2
Dispatch → Factbook → Overview
Technology Rules [Sci-Fi]
• To progress technology, there will be vaults from an ancient civilization, who placed these vaults of knowledge on 'sufficient planets', listed here.
• On each vault planet, there is a vault, which can be studied to receive tech points at a rate of one per RP year per vault.
• You start out with a single vault 'mine' when you start out the nation, and build more 'mines' on any secondary vault in your system at a rate of one per nine OOC days. (Meaning that even if you have more than one vault planet to start, you will still have to construct these mines, you only start with one)
• You can have up to two mines per vault planet in your home system, and one per vault planet in external systems.
• Once a tech point is received, it can be used to progress through the tech tree at the cost that each point in the tech tree states.
• In the case that a nation conquers another nation and takes over its vaults, it should be noted that these tech points will have to be transported back to the main planet in order to be used. This means that such ship transporting the tech point can be destroyed, hijacked, or interfered in any such way.
• Exceptions to the tech tree include:
- The 'pick 3' rule for detection and stealth tech when mounting on stuff. You can only pick a maximum of '3': tier 2 detection with tier 1 stealth, tier 2 stealth wth tier 1 detection, or tier 3 of either one. You can still advance through both branches, but must pick a maximum of 3 when applying to tech such as ships or weapons and such.
• Technology is to follow the tech tree below, a factbook will be upheld showing each nation's progress on the tech tree. This is OOC information, and cannot be used IC unless the opposing nation RPs a way to find this information.
Tech Name Description Vault Discovery You have started your nation, and found your first vault, and begun 'mining' for technological advancements. Research Tech This is the initial step towards researching the advanced tech you find in the vaults for advanced applications. Initial Weaponization This is the initial step towards weaponizing the research and tech you find in the vaults. Armor Tech This is the initial step towards utilizing research towards shield tech. Energy Weapons This is the initial step towards converting primitive combustion weapons into weapons that utilize non-kinetic ammunition such as cryogenics, electricity, radiation, and plasma. Laser Weapons This is the initial step towards creation and utilization of laser weapons. This includes small arms and potential mounting of these small arms weapons on vehicles. Laser Weapons II This is the second step in the path of creation and utilization of laser weapons. This includes medium power small arms and easy mounting of said weapons on vehicles, as well as the introduction of light laser cannons. Laser Weapons III This is the third step in the path of creation and utilization of laser weapons. This includes heavy power small arms and mounting of such weapons on vehicles. Introduces the medium laser cannon. Laser Weapons IV This is the final tier in the path of creation and utilization of laser weapons. This includes more efficient and reliable heavy power small arms, and the mounting of weapons where necessary. Introduces the heavy laser cannon. Ranged Hardlight Weapons This utilizes hardlight technology to fire a projectile which moves extremely fast, with the disadvantage of being somewhat low powered, although requiring low energy in return. Introduces hardlight small arms and hardlight cannons. Plasma Weapons This is the first tier of the plasma weapons path, where superhot plasma is utilized as a projectile. This includes low power small arms and the mounting of said arms on vehicles. Introduces light plasma cannons. Plasma Weapons II The second tier of the plasma weapons path. This includes medium power small arms, and the mounting of such on vehicles. Introduces medium plasma cannons. Plasma Weapons III The third tier of the plasma weapons path. This includes heavy power small arms, and the mounting of such on vehicles. Introduces heavy plasma cannons. Plasma Beam Weapons This tier of weapons utilizes plasma in a continuous stream, rather than as a singular projectile. This includes the introduction of light plasma beam cannons. Plasma Beam Weapons II The second tier of the plasma beam weapons path. This includes the introduction of light power small arms and medium power plasma beam cannons. Plasma Beam Weapons III The third tier of the plasma beam weapons path. This includes the introduction of medium power small arms and heavy power plasma beam cannons. Plasma Beam Weapons IV The final tier of the plasma beam weapons path. This includes the introduction of superheavy plasma beam cannons. Radiation Weapons This tier of weapons utilizes radiation, from microwave to gamma, as a means of inflicting damage on the enemy. This includes the introduction of light power small arms radiation weapons. Radiation Weapons II The second tier of radiation weapons includes medium power small arms radiation weapons and large-scale radiation generators. Radiation Weapons III The final tier of radiation weapons includes heavy power small arms radiation weapons, and a more reliable/precise version of large-scale radiation generators. Electric Weapons This tier of weapons utilizes high voltage to zap enemies from a distance. This includes the introduction of light small arms electric weapons, and the mounting of such on vehicles. Electric Weapons II The second tier of electric weapons. This includes the introduction of medium power small arms electric weapons, and the mounting of such on vehicles. Electric Weapons III The final tier of electric weapons. This includes the introduction of heavy power small arms electric weapons, and the mounting of such on vehicles. Arc Cannons This tier of weapons utilizes such high voltage electricity that it can be used to reliably arc between swaths of enemies or apply high damage to a single target. Cannot be mounted on small arms. Includes the introduction of light-medium power arc cannons. Arc Cannons II The second and final tier of arc cannons. Includes the introduction of heavy-superheavy power arc cannons. Cryo Weapons This tier of weapons utilizes extreme cold to freeze solid enemies and projectiles alike. This includes the introduction of light power small arms cryo weapons. These cannot be mounted on vehicles. Cryo Weapons II The second tier of cryo weapons. This includes the introduction of medium power small arms cryo weapons. These cannot be mounted on vehicles. Cryo Weapons III The final tier of cryo weapons. This includes the introduction of heavy power small arms cryo weapons, and the introduction of light cryo cannons. Chemical Weapons This tier introduces the basics of chemical weaponry. Chemical Weapons II This tier introduces intermediate chemical weaponry strategies, such as canisters and pellet guns. Chemical Weapons III This tier introduces heavy chemical weaponry. Medical Tech This is the first step towards utilizing futuristic medical tech. Lifespan is increased. Medical Tech II This is the second step in utilizing futuristic medical tech. Medical devices are more efficent, and longer lasting. Field revivals are possible but not reliable. Medical Tech III This is the third step in utilizing futuristic medical tech. Medical devices are even more efficient and longer lasting, and injuries that would normally kill of shock are able to be treated on the field quickly and reliably. Lifespan is increased. Medical Tech IV This is the final step in utilizing futuristic medical tech. Medical devices are vastly more efficient and longer lasting, and field revivals are possible and reliable, although variably expensive depending on the injury. Lifespan is increased. Medical Nanotech This is the first step towards utilizing nanotech to enhance and aid in the medical field. Field revivals are possible and consistent, with the addition of enhancements after revivals. Medical Nanotech II This is the second step towards utilizing nanotech to enhance and aid in the medical field. Enhancements lead to a vastly extended lifespan and potential for robotic reflexes and endurance. Basic Shield Tech This is the first step towards utilizing shield technology. Shield Tech II This includes an upgrade to the previous shield technology, with increased durability. Shield Tech III This includes an upgrade to the previous shield technology, with increased durability. Generated External Shields This is an upgrade from regular shield tech to where an external shield is generated away from the hull of a vehicle or object. This drains power in order to generate. Generated External Shields II This is an upgrade from the first tier of external shields, which enables greater durability and less power consumption. Generated External Shields III This is an upgrade from the second tier of external shields, and enables greater durability with less power consumption. External Plasma Shields This is an upgrade from normal external shields, such that plasma is generated away from the hull in order to not only protect, but to melt or deflect any oncoming threats. This drains power in order to generate. External Plasma Shields II This is an upgrade from tier one external plasma shields, such that more plasma is generated, hotter, while consuming the same power. External Plasma Shields III This is an upgrade from tier two external plasma shields, such that more plasma is generated, hotter, while consuming less power. External Plasma Shields IV Enables a stronger and more resistant shield which can apply current to objects that touch it, while consuming less power than the third tier. Synthetic Armor Synthetics are able to be used towards making enhanced armor, which has capabilities beyond normal metal, while maintaining a decent measure of protection Synthetic Armor II Less cost in making synthetics, and more efficient processes to make them. Durability is increased. Synthetic Armor III Durability is increased and cost is even less. Integrated Medical Nanobots The same nanobots that can be used in 'stimpak' like apparatus are now integrated into cybernetics and combat armor. Must be manually activated. Integrated Medical Nanobots II Systems are now available that allow for almost automatic usage of nanobots, with only confirmation necessary when the systems detect that medical assistance may be necessary. Integrated Medical Nanobots III Systems onboard can now reliably detect when medical assistance is needed, and apply necessary nanobots and chemicals to treat wounds and supply enhancements to soldiers in the field. Alloy Research This is the first step towards researching and implementing stronger alloys in hulls and armor. Alloy Research II Enables stronger, more durable alloys. Alloy Research III Enables stronger and even more durable alloys. Plating Research Allows for more durable and reliable methods of armor plating for hulls and armor. Plating Research II Makes armor plating a cheaper manufacturing process and allows for stronger plating. Plating Research III Cheaper, stronger plating. Cybernetics Involves an external cybernetic suit worn against the skin: does not include armor. Cybernetics II Involves being able to put cybernetics within the body to aid in combat or day to day life. Cheaper, more reliable cybernetic suits. Power Armor This is the first step towards power armor. Armor is built to be either minimal and mobile, or heavy and non-mobile. Power Armor II Armor is balancing out to be armored and mobile, although power consumption can be an issue. Power Armor III Mobility is balanced against armor, but not to the point where medium-heavy armor plating can be worn. Power consumption is less of an issue. Power Armor IV Medium-heavy plating has been balanced against mobility to enable powerful suits of armor. Reactive Armor This is the first step towards developing and utilizing reactive armor, which has the chance to absorb impacts and convert them into power. Reactive Armor II Absorb chance is higher and more efficient. Reactive Armor III Absorbing impacts is reliable and moderately efficient. Hardlight Armor This is the final tier of armor tech, which is extremely durable and lightweight. Power consumption is relevant to the level of power research. Mounted Weapons Allows kinetic weapons to be fully mounted on power armor (Think Iron Man) Mounted Weapons II Allows mounting of energy weapons up to tier 2 on power armor. Mounted Weapons III Allows mounting of most, if not all, types of weapons on power armor. Power consumption is still something to be considered. Artificial Intelligence Allows for the beginnings of artificial intelligence. (Think a toddler with a calculator for a brain) Artificial Intelligence II Allows for intermediate level artificial intelligence. Complex tasks and issues can be given and solved. Artificial Intelligence III Allows for almost indistinguishable AI to be created. Akin to human, with the computing level of a supercomputer. Basic Construction Tech Makes it cheaper to manufacture just about anything, and makes the process faster. Construction Tech II Cheaper and faster. Construction Tech III Cheaper and faster. Construction Tech IV Cheaper and faster. Mining Tech Does *not* give a boost towards tech points. Mining tech grants more efficiency in obtaining resources. Mining Tech II Grants more efficiency towards mining and makes it cheaper. Mining Tech III Grants more efficiency towards mining and makes it cheaper. Mining Lasers Adds mining lasers, which are less labor intensive than normal mining lasers. Increased efficiency and speed, while increasing power usage. Mining Lasers II Faster lasers and less power usage.[td] Faster lasers and less power usage. Deconstruction Tech Allows for easier scrapping and recycling of broken down or unnecessary objects into their base components. 66% efficiency. Deconstruction Tech Allows for easier scrapping and recycling of broken down or unnecessary objects into their base components. 75% efficiency. Deconstruction Tech Allows for easier scrapping and recycling of broken down or unnecessary objects into their base components. 95% efficiency. Nano Construction Tech Allows for technology that constructs as a high rate of speed using nanomachines (see: Iron Mans suit in Infinity War, the Alterra Tech from Subnautica) Nano Construction Tech II More efficient, lower cost nanomachines. Nano Construction Tech III More efficient, lower cost nanomachines. Gravity Research Gravity research allows for more advanced uses of gravity as it appears naturally, such as space stations and the like. Gravity Research II More research means more knowledge. Gravity Research III More research means more knowledge. Power Research 2 Power Research II 2 Power Research III 2 Power Research IV 2 Power Research V 2 Thermal Reactors 2 Thermal Reactors II 2 Fusion Reactors 2 Fusion Reactors II 2 Fusion Reactors III 2 Ion Reactors 2 Ion Reactors II 2 Ion Reactors III 2 Antimatter Studies 2 Antimatter Reactors 2 Cloaking Tech 2 Cloaking Tech II 2 Cloaking Tech III 2 Detection Tech 2 Detection Tech II 2 Detection Tech III 2 Kinetic Weapons 2 Combustion Weapons 2 Combustion Weapons II 2 Combustion Weapons III 2 Combustion Weapons IV 2 Combustion Weapons V 2 Self Propelled Weapons 2 Self Propelled Weapons II 2 Self Propelled Weapons III 2 Self Propelled Weapons IV 2 Self Propelled Weapons V 2 Electromagnetic Weapons 2 Electromagnetic Weapons II 2 Electromagnetic Weapons III 2 Electromagnetic Weapons IV 2 Electromagnetic Weapons V 2 Bioengineering Allows for more selective genetic engineering, which can increase lifespan, and other physical traits. Bioengineering II Allows for more selective genetic engineering, which can increase lifespan, and other physical traits. Bioengineering III Allows for more selective genetic engineering, which can increase lifespan, and other physical traits. Bioengineering IV Allows for more selective genetic engineering, which can increase lifespan, and other physical traits. Propulsion Studies 2 Propulsion Studies II 2 Propulsion Studies III 2 Propulsion Studies IV 2 Propulsion Studies V 2 Fusion Drives Enables usage of fusion as a propellant to enable sublight velocities. Can be mounted on light vehicles. Fusion Drives II More efficient fusion drives equates to higher velocities. Fusion Drives III Even more efficient fusion drives mean that higher velocities can be achieved. Can be mounted on medium vehicles. Fusion Drives IV More efficiency, less fuel consumption. Fusion Drives V More efficiency, less fuel consumption. Can be mounted on heavy-superheavy vehicles. FTL Drives This is the initial drive that enables basic FTL travel. FTL Drives II This is the second tier of FTL travel which enables faster, more reliable FTL travel. FTL Drives III The third tier of FTL travel, which enabled even faster and more reliable FTL travel. Ion Drives Who knows how they work? They're faster than fusion drives, though. Can be mounted on light-medium vehicles. Ion Drives II A bit faster and more efficient. Can be mounted on heavy-superheavy vehicles. Jump Drives This is a drive that enables short, planet to planet level teleportation of vehicles, with minimal worry of interference by objects in the way. Consumes a lot of power. Jump Drives II This tier 2 to the jump drives branch enables system to nearby system teleportation of vehicles. Consumes a lot of power and has a cooldown. Teleportation Tech This is the initial step towards teleportation tech. This includes vehicle to vehicle teleportation and vehicle to base teleportation of singular personell. Teleportation Tech II This is the second tier of teleporation tech. This includes vehicle to vehicle teleporation, vehicle to base teleportation, and base to base teleportation (on a single planet) of car sized objects. Teleportation Tech III This is the final tier of teleportation tech. This includes vehicle to vehicle teleportation, vehicle to base teleportation, and base to base teleportation (on a single planet) of battleship sized objects. Time Dilation Drives This is a drive that relies on bending time around it in order to transport itself large distances. This does not allow instant teleportation, and objects in the path will cause issues. Antimatter Drives This is a drive that relies on antimatter as a source of propulsion, to reach extreme speeds while putting a destructive field around the object that can protect it from varying amounts of space debris. Warp Drives The very apex of intergalactic travel technology, this drive enables instantaneous warping almost anywhere in the galaxy. Propulsion Cannons This is the first tier of propulsion cannon, and is as simple as being a thruster that can also fire projectiles of choice out of them. Propulsion Cannons II This is the second tier of propulsion cannons, and enables larger, more reliable thrusters that enable higher speeds and bigger projectiles. 1 2[td]Mining Lasers III
[color=303030]