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Time to Research
Tier 1 tech copy

Tier 1 Tech Tree

Research Technology is accessed in the main town hall. Here is where you can research new tech to upgrade buildings.


General Tree

Every Tier has the same basic layout

  • Town Hall - start researching!
    • Housing - allows upgrading your Houses to the current tier. Required for the Barracks and Tower upgrades.
      • Barracks - allows upgrading your Barracks to the current tier, which lets you create units of the current tier. You must have researched the Housing upgrade, and upgraded one house to the current tier to research this.
      • Towers - allows upgrading your Towers to the current tier. You must have researched the Housing upgrade, and upgraded one house to the current teir to research this.
    • Walls - allows upgrading your Walls to the current tier. Upgraded walls aren't required for any other techs, but is needed for the town hall upgrade.
    • Refineries - allows upgrading your Refineries to the current tier.
      • Storage - allows upgrading your Storage buildings to the current tier. You must have researched the Refineries upgrade, and upgraded one refinery to the current tier to research this.
    • Well - allows upgrading your Well to the current tier. Required for the Farm upgrade.
      • Farms - allows upgrading your Farms to the current tier. You must have researched the Well upgrade, and upgraded your well to the current tier to research this.
        • Next Tier Town Hall - once you complete this research, you move up to the next tier. You must have researched all the other upgrades, and have upgraded a Farm, Storage Building and house to the current tier.

TIER 1Edit

  • NOTE: All Tier 1 Technologies are given to you when you start the game.

CivicsEdit

Tier 1 town hall

If we want the colony to last we should develop a system of laws and governance for the people to live by.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none


CarpentryEdit

Carpentry

By teaching the colonists basic carpentry skills we should be able to build a range of structures and everyone should be able to keep their house from collapsing.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none

Combat TrainingEdit

Combat trainging

In order to defend our colony we will need more than the scouts we have relied upon in the past. We can start by developing a basic training program.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none

PulleyEdit

Pulley

 The key to developing a basic tower design will be getting the rocks we use as ammuniton up into the firing mechanism. A simple bucket and pully system should do the trick.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none

RefiningEdit

Refining

The rubble of the wasteland is filled with useful materials. We can refine this and other materials in different building to produce much needed resources, but first we must design the buildings themselves.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none

PotteryEdit

Pottery

Basic earthenware pots will allow us to store our dry goods for a time before use.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none


Civil EngineeringEdit

Civil engenerring

If the colony is going to work we need to carefully plan how to apportion the water reserves until we can expand and supplement the well.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none


FarmingEdit

Farming

Key to growing our new colony will be our ability to provide food to the people. By planting seeds and tilling the soil we can accomplish much.

  • Cost: 0BIO 0MINERAL 0MECH
  • Requirements
    • Tech: None
    • Buildings: None
  • Research Time: none


TIER 2Edit

AssemblyEdit

Assembly

Key to a successful colony is going to be the ability for people to meet and discuss grievances and plans.

  • Cost: 48BIO 48MINERAL 48MECH
  • Requirements
    • Tech: none
    • Buildings: none
  • Research Time: 00:05:00 (5 minutes)


Scrap WeldingEdit

Scrap welding

We have plenty of Scrap metal, if we could develop a way to attach pieces onto pieces we could build sturdier homes and keep out more of the dust

  • Cost: 0BIO 115MINERAL 0MECH
  • Requirements
    • Tech: Assembly
    • Buildings: Town Center (Tier 2 Town Hall)
  • Research Time: 00:05:00 (5 minutes)


Advanced WeaponryEdit

Advanced weaponry

The simple knives and clubs we have relied on so far aren't going to be enough to defend the colony. We need to look into more advanced weapons and armor

  • Cost: 45BIO 90MINERAL 180MECH
  • Requirements
    • Tech: Scrap Welding
    • Buildings: Scrap House (Tier 2 House)
  • Research Time: 00:01:00 (1 minute)


CombustionEdit

Combustion

In order to achieve longer firing ranges for our towers we need to discover how to scale the combustion of guns to a level we can complement in our towers

  • Cost: 65BIO 65MINERAL 130MECH
  • Requirements
    • Tech: Scrap Welding
    • Buildings: Scrap House (Tier 2 House)
  • Research Time: 00:20:00 (20 minutes)


Scrap FortificationEdit

Scrap fortification

By taking the scrap of the wasteland and working it over a bit we can develop some rudimentary wall that should help break the wind and help keep enemies out of the colony.

  • Cost: 0BIO 40MINERAL 20MECH
  • Requirements
    • Tech: Assembly
    • Buildings: Town Center (Tier 2 Town Hall)
  • Research Time: 00:05:00 (5 minutes)


PulverizingEdit

Pulverizing

Getting the valuable components out of rubble is a time consuming process.However if we develop the abillity to pulverize the rubble we can extract more resouces then we could before.

  • Cost: 180BIO 0MINERAL 90MECH
  • Requirements
    • Tech: Assembly
    • Buildings: Town Center (Tier 2 Town Hall)
  • Research Time: 00:20:00 (20 minutes)


CeremicsEdit

Ceramics

Stronger then clay pots, ceramic containers can be stacked and hold more allowing us to store more resouces at a time.

  • Cost: 55BIO 55MINERAL 55MECH
  • Research Time: 00:10:00 (10 minutes)


ExcavationEdit

Excavation

The wells run deep, but if we drill tertiary wells we might be able to not only expand the primary well, but excavate others nearby as well

  • Cost: 0BIO 50MINERAL 100MECH
  • Requirements
    • Tech: Assembly
    • Buildings: Town Center (Tier 2 Town Hall)
  • Research Time: 00:10:00 (10 minutes)


PlowingEdit

Plowing

Without the ability to plow the tough wasteland we won't be able to feed the colony adequately. We must research this technology to upgrade our farms

  • Cost: 40BIO 0MINERAL 80MECH
  • Requirements
  • Research Time: 00:05:00 (5 minutes)

TIER 3Edit

ArbitrationEdit

Tier 3 town hall

As the colony grows larger we aren't always going to agree. We aren't lawless raiders; in order to settle disputes we should develop a system of arbitration.

  • Cost: 240BIO 240MINERAL 240MECH
  • Research Time: 01:00:00 (1 hour)

MasonryEdit

Masonry

Bricks and mortar were the foundation building materials for centuries. With a little effort annd some experimentation we should be able to learn how to create these materials for ourselves

  • Cost: ?BIO ?MINERAL ?MECH
  • Requirements
    • Tech: Arbitration
    • Buildings: Civic Center (Tier 3 Town Hall)
  • Research Time: ?


Ranged WeaponryEdit

Ranged weaponary

Altough not a deadly as a gun the bow and arrow is much easier to create in numbers. For now we should begin to outfit our units with ranged weaponary.

  • Cost: ?BIO ?MINERAL ?MECH
  • Requirements
  • Research Time: ?


AlgebraEdit

Algebra

I have an idea for a tower that will lob chunks of rubble on attackers! First i will need to research exactly how to do that though

  • Cost: ?BIO ?MINERAL ?MECH
  • Requirements
  • Research Time: ?


Freestanding MasonryEdit

A masonry wall will be much more effective then patchwork scrap. I'II need some time to work out the specifics though

  • Cost: ?BIO ?MINERAL ?MECH
  • Requirements
    • Tech: Arbitration
    • Buildings: Civic Center (Tier 3 Town Hall)
  • Research Time: ?


Advanced RefiningEdit

Now that we can pulverize the rubble the process is much faster, but in order to meet the demands of the growing colony we will need more advanced refining techniques.

  • Cost: ?BIO ?MINERAL ?MECH
  • Requirements
    • Tech: Arbitration
    • Buildings: Civic Center (Tier 3 Town Hall)
  • Research Time: ?


WarehousingEdit

In the old world there were great buildings meant only to store goods. By examining how they did this we should be able to increase our own storage capacity.

  • Cost: ?BIO ?MINERAL ?MECH
  • Research Time: ?


Water TreatmentEdit

The water coming from the well is filled with all kinds of harmful minerals and bacteria. We need to develop a method to treatit if we want to grow the colony further.

  • Cost: ?BIO ?MINERAL ?MECH
  • Requirements
    • Tech: Arbitration
    • Buildings: Civic Center (Tier 3 Town Hall)
  • Research Time: ?


Ditch IrrigationEdit

Carrying buckets of water is inefficient. Of we develop sluice gates and ditch irrigation techniques we can grow food at a faster pace.

  • Cost: ?BIO ?MINERAL ?MECH
  • Research Time: ?

TIER 4Edit

Habeas CorpusEdit

As the laws that govern the colony continue to grow and expand we need to ensure that these laws are not misused

  • Cost: 450BIO 450MINERAL 450MECH
  • Research Time: 04:35:00

Structural EngineeringEdit

Poor Mr. Hung was crushed yesterday when a brick wall in his home fell on him. We should look into how the people on the old world prevented this before it happens to one of us!

  • Cost: 0BIO 380MINERAL 0MECH
  • Requirements
    • Tech: Habeas Corpus
    • Buildings: City Hall (Tier 4 Town Hall)
  • Research Time: 03:20:00

Squad Based TacticsEdit

Now tht we have a dedicated military force, we need to train them to operate in squads to better exploit their weapons and training

  • Cost: 170BIO 340MINERAL 680MECH
  • Requirements
  • Research Time: 09:53:20

OpticsEdit

We have the weaponry to fire long ranges, but need a way to accurately sight distant targets. If we research optics, we can build long range towers!

  • Cost: 250BIO 250MINERAL 500MECH
  • Requirements
  • Research Time: 08:36:40

Reinforced MasonryEdit

I have developed a method to reinforce our masonry walls by useing semi-hollow blocks with support. It should prevent any more walls from tipping over and crushing our colonists.

  • Cost: 0BIO 290MINERAL 75MECH
  • Requirements
    • Tech: Habeas Corpus
    • Buildings: City Hall (Tier 4 Town Hall)
  • Research Time: 1:56:40


Compound AnalysisEdit

By examininf and cataloguing the various compunds we can produce with refining we can prepare for even more advanced forms of resource generation like chemistry.

  • Cost: 660BIO 0MINERAL 330MECH
  • Requirements
    • Tech: Habeas Corpus
    • Buildings: City Hall (Tier 4 Town Hall)
  • Research Time: 08:31:40

Humidity RegulationEdit

Certain materials absorb moisture from the air allowing more kinds of goods to be stored.

  • Cost: 200BIO 200MINERAL 200MECH
  • Research Time: 02:33:20

Deep Well DrillingEdit

There is more water the deeper you go. To expand further we are going to need to be able to drill deep wells.

  • Cost: 0BIO 180MINERAL 360MECH
  • Requirements
    • Tech: Habeas Corpus
    • Buildings: City Hall (Tier 4 Town Hall)
  • Research Time: 04:35:00

Drip IrrigationEdit

We need to conserve our water and switch to a more efficient drip irrigation system. We will have to reearch how this was one in pre-cataclysm years in order to pull it off.

  • Cost: 150BIO 0MINERAL 300MECH
  • Requirements
    • Tech: Deep Well Drilling
    • Buildings: Deep Well (Tier 4 Well)
  • Research Time: 03:53:20

TIER 5Edit

LibertyEdit

Individual freedoms to live ones life must be established and protected by the law. Developing a codified system to protect the liberty of the people is therefore essential

  • Cost: 860BIO 860MINERAL 860MECH
  • Research Time: 08:36:40

Cement MixingEdit

We cant quite recreate the concrete of the old world yet, but i believe we are close to developing one of the major stepping stone: cement. i just need a little more time to perfect it.

  • Cost: 0BIO 720MINERAL 0MECH
  • Requirements
    • Tech: Liberty
    • Buildings: Courthouse (Tier 5 Town Hall)
  • Research Time: 06:06:40 (6 Hours 6 minutes 40 seconds)

Unit CoherenceEdit

Our militia is organized but coherence during combat is poor. By developing a training regimen to teach unit coherence we will vastly improve our troops combat strength.

  • Cost: 325BIO 650MINERAL 1300MECH
  • Requirements
  • Research Time: 18:08:20

Explosive MunitionsEdit

Firing bunles of rubble is not effective enough. If we design exploding projectiles we can achieve a larger damage spread radius then ever before!

  • Cost: 500BIO 500MINERAL 1000MECH
  • Requirements
  • Research Time: 15:50:00

Barbed WireEdit

I believe the solution to the "raiders can climb over the walls" problem is to put some sort of deadly cutting apparatus atop them! Now, to degisn it!

  • Cost: 0BIO 290MINERAL 145MECH
  • Requirements
    • Tech: Liberty
    • Buildings: Courthouse (Tier 5 Town Hall)
  • Research Time: 03;36:40

Chemical MixingEdit

By developing a basic understanding of chemistry we can increase our production of all resources significantly.

  • Cost: 1260BIO 0MINERAL 630MECH
  • Requirements
    • Tech: Liberty
    • Buildings: Courthouse (Tier 5 Town Hall)
  • Research Time: 15:41:40

Temperature RegulationEdit

By building partially underground and using careful ventilation, we can regulate the temperature of a storehouse and keep even more resources stored.

  • Cost: 380BIO 380MINERAL 380MECH
  • Research Time: 04:43:20

Water FiltrationEdit

Treating the water one barrel at a time is inefficient and is hampering the growth of the colony. If we could develop a method to filter it as it leaves the ground we would save significant effort.

  • Cost: 0BIO 340MINERAL 680MECH
  • Requirements
    • Tech: Liberty
    • Buildings: Courthouse (Tier 5 Town Hall)
  • Research Time: 08:36:40

Crop RotationEdit

In order to avoud depleting what orecious little arable soil we have we should research the ancient sicience of rotating crops

  • Cost: 290BIO 0MINERAL 580MECH
  • Research Time: 07:13:20

TIER 6Edit

VotingEdit

The size of the colony is making it difficult by governance by fiat. We need to develop a system to poll and track results from the population.

  • Cost: 1640BIO 1640MINERAL 1640MECH
  • Research Time: 15:16:40


Indoor PlumbingEdit

A hole in the backyard is all well and good, but by Omega what will really separate us from the raiders is a way to pipe water into and out of our homes!

  • Cost: 0BIO 1360MINERAL 0MECH
  • Requirements
  • Research Time: 11:06:40


Hit and Run TacticsEdit

In order to take down the more powerful and established enemies we have encountered, we should develop hit and run tactics to wear down their defenses.

  • Cost: 600BIO 1200MINERAL 2400MECH
  • Requirements
  • Research Time: 33:00:00


Composite BallisticsEdit

Heavily armored enemies are causing the colony damage. However, if we develop armor piercing projectiles made from composites, we can easily counter them.

  • Cost: 900BIO 900MINERAL 1800MECH
  • Requirements
  • Research Time: 28:36:40


Basic MetallurgyEdit

If we melt down the metal scrap that's so abundant in the wasteland, we can repurpose it to recoat the walls. That's my theory anyway. I wonder if it will pan out.

  • Cost: 0BIO 550MINERAL 275MECH
  • Requirements
  • Research Time: 06:40:00


Efficient RefiningEdit

With everything we've learned we should be able to develop some even more efficient methods of refining the materials of the wasteland.

  • Cost: 2400BIO 0MINERAL 1200MECH
  • Requirements
  • Research Time: 28:36:40


Advanced WarehousingEdit

I believe that a sealed building using all of our acquired knowledge would allow us to approach the storage levels our ancestors were accustomed to.

  • Cost: 730BIO 730MINERAL 730MECH
  • Research Time: 08:36:40


CisternsEdit

Our water output is high enough that we now need to think of a way to store it simply and easily long term.

  • Cost: 0BIO 455MINERAL 910MECH
  • Requirements
  • Research Time: 15:33:20


FertilizerEdit

We can help combat soil depletion and increase crop survivability by developing and ancient compound called "fertilizer".

  • Cost: 550BIO 0MINERAL 1100MECH
  • Research Time: 13:11:40

Tier 7Edit

RepublicEdit

Now that we have established voting, the next step is to develop a system to ensure that the government is representative of the will of the people.

  • Cost: 2000BIO 2000MINERAL 2000MECH
  • Research Time: 26:56:40 (1 day 2 hours 56 minutes 40 seconds)


ConcreteEdit

Concrete was the foundation material upon which the old world was built. If we can rediscover how it was made we could ensure that the colony lasts far into the future.

  • Cost: 0BIO 2000MINERAL 0MECH
  • Requirements
    • Tech: Republic
    • Buildings: Forum (Tier 7 Town Hall)
  • Research Time: 23:03:20 (23 hours 3 minutes 20 seconds)


Combined ArmsEdit

We have a substantial variety of units at our disposal, but they work poorly together. By introducing a combined arms training regimen we can get everyone working together.

  • Cost: 1200BIO 2400MINERAL 3600MECH
  • Research Time: 57:45:00 (2 days 9 hours 45 minutes)


Ion ProjectionEdit

By charging particles with electricity, we can fire bursts of energy at incredible rates! It won't pierce armor, but it should decimate unarmored troops!

  • Cost: 1500BIO 1500MINERAL 2300MECH
  • Research Time: 50:00:00 (2 days 2 hours)


Advanced MetallurgyEdit

It seems as if metal walls are indeed effective. If we advance our metallurgical knowledge, i surmise we can create even stronger walls around the colony!

  • Cost: 0BIO 1100MINERAL 550MECH
  • Requirements
    • Tech: Republic
    • Buildings: Forum (Tier 7 Town Hall)
  • Research Time: 11:23:20 (11 hours 23 minutes 20 seconds)


Replaceable PartsEdit

I Theorize that by standardizing all of our refineries with identical machinery and easily replaceable parts we should be able to substantially increase our resource yield per man-hour!.

  • Cost: 3600BIO 0MINERAL 2400MECH
  • Requirements
    • Tech: Republic
    • Buildings: Forum (Tier 7 Town Hall)
  • Research Time: 50:00:00 (2 days 2 hours)


Shelving DynamicsEdit

The key to expanding our storage lies in a carefully designed reinforced shelving system. Now I need to research just what that means!

  • Cost: 1400BIO 1400MINERAL 1400MECH
  • Research Time: 15:16:40 (15 hours 16 minutes 40 seconds)


PlumbingEdit

Now that we have enough water and capable storage, we need to work on a method to convey it to the buildings without manual labor.

  • Cost: 0BIO 1000MINERAL 2000MECH
  • Requirements
    • Tech: Republic
    • Buildings: Forum (Tier 7 Town Hall)
  • Research Time: 26:56:40 (1 day 2 hours 56 minutes 40 seconds)


Enhanced Yield CropsEdit

Before the cataclysm there were special kinds of crops that yielded much more than modern crops. If we research how they did this, we can feed many more people.

  • Cost: 1100BIO 0MINERAL 2200MECH
  • Research Time: 23:03:20 (23 hours 3 minutes 20 seconds)

TIER 8Edit

DemocracyEdit

Elected officials are prone to corruption and malfeasance. If we develop a system that allows each individual a voice, we might be able to prevent this.

  • Cost: 2500BIO 2500MINERAL 2500MECH
  • Research Time: 53:00:00 (2 days 5 hours)


Foundation MechanicsEdit

We need a way to make homes sturdier. I think the answer lies is not building on dirt, but on some sort of concrete slab.

  • Cost: 0BIO 3000MINERAL 0MECH
  • Requirements
  • Research Time: 50:00:00 (2 days 2 hours)


Old World WeaponryEdit

Omega developed some extremely powerful weaponry in its day, and with some extended traning, our militia will be able to use those weapons to our benefit.

  • Cost: 2400BIO 3600MINERAL 4800MECH
  • Requirements:
    • Tech: Foundation Mechanics
    • Building: Posh House (Tier 8 House)
  • Research Time: 80:16:40 (3 days 8 hours 16 minutes 40 seconds)


RocketryEdit

As our enemies start deploying vehicles against us the need has arisen for a way to counter heavily armored vehicles. I believe a self-proplelled explosive will do the trick!

  • Cost: 2000BIO 2000MINERAL 2800MECH
  • Requirements:
    • Tech: Foundation Mechanics
    • Building: Posh House (Tier 8 House)
  • Research Time: 78:00:00 (3 days 6 hours)


Composite CeramicsEdit

A trader sold me this book that talks about "composite ceramics". I think once I figure out how this works we would have the strongest walls yet!

  • Cost: 0BIO 2200MINERAL 1100MECH
  • Requirements
  • Research Time: 28:00:00 (1 days 4 hours)

Compound SynthesisEdit

Old stories tell that Omega has wonderous technology capable of something called "compound synthesis". I don't know what it is but we should find out!

  • Cost: 4800BIO 0MINERAL 3600MECH
  • Requirements
  • Research Time: 82:30:00 (3 days 10 hours 30 minutes)


Humidity ControlEdit

We can control the humidity of the storehouses with technology salvaged from old Omega facilities. Installation will take awhile though.

  • Cost: 2000BIO 2000MINERAL 2000MECH
  • Research Time: 49:00:00 (2 days 1 hours)


Wastewater TreatmentEdit

To grow the colony any further and ensure steady supply, we're going to need to work out how our ancstors turned wastewater back to potable water.

  • Cost: 0BIO 2000MINERAL 3000MECH
  • Requirements
  • Research Time: 54:00:00 (2 days 6 hours)


InsecticideEdit

We're losing a significant portion of our crops to insects. In the old world they had chemicals that prevented this. We should research this "insecticide" to combat the problem.

  • Cost: 2200BIO 0MINERAL 3300MECH
  • Requirements
  • Research Time: 55:00:00 (2 days 7 hours)

TIER 9Edit

SocialismEdit

Now that the government has grown, it is time for it to act beyond simple decision making. The good of the people must be the will of the government.

  • Cost: 3000BIO 3000MINERAL 3000MECH
  • Research Time: 65:00:00 (2 days 17 hours)


Reinforced ConcreteEdit

By reinforcing our concrete we can make truly sturdy structures capable of withstanding everything from the wasteland storms to a punch from a super-mutant!

  • Cost: 0BIO 3000MINERAL 0MECH
  • Requirements:
  • Research Time: 53:00:00 (2 days 5 hours)


Mixed Unit TacticsEdit

?.

  • Cost: 2400BIO 3600MINERAL 4800MECH
  • Requirements:
    • Tech: Reinforced Concrete
    • Building: Luxury House (Tier 9 House)
  • Research Time: 92:00:00 (3 days 20 hours)


ElectricityEdit

?.

  • Cost: 2000BIO 2000MINERAL 2000MECH
  • Requirements:
    • Tech: Reinforced Concrete
    • Building: Luxury House (Tier 9 House)
  • Research Time: 82:00:00 (3 days 10 hours)


Vectored CompositesEdit

?.

  • Cost: 0BIO 2200MINERAL 1100MECH
  • Requirements:
  • Research Time: 38:53:20 (1 day 14 hours 53 minutes 20 seconds)


RecyclingEdit

?.

  • Cost: 4800BIO 0MINERAL 3600MECH
  • Requirements:
  • Research Time: 91:00:00 (3 days 19 hours)


Temperature ControlEdit

?.

  • Cost: 2000BIO 2000MINERAL 2000MECH
  • Research Time: 55:00:00 (2 days 7 hours)


Irrigation ReclamationEdit

?.

  • Cost: 0BIO 2000MINERAL 3000MECH
  • Requirements:
  • Research Time: 68:00:00 (2 days 20 hours)


Symbiotic GrowthEdit

?.

  • Cost: 2200BIO 0MINERAL 3300MECH
  • Research Time: 69:26:40 (2 days 21 hours 26 minutes 40 seconds)

TIER 10Edit

UtopianismEdit

A Combination of democratic ideals and will for the common good must be developed to bring unity to our society if we hope to endure in the wasteland.

  • Cost: 4000BIO 4000MINERAL 4000MECH
  • Research Time: 106:00:00 (4 days)


Prefabricated DesignEdit

?.

  • Cost: 0BIO 4000MINERAL 0MECH
  • Research Time: 100:00:00 (4 days 4 hours)


Blitz TacticsEdit

?.

  • Cost: 2800BIO 4000MINERAL 5400MECH
  • Research Time: 146:00:00 (6 days 2 hours)


Particle ProjectionEdit

?.

  • Cost: 3000BIO 3000MINERAL 3800MECH
  • Requirements:
  • Research Time: 133:20:00 (5 days 13 hours 20 minutes)


Forcefield DynamicsEdit

?.

  • Cost: 0BIO 3200MINERAL 2200MECH
  • Research Time: 56:00:00 (2 days 8 hours)


Material SynthesisEdit

?.

  • Cost: 5200BIO 0MINERAL 4400MECH
  • Research Time: 150:00:00 (6 days 6 hours)


Dimensional AlterationEdit

?.

  • Cost: 3000BIO 3000MINERAL 3000MECH
  • Research Time: 98:00:00 (4 days 2 hours)


CondensationEdit

?.

  • Cost: 0BIO 3200MINERAL 3200MECH
  • Research Time: 108:00:00 (4 days 12 hours)


Radiation Resistant CropsEdit

?.

  • Cost: 2800BIO 0MINERAL 4000MECH
  • Research Time: 98:00:00 (4 days 2 hours)


TIER 11Edit

Advanced PowerEdit

?.

  • Cost: 7000BIO 7000MINERAL 7000MECH
  • Research Time: 187:30:00 (7 days 19 hours 30 minutes)
  • Unlocks: Future Tech


Advanced Power TechnologiesEdit

Advanced Power Technologies

After the Advanced Power technology has been researched, you'll have to choose one of three Future Tech lines: Bio-Mass, Solar, or Nuclear. Once you have made a chose you can't change it ever.

Each Future Tech line has their own pages listed here:


  • Tier 1 tech tree
  • Tier 2 tech tree
  • Tier 3 tech tree
  • Tier 4 tech tree
  • Tier 5 tech tree
  • I'm not high enough so I want your help to add the other tech trees!
  • The time to choose

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