipator
Military Shields
Warehouse Class I
Particle Emitter Class II
EM Field
Shields Class III
ECM Class II
Particle Emitter Class III
Cloaking Facility
Heavy Shields
Warehouse Class II
Shields Class IV
Enhanced Planetary Shields
ECM Class III
Fast Shifting Device
Wengorin Device
Interphase Cloak
Warehouse Class III
Shields Class V
Advanced Planetary Shields
Physics Tech Tree
Small Plasma Accelerator
Highly focused, coherent beams of plasma which deliver 150 tons of damage. Has a very small chance for critical hits.
Laser Rifle
A hand-held weapon that increases the combat rating of militia, troops and armour by 10%. The bonus is not cumulative with other rifles.
Scanner Class I
Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in a range of 2 Lj.
Parium Beam
Projects a tetrium stream of charged particles, inflicting 50 tons of damage. Has a small chance for critical hits.
Parium Rifle
A powerful hand-held rifle that increases the combat rating of militia, troops and armour by +20%. The bonus is not cumulative with other rifles.
Scanner Class II
Detects enemy ships. Base detection range is 6 Lj. Ships in transit can be detected in a range of 3 Lj.
Battle Scanner
Increases a ship's chance to hit with beam weapons by +30%. Adds 2 Lj to the galactic scanning range.
Large Plasma Accelerator
Military Scanner
Graviton Wave Class I
Gravity Stabilizer
Graviton Wave Class II
TPPG 5 Rifle
Interphase Shields
Zarnak Cannon
Zarnak Rifle
Kessler Web
Lodium Cannon
Sensors
Indogil Device
Planet Destructor
Power Tech Tree
Hyperdrive Class VI
Capable of faster than light travel, moving a ship by 7200 Lj/t per hour.
Trillium Bomb
A high-yield orbital bombardment device, engineered to destroy ground forces and colony installations.
Hyperdrive Class VII
Capable of faster than light travel, moving a ship by 9800 Lj/t per hour.
Troop Equipment
Equipment for landing marine units on a planet. Can only be built on planets with a marines barracks.
Hyperdrive Class VIII
Capable of faster than light travel, moving a ship by 16200 Lj/t per hour.
Parium Bomb
A high-yield orbital bombardment device engineered to destroy ground forces and colony installations.
CA Evasion
Increases a ship's maneuverability in combat by +50%.
Wrap Drive Class I
Enables Wrap Drive. Wrap flight can be interrupted at any time, and enables faster travel than by Hyperdrive. Maximum Wrap is 8.
Emergency Hyperdrive
The Emergency Hyperdrive comes with its own fuel and is able to transport a heavily damaged ship to the nearest populated Star System. It is slow, but 100% reliable. The level when it is activated, can be set at Ship Configuration. Activation destroys the unit, so it has to be replaced.
Boranium Cannon
Energy Booster
Wrap Drive Class II
Sardanum Torpedo
Sardanum Bomb
Food Replicators
Wrap Drive Class III
Extended Focus Device
Advanced Energy Capacitors
Athene Torpedo
Zarnak Torpedo
Zarnak Bomb
Sociology Tech Tree
Training Centre
Trains ship crews. Ships stationed in the system gain some experience points each day by simulating combat.
Planetary Trading Centre
Uliversity
Interstellar Trading Centre