AreaPointsTech LevelBenefits
Power Plant
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Chemical Power Plant
  2. Atomic Power Plant available
  3. Fusion Power Plant available
  4. Large Fusion Power Plant available
  5. Anti-Matter Power Plant available
  6. Large Anti-Matter Power Plant available
  7. Ultimate Power Plant available
Jump Drive
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Jump-A block
  2. Jump-B block
  3. Jump-C block
  4. Jump-D block
  5. Jump-E block
  6. Jump-F block
  7. Jump-G block
  8. Jump-H block
Maneuver Drive
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Maneuver-A block
  2. Maneuver-B block
  3. Maneuver-C block
  4. Maneuver-D block
  5. Maneuver-E block
  6. Maneuver-F block
  7. Maneuver-G block
  8. Maneuver-H block
Communications
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Communication Range of 1 hex
  2. Communication Range of 2 hexes
  3. Communication Range of 3 hexes
  4. Communication Range of 4 hexes
  5. Communication Range of 5 hexes
  6. Communication Range of 6 hexes
  7. Communication Range of 7 hexes
  8. Map-wide communication Range
Ship Size
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Ships up to size 10 can be built
  2. Ships up to size 20 can be built
  3. Ships up to size 30 can be built
  4. Ships up to size 40 can be built
  5. Ships up to size 60 can be built
  6. Ships up to size 80 can be built
  7. Ships up to size 100 can be built
  8. Ships up to size 150 can be built
  9. Ships of any size can be built
Planetary Defences
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Marine companies can be purchased
  2. Marine companies armed with hand lasers
  3. Marine companies armed with hand phasers. Space Bases may be constructed at any of your colonies. Space Bases must have a maneuver and jump speed of zero but their computer system has its technology level increased by one.
  4. Marine companies armed with hand plasma guns. Star Bases extend the owning empire's communications grid. The computer system of a star base has its technology level increased by one and then doubled.
  5. Marine companies armed with hand fusion guns
  6. Marine companies armed with hand particle accelerators
  7. Marine companies armed with hand meson guns
  8. Marine companies armed with hand anti-matter weapons. Suicide Planet Buster available. If a defender is about to lose their last marine company at a colony, the defender destroys the planet instead (removing it and any ships around it from the game)
Weaponary
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Shipborne Lasers Available
  2. Shipborne phasers available
  3. Shipborne Plasma Guns available
  4. Shipborne Fusion Guns available
  5. Spinal Mounted Particle Acccelerators available (Spinal Mounts occupy eight blocks and will operate until completely destroyed)
  6. Single Block Particle Accelerator avaialble
  7. Spinal Mounted Meson Guns available
  8. Single Block Meson Gun available
  9. Spinal Mounted Antimatter Guns available
  10. Single Block Antimatter Gun available
  11. Planet Busters available
Computers
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Level 1 Computers
  2. Level 2 Computers
  3. Level 3 Computers
  4. Level 4 Computers
  5. Level 5 Computers
  6. Level 6 Computers
  7. Level 7 Computers
  8. Level 8 Computers
  9. Level 9 Computers
Ship Defences
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Armour available
  2. Damage control centres available
  3. Shield Block available
  4. Fighter Bays Available. Each Bay occupies two blocks and can launch a single fighter at the start of combat. The fighter acts independently of its launching ship and has the equivalent of a single block of the best maneuver drive, computer system and ship weapon fitted to it.
  5. Improved Shields available
  6. Regenerating Shields available
  7. Reflecting Shield available
  8. Invulnerability Shield available. A ship fitted with an invulnerability shield takes no damage for one complete turn of space combat (after which it is destroyed).
Archaeology
(Favoured Tech)
Currently 0 points
Research next turn:
Currently 1
(250 more for level 2)
(No more research available)
  1. Capital-to-capital communications available
  2. Neural Net Block available
  3. Jump Space Dredger available
  4. Tractor Beam available
  5. Stasis Beam available
  6. High tech size 10 ship excavated and available for use. If its design is duplicated (i.e. the empire has all the relevant technologies) the first example built will not have its cost doubled