(A00.0) Advanced Instable Reactions | Grants ability to manipulate Combustiveness mineral properties in Alloys | An accidental explosion led to the discovery of combustive manipulation in alloys. |
(A00.0) Advanced Molecular Processes | Grants ability to manipulate Temperature Sensitivity, Thermal Conductance and Thermal Expansion mineral properties in Alloys | With molecular science we can now change temperature properties in alloys. |
(A00.0) Atomic Displacement Theories | Grants ability to manipulate Compressibility mineral properties in Alloys | Forcing atoms around will allow us to compress our alloys any way we want. |
(A00.0) Biosynthetics | Grants ability to manipulate Toxic mineral properties in Alloys | A new fabrication process will allow us to manipulate the toxic effects of minerals when we make new alloys. |
(A00.0) Electrical Geostudies | Grants ability to manipulate Electrical Resistance mineral properties in Alloys | Playing with electrical currents in the lab led one scientist to discover a way to manipulate the electrical resistance in an alloy. |
(A00.0) Electrified Combinatorial Theory | Grants ability to manipulate Superconductive Point mineral properties in Alloys | Finding similarities between super-conductors and minerals has uncovered a way for scientists to change the superconductive properties of alloys. |
(A00.0) Enhanced Geostudies | Grants ability to manipulate Chemical Reactance mineral properties in Alloys | The empires leading chemist wrote a paper on the theory of changing the chemical reactance in alloys and it turns out he was on to something. |
(A00.0) Geostudies Reflection | Grants ability to manipulate Reflection mineral properties in Alloys | Through the study of mirrors and light our scientists are now able to manipulation the reflection properties of our alloys. |
(A00.0) Geostudies Refraction | Grants ability to manipulate Refraction mineral properties in Alloys | Watching how light changes when it passes through certain minerals led to the discovery of manipulating the refraction in our alloys. |
(A00.0) Magnetic Geostudies | Grants ability to manipulate Magnetic Production and Magnetic Reactance mineral properties in Alloys | Experiments with magnetic fields have yielded the ability to manipulate the magnetic properties in our alloys. |
(A00.0) Psychological Geostudies | Grants ability to manipulate Psych mineral properties in Alloys | Studying real psychics and using them to study minerals has evolved a process that allows changing psych properties in alloys. |
(A00.0) Quantum Geostudies | Grants ability to manipulate Quantum mineral properties in Alloys | Quantum physics has been rediscovered allowing the manipulation of quantum properties in alloys. |
(A01.A) Armor Compression Techniques | Armor Cheaper HullToHP 1 to 12 | New techniques have been developed that allow us to compress our plates smaller than before giving us more dense armor plates. |
(A01.B) Adv. Armor Compression Techniques | Armor Cheaper HullToHP 1 to 13 | The compression technique has been improved upon allowing super-dense plates to be made. We should be able to take more hits after designing some new armor. |
(A01.C) Advanced Armor Compression | Armor Cheaper HullToHP 1 to 15 | Molecular science has given us the ability to compress our armors by shoving the molecules together. The process allows our armor to achieve much higher hit points per plate. |
(A01.D) Advanced Armor Molecular Compression | Armor Cheaper HullToHP 1 to 18 | Breakthroughs in molecular compression enable us to stack the molecules one on top of the other making for the densest armor yet. |
(A01.E) Intermediate Interpolated Armor Plating | Armor Cheaper HullToHP 1 to 19 | Reaching into the unknown, our scientists have started manipulating the atoms that make up the armor plates allowing more hit points per plate. |
(A01.F) Interpolated Armor Plating | Armor Cheaper HullToHP 1 to 20 | The process of atomic manipulation has been perfected giving us the most hit points per plate possible. |
(A09.A) Velocity Patterns | Engine Max Speed 50 | Adding a different kind of fuel allows our ships to go faster than before. With this we will surely outrun our opponents. |
(A09.B) Enabled Velocity Patterns | Engine Max Speed 60 | With a few more generators in place we can achieve faster speeds giving us much faster travel times. |
(A09.C) Enhanced Velocity Patterns | Engine Max Speed 80 | New fuel injectors give our engines more efficiency and allow us to crank out some more speed. |
(A09.D) Modified Velocity Patterns | Engine Max Speed 95 | New coolants allow the engine to achieve much higher speeds without problems. |
(A09.E) Advanced Velocity Patterns | Engine Max Speed 110 | New automation in the engine has been added which gives us the ability to achieve higher speeds. |
(A09.F) Induced Velocity Patterns | Engine Max Speed 125 | The compression chamber has been redesigned allowing speeds higher than ever before. |
(A09.G) Predictive Velocity Patterns | Engine Max Speed 140 | Nuclear generators will allow much higher speeds than the previous fuel-intake generators. |
(A09.H) Reactive Velocity Patterns | Engine Max Speed 150 | Microcontrollers have been added to the generator to allow higher speeds to be achieved. |
(A09.I) Neural Velocity Patterns | Engine Max Speed 170 | Nanocontrollers allow even higher speeds our of the engine designs. |
(A09.J) Implied Velocity Patterns | Engine Max Speed 190 | Pulse propulsion is much more efficient and will allow greater speeds. |
(A09.K) Integrated Velocity Patterns | Engine Max Speed 200 | With fission generators we can now achieve speeds up to two hundred. |
(A09.L) Neural Velocity Control | Engine Max Speed 210 | Refined power relays unlock faster speeds for our engines. |
(A09.M) Reactive Velocity Control | Engine Max Speed 220 | Fusion generators give us a boost in speed. |
(A09.N) Modifying Velocity Control | Engine Max Speed 230 | Ion propulsion has given our engines a further increase in speed. |
(A09.O) Neural Velocity Control | Engine Max Speed 240 | Utilizing anti-matter lets the engines reach extremely high speeds. |
(A09.P) Neural Velocity Control | Engine Max Speed 255 | New inertial compensators allow us to reach speeds never imagined before. |
(A0B.A) Improved Force Compensation | Engine Power/Thrust Limit 30000 | Improving on our old generator design, we now have the ability to build up to thirty thousand power and produce thirty thousand thrust. This should enable us to utilize larger ships. |
(A0B.B) Induced Force Compensation | Engine Power/Thrust Limit 40000 | Forcing our generators into overdrive has increased what we could do with them before. We can now maintain numbers up to forty thousand in power and thrust. This should open new doors in hull design. |
(A0B.C) Advanced Force Compensation | Engine Power/Thrust Limit 50000 | Building sophisticated sensors to monitor our generators should allow us to get a little more power out of them. Once they are in place we will be able to use larger ships. |
(A0B.D) Reflected Force Compensation | Engine Power/Thrust Limit 60000 | An engineer has found a way to bounce power off a node he designed that will increase the power and reflect is back to the engine. Surely with this technology we can build some bigger hulls. |
(A0B.E) Imposed Force Compensation | Engine Power/Thrust Limit 70000 | Asking the engineers for more power has never been easy because they always complain about red lines and core breaches. You no longer ask for more power, you demand it. |
(A0B.F) Agitated Force Compensation | Engine Power/Thrust Limit 80000 | Forcing the current generators to their absolute limit has yielded a little bit more power than before. Going beyond this will be impossible because the engines will explode. |
(A0B.G) Massive Force Propulsion | Engine Power/Thrust Limit 100000 | Ion propulsion systems have been developed that are more efficient and produce more power than any generator before it. |
(A0B.H) Remedied Force Compensation | Engine Power/Thrust Limit 120000 | The engineers are given free reign of the new system and have fixed a power leak found in the ion drive. We should see a large boost in power with this fix. |
(A0B.I) Engaged Force Compensation | Engine Power/Thrust Limit 140000 | Building the ion drive directly into the hull will allow us to make it bigger than before. The plans have been drawn up to accommodate all ship classes. |
(A0B.J) Evolved Force Compensation | Engine Power/Thrust Limit 160000 | Mixing in fusion generators with the ion drives will produce more power together than either one by itself. Its a jury rigged system that was thrown together in combat but it works! |
(A0B.K) Stablized Force Compensation | Engine Power/Thrust Limit 180000 | We have streamlined the system that tied the fusion generators and ion drives together. We should be able to get more power out of it now. |
(A0B.L) Induced Force Propulsion | Engine Power/Thrust Limit 200000 | Pushing the ion-fusion drives into the red zone will get us a bit more power than before but anymore could cause a meltdown. |
(A0B.M) Evolved Force Impulse Systems | Engine Power/Thrust Limit 250000 | Adding nuclear reactors to our ion-fusion drives will increase the power produced by massive amounts. This new design will allow us to use some larger ships. |
(A0B.Z) Adaptive Force Impulse Systems | Engine Power/Thrust Limit Unlimited | The very best in bio-engineering has found a way to harness the power of the sun by studying plants and photosynthesis. These new liquid-light drives are able to achieve unlimited power. |
(A10.A) Electronic Blocking Apparatus | Allows for System Interference jamming techniques in the radar builder. Reduces the target's Point Defense accuracy and Disruption Resistance. | "Why aren't our point defense systems shooting those missiles down?", the captain barked out, bracing after another missile collided with the ship's hull. "Sir, our weapons are just missing their targets!" |
(A10.B) Electronic Chaos Structures | Allows for System Clutter jamming techniques in the radar builder. Reduces the target's Weapon accuracy. | I said across their nose, not up it! |
(A10.C) Electronic Subversion | Allows for Decoy Clutter jamming techniques in the radar builder. Reduces the target's maximum number of Jamming Targets. | There's too many of them... which ones do I jam!?!? |
(A10.D) Electronic Control Apparatus | Allows for Anti-Jamming jamming techniques in the radar builder. Reduces the target's Jamming Strength. | Sir, our jamming systems are not having any effect on them! |
(A11.A) Descrambling Algorithms | Allows for System Interference jamming immunity in the radar builder. Radars designed with this immunity are immune to any effects of that type. | With this research we should be able to descramble any signal blocking techniques the enemy may try to use. |
(A11.B) Electronic System Regulator Pattern | Allows for System Clutter jamming immunity in the radar builder. Radars designed with this immunity are immune to any effects of that type. | By monitoring and tracking ships before they get into range, we can keep an eye on the real targets and ignore the fake ones. |
(A11.C) Anti-Electronic Subversion | Allows for Decoy Clutter jamming immunity in the radar builder. Radars designed with this immunity are immune to any effects of that type. | With this new system in place no one can hack into our systems or jam our radars. |
(A11.D) Jamming System Amplification | Allows for Anti-Jamming immunity in the radar builder. Radars designed with this immunity are immune to any effects of that type. | Utilizing our jamming systems to help boost the fire control systems on our ships will render us immune to that type of jamming. |
(A12.A) Amplified Disruptive Patterns | Jamming Strength 75 | We now have new signal patterns to give our jamming strength a little boost. |
(A12.B) Amplified Disruptive Theories | Jamming Strength 90 | If we create even more signal patterns to use we will have some stronger jamming abilities. |
(A12.C) High Powered Disruptive Patterns | Jamming Strength 100 | By hooking up a power generator to help amplify the signal we have achieved a higher jamming strength. |
(A12.D) High Powered Disruptive Theories | Jamming Strength 125 | If we were to hook up a lot of generators to our jamming suite we will have a lot stronger signal to send out. |
(A12.E) Enhanced Disruptive Patterns | Jamming Strength 150 | Changing the jamming signal to never used-before patterns allows us to penetrate even deeper into enemy hulls. |
(A12.F) Enhanced Disruptive Theories | Jamming Strength 175 | If we just press a bunch of random buttons maybe that will confuse the enemy! |
(A12.G) Adaptive Disruptive Patterns | Jamming Strength 200 | An AI has generated some patterns that we have tested thoroughly and it seems they are better than anything we ever came up with ourselves. |
(A12.H) Adaptive Disruptive Theories | Jamming Strength 210 | Putting an AI in charge of all our jamming capabilities will allow it to cycle through hundreds of signals in a blink of the eye. |
(A12.I) Neural Disruptive Theories | Jamming Strength 225 | What if we had a jamming signal powerful enough to disrupt the signals in a human brain? These new possible patterns should render ship and crew useless. |
(A12.J) Neural Disruptive Patterns | Jamming Strength 255 | Eureka! Our scientists and specialists have found jamming signals that can interfere with any known signal, including those of the human brain. When flipping the switch at maximum power nothing can stand in our way. |
(A13.A) Oscillating Disruptive Targeting | Jamming Targets 2 | Swinging our dish back and forth lets us jam two targets at once. |
(A13.B) Fast Oscillation Algorithms | Jamming Targets 3 | By increasing the speed of oscillation we are able to jam up to three targets at once. |
(A13.C) Segmented Emitter Arrays | Jamming Targets 4 | Using segmented emitters will allow each segment to jam a different target. |
(A13.D) Miniature Segmented Emitters | Jamming Targets 5 | We have miniaturized our segmented emitters and can now place even more of them on our radars. |
(A13.E) Oscillating Disruptive Target Mechanisms | Jamming Targets 6 | Switching targets very quickly allows us to have them all jammed at the same time. |
(A13.F) Fast Oscillation Technologies | Jamming Targets 7 | Increasing the speed at which we change targets allows us to jam even more targets. |
(A13.G) Segmented Emitter Matrices | Jamming Targets 8 | Producing a jamming matrix is made possible by our new segmented emitters, we can now jam up to eight targets in any given area. |
(A13.H) Miniature Segmented Matrices | Jamming Targets 9 | Shrinking the new jamming emitters has enabled us to put more emitters on our radar which increases the number of targets we can jam in our matrix. |
(A13.I) Adaptive Segmentation Matrices | Jamming Targets 10 | Increasing the size of our matrix and the power of our jamming facilities allows us to jam up to ten targets. |
(A13.J) Adaptive Segmentation Emitters | Jamming Targets 11 | Using computer programs developed to execute the jamming effects of our radars allows us to jam up to a eleven targets. |
(A13.K) Neural Segmentation Matrices | Jamming Targets 12 | An AI has been developed to handle the jamming matrix which allows a large number of targets to be jammed at once. |
(A13.L) Neural Segmentation Emitters | Jamming Targets 13 | Allowing the AI to control all the emitters as well as the matrix means we can jam up to 13 targets without a problem. |
(A17.A) Improved Counter-Inertia | Maneuver Limit 50 | Improving our counter-inertia systems has resulted in the ability to achieve more maneuverability. |
(A17.B) Theories in Counter-Inertia | Maneuver Limit 60 | There have been theories floating around about using different methods for counter-inertia and it turns out that one of them was better than our old system. |
(A17.C) Advanced Counter-Inertia Theories | Maneuver Limit 70 | We have upgraded our inertial compensators and can now reach higher maneuverability speeds. |
(A17.D) Reactive Inertial Compensating Theories | Maneuver Limit 80 | Programs that react to sudden changes in direction help keep our inertial compensators in tip-top shape. |
(A17.E) Advanced Counter-Inertia | Maneuver Limit 90 | Making smaller more sophisticated inertial compensators gives our engines the ability to achieve a higher maneuverability. |
(A17.F) Predictive Inertia Theories | Maneuver Limit 100 | What if our compensators could predict what a pilot will do next? One scientist asked the question and decided to make one that could. |
(A17.G) Neural Inertial Theories | Maneuver Limit 110 | If we used limited AI to control our inertial compensators we should have no problem reaching higher maneuverability. |
(A17.H) Improved Counter-Inertia Concepts | Maneuver Limit 130 | Upgrading the sensors our limited AI uses to control our engines should yield a little more maneuverability. |
(A17.I) Reactive Inertial Compensators | Maneuver Limit 140 | Inertial compensators designed to instantly react to changes in direction means our maneuverability can go ever higher. |
(A17.J) Advanced Counter-Inertia Concepts | Maneuver Limit 150 | Putting the theories to the test our scientists have created an engine that can increase the maneuverability of our engines. |
(A17.K) Reactive Inertial Compensation Concepts | Maneuver Limit 160 | The concepts of reactive inertial compensation have been debated and tested in the lab and a new engine has come as a result of those tests that allows for a higher maneuverability. |
(A17.L) Predictive Inertial Compensation Concepts | Maneuver Limit 170 | The theories behind compensators that can predict what a pilot will do next have been researched and tested in numerous trial runs. Our newest engines will come equiped with an upgraded system that can better predict what a pilot will do next. |
(A17.M) Neural Inertial Compensation Concepts | Maneuver Limit 180 | Giving our limited AI the ability to change the power going into the intertial compensators allows us to overload them at any time. |
(A17.N) Predictive Inertial Compensators | Maneuver Limit 190 | Saving the maneuvering data from our ships and storing it away helps our engineers to see what kind of stress high speed maneuvering puts on the engine. Following this information allowed them to build an engine which could maintain a higher maneuverability than before. |
(A17.O) Improved Counter-Inertia Patterns | Maneuver Limit 200 | Studying how ships change directions while moving should give us a better idea of how to maneuver them. |
(A17.P) Advanced Counter-Inertia Patterns | Maneuver Limit 210 | Studying the movement patterns of out pilots allows us to predict and compensate for a quick change in direction. |
(A17.Q) Induced Reactive Inertial Compensators | Maneuver Limit 220 | Compensators now come equiped with software and hardware that can easily handle the most common maneuvers used by our pilots allowing for more maneuverability. |
(A17.R) Induced Predictive Inertial Compensators | Maneuver Limit 230 | The newest inertial compensators come equiped with software that knows every move a pilot will make before he makes it allowing for a more responsive engine. |
(A17.S) Induced Neural Inertial Compensators | Maneuver Limit 240 | Forcing our compensators to their limits yields a slight increase in maneuverability. |
(A17.T) Neural Inertial Compensators | Maneuver Limit 255 | Inertial compensators that think for themselves allow us to reach the highest maneuverability possible. |
(A18.A) Command Structuring | Max Battlegroup Units 20 | A command structure for battlegroups would allow a flagship to control up to 20 units. |
(A18.B) Advanced Battlegroup Command | Max Battlegroup Units 30 | Experienced officers will be able to handle more units than a newbie straight out of the academy. |
(A18.C) Applied Command Structuring | Max Battlegroup Units 40 | Using captains instead of lieutenants for commanding battlegroups will allow us to command more units at once. |
(A18.D) Tactical Battlegroups | Max Battlegroup Units 50 | Putting a Major in charge of the battlegroup will enable us to put more units under their command. |
(A18.E) Advanced Battlegroup Command Practices | Max Battlegroup Units 60 | Placing a colonel in command of battlegroups should enable more units to be controlled at any given time. |
(A18.F) Engaged Tactical Battlegroups | Max Battlegroup Units 70 | Colonels that have seen action are less likely to crack under pressure and should be able to handle a battlegroup command much easier than a newly promoted one. |
(A18.G) Engaged Strategic Battlegroups | Max Battlegroup Units 100 | Admirals are the ranking officers in the space corps so its only right for them to assume command. They have more authority so its only fair. |
(A18.H) Strategic Battlegroups | Max Battlegroup Units 255 | Assigning full admirals with their general staff to battlegroup command slots will enable your battlegroups to command as many people as they need. |
(A19.A) Direct Command System | Max Battlegroups 5 | Assigning one Admiral to each battlegroup should be enough to get us five battlegroups. |
(A19.B) Single Tier Hierarchy Command | Max Battlegroups 10 | Placing two battlegroups under each Admiral then allowing them to designate their own commanders means we should have ten battlegroups going at once. |
(A19.C) Multi-Tier Heirarchy Command | Max Battlegroups 20 | A Full Admiral and their general staff will be able to manage and maintain up to twenty battlegroups at once. |
(A28.A) Chaotic Reactions Principals | Projectile Explosion Radius 40 | Our scientists have determined that flash powder will create a larger explosion in our projectiles. |
(A28.B) Improved Chaotic Principals | Projectile Explosion Radius 50 | A new explosive will be used in our projectiles called ammonal that should create a bigger explosion. |
(A28.C) Improved Chaotic Reactions | Projectile Explosion Radius 60 | Using ANFO in our explosive projectiles means they will have a superior explosion radius. |
(A28.D) Enhanced Chaotic Principals | Projectile Explosion Radius 70 | Our newest projectiles with an explosive payload will start using cheddite to make the explosion radius larger than before. |
(A28.E) Advanced Chaotic Principals | Projectile Explosion Radius 80 | Our scientists have created a new explosive material called oxiliquit that should increase the explosion radius of our weapons. |
(A28.F) Enhanced Chaotic Reactions | Projectile Explosion Radius 90 | A new explosive compound called panclastites might enable our weapons to have a huge explosion radius. |
(A28.G) Predictive Chaotic Principals | Projectile Explosion Radius 100 | Nitroglycerin is a highly volatile explosive that will be used in our newest projectiles and hopefully have a larger explosion radius. |
(A28.H) Biogenic Chaotic Principals | Projectile Explosion Radius 110 | Our scientists think they can get a larger explosion radius if they switch to acetone peroxide. |
(A28.H) Chaotic Reactions Theories | Projectile Explosion Radius 30 | Using black powder in our projectiles will allow our weapons a larger explosion radius. |
(A28.I) Advanced Chaotic Reactions | Projectile Explosion Radius 120 | Studies show that TNT is easy to make and yields large explosions so from now on we will use TNT in our projectile weapons. |
(A28.J) Unbridled Chaotic Principals | Projectile Explosion Radius 130 | Nitrocellulose is a compound that the scientists think will increase the explosion radius of our weapons. |
(A28.K) Chaotic Reaction Stabilizations | Projectile Explosion Radius 140 | If we pack C4 into our projectiles we will be able to get much larger explosions. |
(A28.L) Predictive Chaotic Reactions | Projectile Explosion Radius 150 | Our scientists think we should start using octol in our explosive projectiles to yield a bigger explosion radius. |
(A28.M) Improved Chaotic Stabilizations | Projectile Explosion Radius 160 | Using cyclotol for the explosive compound in our projectiles means we should be able to get a much larger explosion radius. |
(A28.N) Enhanced Chaotic Algorithms | Projectile Explosion Radius 170 | Hexanite will now be used as the payload in all our new projectiles because it produces a larger explosion. |
(A28.O) Advanced Chaotic Algorithms | Projectile Explosion Radius 180 | Using minol as our payload material will increase the size of the explosions for our weapons. |
(A28.P) Biogenic Chaotic Reactions | Projectile Explosion Radius 200 | Scientists say that amatol will work much better as an explosive material for our projectiles. |
(A28.Q) Predictive Chaotic Generators | Projectile Explosion Radius 220 | Our scientists think we should use semtex from now on to get a larger explosion radius. |
(A28.R) Biogenic Chaotic Generators | Projectile Explosion Radius 240 | Adding tovex into our projectiles will give us a larger explosion radius. |
(A28.S) Unbridled Chaotic Generators | Projectile Explosion Radius 250 | A mixture of all the explosive materials available has created an explosive that has a massive explosion radius. |
(A28.T) Unbridled Chaotic Reactions | Projectile Explosion Radius 255 | Splitting the atom will allow our projectiles to have the largest damage radius available. |
(A29.A) Improved Trajectory Algorithms | Projectile Max Range 100 | A new algorithm for calculating trajectory allows us to increase the effective range of our projectiles. |
(A29.B) Improved Trajectory Concepts | Projectile Max Range 125 | Rifling all our projectiles will help to stabilize them in flight to give them more accuracy and longer ranges. |
(A29.C) Enhanced Trajectory Algorithms | Projectile Max Range 150 | A new algorithm will be used to calculate the ballstic coefficient of all our rounds to better determine which ones shoot the furthest. |
(A29.D) Enhanced Trajectory Concepts | Projectile Max Range 175 | Adding a longer barrel to all our projectiles should give them the ability to shoot farther. |
(A29.E) Advanced Trajectory Algorithms | Projectile Max Range 200 | Every new projectile should be able to fire at hypervelocity speeds which will give them tremendous range. |
(A29.F) Advanced Trajectory Concepts | Projectile Max Range 225 | By eliminating recoil on our guns we can fire our projectiles much further than before. |
(A29.G) Neural Trajectory Concepts | Projectile Max Range 250 | A limited AI might help our weapon specialists acquire targets at longer ranges. |
(A29.Z) Neural Trajectory Algorithms | Projectile Max Range Unlimited | An AI has been created that can calculate trajectories helping us achieve a near unlimited range. |
(A2D.A) Pulse Wave Projection Theory | Pulse Beam Optimum Range 50 | The theory behind pulse wave projection should enable our pulse beams to shoot further than before. |
(A2D.B) Pulse Wave Projection Concepts | Pulse Beam Optimum Range 60 | Scientists have studied the concepts behind pulse wave projection and found a way to increase the range of pulse beams. |
(A2D.C) Dynamic Pulse Wave Projection Theory | Pulse Beam Optimum Range 80 | A theory for dynamic pulse wave projection has been published by a renowned scientist in your empire that explains how to increase the range of pulse weapons. |
(A2D.D) Dynamic Pulse Wave Projection | Pulse Beam Optimum Range 100 | Our scientists have created a device that allows dynamic pulse wave projections which has greatly increased the range of our pulse beams. |
(A2D.E) Super Frequency Pulse Projection Theory | Pulse Beam Optimum Range 125 | A theory for super frequency pulse projection was tested and the initial results have produced a pulse beam with the longest range yet. |
(A2D.F) Super Frequency Pulse Projection | Pulse Beam Optimum Range 150 | Every pulse beam will come equiped with two super frequency generating antennas mounted on them that will increase their range quite a bit. |
(A2D.G) High Energy Desaturation Concepts | Pulse Beam Optimum Range 175 | By desaturating our high energy pulse beams we should be able to stretch the energy out and make them shoot farther. |
(A2D.H) High Energy Desaturation Theory | Pulse Beam Optimum Range 200 | Every pulse beam will come with a desaturation chamber which will increase the range of your weapons. |
(A2D.I) Pulse Anti-Dissipation Theory | Pulse Beam Optimum Range 225 | The newest pulse beams in your arsenal will come with an anti-dissipation device that should help keep the energy from bleeding away. |
(A2D.Z) Pulse Anti-Dissipation Systems | Pulse Beam Optimum Range Unlimited | With the introduction of a new system that is able to develop an energy matrix that will allow pulse beams to achieve a nearly unlimited range, your scientists are hailed around the galaxy as masterminds. |
(A30.A) Energy Compression Theories | Pulse Beam Compress Factor Max 30 | If we were to compress the energy used in pulse beams then we could theoretically increase the damage they do. |
(A30.B) Energy Compression Concepts | Pulse Beam Compress Factor Max 40 | By compressing the pulse beam energy our weapons will do more damage. |
(A30.C) Improved Energy Compression | Pulse Beam Compress Factor Max 60 | Improving the compression methods of the pulse beams will allow us to do more damage than before. |
(A30.D) Aggregated Energy Compression | Pulse Beam Compress Factor Max 80 | Aggregating the energy used in the compression chamber will enable our pulse beams to inflict more damage. |
(A30.E) Amplified Energy Compression | Pulse Beam Compress Factor Max 90 | Amplifying the compressed energy in out pulse beams will enable them to do much more damage. |
(A30.F) Advanced Energy Compression | Pulse Beam Compress Factor Max 100 | An advanced energy compression method has been created that further increases the damage output of pulse beams. |
(A30.G) Precise Energy Compression | Pulse Beam Compress Factor Max 150 | With the most precise energy compression available our scientists can create pulse beams that can do a lot more damage than before. |
(A30.Z) Perfected Energy Compression | Pulse Beam Compress Factor Max Unlimited | Our scientists have perfected the methods of energy compression and turned them into an art form. Our weapons can now do unimaginable damage. |
(A31.A) Precision Focus Theories | Pulse Beam Wpn ROF 6 seconds Minimum | Our theories involved with precision focusing might allow us to maintain accuracy at a faster rate of fire with pulse beams. |
(A31.B) Improved Precision Focusing Concepts | Pulse Beam Wpn ROF 5 seconds Minimum | The concepts behind precision focusing have been improved to a point that enables our pulse beams to shoot a little faster than before. |
(A31.C) Advanced Precision Focusing Concepts | Pulse Beam Wpn ROF 4 second Minimum | The science team involved with precision focusing as published their Advanced Concepts manual which should allow a faster rate of fire. |
(A31.D) Precision Focus Principles | Pulse Beam Wpn ROF 3 seconds Minimum | Defining the principles behind precision focusing has caught a few errors here and there that when fixed showed a way to further increase the rate of fire for pulse beams. |
(A31.E) Improved Precision Focusing | Pulse Beam Wpn ROF 2 seconds Minimum | A team of scientists took the concepts involved with precision focusing and improved them up to a point that will increase the rate of fire for pulse beam weapons. |
(A31.F) Advanced Precision Focusing | Pulse Beam Wpn ROF 1 second Minimum | Your scientists have created an advanced method for precision focusing that will make our pulse beams fire even faster. |
(A31.G) Predictive Precision Focusing Concepts | Pulse Beam Wpn ROF 0.8 second Minimum | A method of predicting how many shots to be fired and where might allow us to shoot faster than ever any still maintain our accuracy. At the moment the concepts behind this have yielded small programs that help increase the rate of fire by a small amount. |
(A31.H) Predictive Precision Focusing | Pulse Beam Wpn ROF 0.3 second Minimum | An entire AI has been created and dedicated to the firing mechanism in pulse beams allowing the fastest rate of fire possible. |
(A32.A) Pulse Dynamics | Pulse Beam Input Energy Max 50 | Knowing the dynamics involved with pulse beams will allow our scientists to increase the input energy. |
(A32.B) Pulse Dynamics Principles | Pulse Beam Input Energy Max 75 | A new principle for pulse dynamics has revealed a method to further increase the amount of input energy. |
(A32.C) Improved Pulse Dynamics | Pulse Beam Input Energy Max 100 | Improving on the formulas involved with pulse dynamics used in our weapon systems should yield a higher input energy. |
(A32.D) Improved Pulse Dynamics Concepts | Pulse Beam Input Energy Max 125 | The concept of improved pulse dynamics has been taken to the next level and allows a higher input energy. |
(A32.E) Advanced Pulse Dynamics Concepts | Pulse Beam Input Energy Max 150 | Our scientists are trying to define their concept of advanced pulse dynamics and so far have come up with a way to increase the input energy higher than ever. |
(A32.F) Predictive Pulse Dynamics Concepts | Pulse Beam Input Energy Max 175 | Our scientists are trying to figure out how to create an AI that will predict everything involved with pulse dyanamics. So far they have a few programs available that can help increase the input energy. |
(A32.G) Advanced Pulse Dynamics | Pulse Beam Input Energy Max 200 | An advanced method for determining pulse dynamics has been finished that lets us use more input energy than before. |
(A32.Z) Predictive Pulse Dynamics | Pulse Beam Input Energy Max Unlimited | An AI has been created that will predict everything involved with pulse dynamics and allow us to use any input energy. |
(A33.A) Improved Signal Processing | Radar Dis Res 75 | Our scientists have made a radar with analog signal processing which lets us counter extremely weak jamming signals. |
(A33.B) Integrated Signal Processing | Radar Dis Res 85 | Our analog devices should now have more resistors which can help counter slightly more complex jamming signals. |
(A33.C) Enhanced Signal Processing | Radar Dis Res 100 | The number of resistors on our analog signal processors has been nearly tripled allowing us to resist stronger jamming signals. |
(A33.D) Evolved Signal Processing | Radar Dis Res 115 | We have added quite a few more inductors to help our radars counter more complex jamming signals. |
(A33.E) Amplified Signal Processing | Radar Dis Res 130 | Our newest radars should come with twenty times the transistors which will enable them to better counter certain jamming signals. |
(A33.F) Advanced Signal Processing | Radar Dis Res 150 | Our scientists believe that using radar with digital signal processing would be much better to use against some of the more advanced jamming signals. |
(A33.G) AI-Driven Signal Filtering Concepts | Radar Dis Res 180 | A small AI program has been created that will apply certain low pass filters to incoming signals to better protect against enemy jamming. |
(A33.H) AI-Driven Signal Filtering | Radar Dis Res 200 | We have upgraded the power of our AI program to also utilize high-pass filters to better identify and counter jamming signals. |
(A33.I) Neural Signal Filtering Concepts | Radar Dis Res 225 | Small programs meant to automatically counter certain jamming techniques would help us tremendously in the anti-jamming department. |
(A33.J) Neural Signal Filtering | Radar Dis Res 255 | We now have programs set up for every conceivably jamming frequency that can counter them as needed. |
(A34.A) Improved Detection Algorithms | Radar Detection Range Max 100 | Improvements in detection algorithms will give our long range sensors the ability to detect objects at a longer range. |
(A34.B) Integrated Detection Algorithms | Radar Detection Range Max 125 | Our radar analysts no longer have to run the algorithms themselves, the radar systems will do it for them. |
(A34.C) Enhanced Detection Algorithms | Radar Detection Range Max 150 | New methods of signal sending and receiving have been created to allow us to detect objects very far away. |
(A34.D) Engaged Detection Algorithms | Radar Detection Range Max 175 | Our new algorithms incorporate an exponential heirarchy which will scan very long distances for potential targets. |
(A34.E) Advanced Detection Algorithms | Radar Detection Range Max 200 | Our newest algorithms will use an advanced method of cycle detection to pick up targets at longer ranges. |
(A34.F) Induced Detection Algorithms | Radar Detection Range Max 225 | Using combinatorial optimization on our algorithms will allow our radar to pick up targets that are very far away. |
(A34.G) Reactive Detection Algorithms | Radar Detection Range Max 240 | By incorporating new signal stabalization methods we can now detect objects at extreme ranges. |
(A34.H) Neural Detection Algorithms | Radar Detection Range Max 255 | Our greatest invention in radar scanning yet will pick up any kind of signal by using a system modeled after the human brain. |
(A36.A) Improved Collector Algorithms | Radar Visible Range Max 100 | Our collector algorithms will now calculate parameterized complexityproblems allowing us to increase our optimum range. |
(A36.B) Improved Collector Principals | Radar Visible Range Max 125 | The radar will now use radio waves for visualizations which will increase the optimum range of our radars. |
(A36.C) Enhanced Collector Algorithms | Radar Visible Range Max 150 | Our newest radar algorithms come with an anti-scrambler that lets them refine data at longer ranges. |
(A36.D) Enhanced Collector Principals | Radar Visible Range Max 175 | Our radars will now incorporate light detection and ranging for visualizations which increases our optimum range a great deal. |
(A36.E) Advanced Collector Algorithms | Radar Visible Range Max 200 | We have created an algorithm that will interpret the data from a superheterodyne receiver which will increase our optimum range. |
(A36.F) Induced Collector Algorithms | Radar Visible Range Max 220 | Our scientists created an algorithm that will allow our radar to use a demodulator which will further increase our optimum range. |
(A36.G) Neural Collector Concepts | Radar Visible Range Max 240 | Using an artificial neural network for our radar will increase our optimum range by a lot. |
(A36.H) Neural Collector Algorithms | Radar Visible Range Max 255 | Our scientists have created some algorithms to help interpret the data received by our neural network giving us a very large optimum range. |
(A39.A) Pattern Recognition Systems | Radar Point Defense Max 100 | We have created a program that lets us better recognize scan patterns. |
(A39.B) Improved Pattern Recognition | Radar Point Defense Max 150 | Our pattern recognition program has received a massive update to 2.0 which improves it by 50%. |
(A39.C) Advanced Pattern Recognition | Radar Point Defense Max 200 | The Pattern Recognition 3.0 software package has arrived which is 100% better than the first version. |
(A39.D) Neural Pattern Recognition | Radar Point Defense Max 255 | We have dumped the pattern recognition software in favor of an AI that can recognize and identify anything and everything known to man. |
(A3B.A) Pattern Recognition Theory | Radar Wpn Acc 70 | Our scientists have used a very basic method for determining the most basic fighting patterns. They used model airplanes and toy tanks on paper drawn terrain. |
(A3B.B) Improved Pattern Recognition Theory | Radar Wpn Acc 80 | The newest pattern recognition systems are based off of recorded footage taken from previous battles. |
(A3B.C) Advanced Pattern Recognition Theory | Radar Wpn Acc 90 | Observing our enemies from afar as they run through their training exercises will help us better determine their moves made in combat. |
(A3B.D) Improved Targeting Systems | Radar Wpn Acc 100 | Our targetting systems now have a crosshair overlayed on them to help our shooters determine what theyre shooting at. |
(A3B.E) Neural Pattern Recognition Theory | Radar Wpn Acc 110 | Recognizing how certain empires think when fighting will help us determine what maneuvers they are likely to use and increase our accuracy against them. |
(A3B.F) Improved Targeting Systems Theory | Radar Wpn Acc 120 | We could improve our targetting systems by having readouts on enemy movement speeds. |
(A3B.G) Enhanced Targeting Systems Theory | Radar Wpn Acc 130 | To enhance our targeting systems we should add more readouts for the maneuverability of their ships. |
(A3B.H) Advanced Targeting Systems Theory | Radar Wpn Acc 140 | We can make more advanced targeting systems if we add sensors that will identify the small telltale signs involved with changing directions. |
(A3B.I) Enhanced Targeting Systems | Radar Wpn Acc 150 | Our new enhanced targetting systems will project some possible routes the enemy might take when under fire. |
(A3B.J) Neural Targeting Systems Theory | Radar Wpn Acc 160 | Our scientists have compiled a list of all the maneuvers that can be made with each ship class which will improve our accuracy a lot. |
(A3B.K) Pattern Recognition Concepts | Radar Wpn Acc 170 | If we used new algorithms in our pattern recognition software we could probably increase the accuracy of our targetting systems. |
(A3B.L) Improved Pattern Concepts | Radar Wpn Acc 180 | Using a vector map will help our analysts determine target priorities and improve accuracy of our firing systems. |
(A3B.M) Advanced Pattern Concepts | Radar Wpn Acc 190 | Incorporating spatial queries into our targetting systems should help to get better target locks on the enemy. |
(A3B.N) Advanced Targeting Systems | Radar Wpn Acc 200 | The latest targetting systems will show all the possible routes an enemy will take. |
(A3B.O) Neural Pattern Concepts | Radar Wpn Acc 210 | We have created a program that will list the most likely maneuvers the enemy will use. |
(A3B.P) Improved Targeting Concepts | Radar Wpn Acc 220 | Using a new laser targetting system would probably increase the accuracy of our weapons a lot. |
(A3B.Q) Enhanced Targeting Concepts | Radar Wpn Acc 230 | Deploying a sensor web in space during a battle will help us target the enemy during battle. |
(A3B.R) Advanced Targeting Concepts | Radar Wpn Acc 240 | We have upgraded our sensor network to use FTL transmissions which are a huge advantage in battle. |
(A3B.S) Neural Targeting Concepts | Radar Wpn Acc 250 | We have developed scans that can pick up the maneuvers an enemy pilot might make, it doesn�t work all the time but when it does it really helps to target the enemy. |
(A3B.T) Neural Targeting Systems | Radar Wpn Acc 255 | We have a neural targeting system that can hack into an enemies brain and will tell you what theyre going to do before they ever do it. You can follow their every move with perfect accuracy. |
(A41.A) Improved Power Projection Systems | Shield Max HP 100 | We have converted an old movie projector into a shield projector that has a very limited amount of hitpoints on it. |
(A41.B) Enhanced Power Projection Systems | Shield Max HP 1000 | We have upgraded the old movie projector with a new built in power generator that lets it generate a stronger shield. |
(A41.C) Advanced Power Projection Systems | Shield Max HP 2000 | Our scientists have created a new shield projector that is twice as good as the old one. |
(A41.D) Multi-Level Power Regulators | Shield Max HP 4000 | New power regulators have been added to our shield projector that doubles the strength of our shields. |
(A41.E) Improved Shields | Shield Max HP 8000 | Our shield projector has received a small nucear power generator that lets it maintain a large amount of hitpoints on its shield. |
(A41.F) Enhanced Shields | Shield Max HP 10000 | The nuclear generator on our shield projector has a new coolant system that lets is produce more power. |
(A41.G) Advanced Shields | Shield Max HP 15000 | Our shield projectors nuclear generator now has a better moderator material allowing it to increase the strength of the shield by 50%. |
(A41.H) Multi-Level Shields | Shield Max HP 20000 | Our newest shields will use two of the old enhanced shields together which really increases the amount of hits a shielded hull can take. |
(A41.I) AI-Controlled Shields | Shield Max HP 25000 | A limited AI will now help balance the power used by the two projectors which will better manage the power it uses. This shoud allow us to have a shield with more hitpoints. |
(A41.J) Improved Power Projection Shields | Shield Max HP 30000 | Shield projection systems have been improved by adding fuel cells that can store power in them to be used later when under attack. |
(A41.K) Enhanced Power Projection Shields | Shield Max HP 40000 | The number of fuel cells hooked up to our shield projector has been doubled allowing us to further increase the power of our shields. |
(A41.L) Advanced Power Projection Shields | Shield Max HP 50000 | The shield projectors now have a direct power feed to the engine that lets it increase the power it can use tremendously. |
(A41.M) Multi-Level Power Shields | Shield Max HP 60000 | Our scientists have decided that adding more projectors is easier and cheaper than further developing shield technology to enhance one by itself. |
(A41.N) AI-Controlled Power Shields | Shield Max HP 70000 | A new generator for shields that is powered by a simple AI can produce massive amounts of power which is determined by how fast the program can run its generation cycles. |
(A41.Z) AI-Controlled Power Regulators | Shield Max HP Unlimited | Our scientists have created an AI that can run an infinite amount of generation cycles in mere nanoseconds which lets us achieve an unlimited amount of power on our shields. |
(A43.A) Efficient Accelerator Concepts | Shield Proj Size 1000 | A concept was created that outlines a more efficient shield accelerator that will increase the size of our shields. |
(A43.B) Improved Accelerator Efficiency | Shield Proj Size 10000 | A new accelerator design will allow our accelerators to be much more efficient than before. |
(A43.C) Enhanced Accelerator Efficiency | Shield Proj Size 20000 | Enhancing our accelerator efficiency even further means we can put shields on larger hulls. |
(A43.D) Advanced Accelerator Efficiency | Shield Proj Size 30000 | An advanced accelerator was created to allow shields to be placed on even larger hulls. |
(A43.E) AI-Controlled Accelerators | Shield Proj Size 40000 | A limited AI has been made to control the accelerators of our shields so we can place them on bigger hulls. |
(A43.F) Biogenically Controlled Accelerators | Shield Proj Size 50000 | A new shield accelerator that mimics a living organism will enable us to create larger shields. |
(A43.G) Efficient Accelerator Concepts | Shield Proj Size 60000 | A team of scientists has outlined a new concept for more efficient accelerators. |
(A43.H) Improved Accelerator Efficiency | Shield Proj Size 70000 | Adding extra power generators to the accelerator will allow it to increase the hull projection size. |
(A43.I) Enhanced Accelerator Efficiency | Shield Proj Size 80000 | Rewiring everything with fiber-optics and throwing away the old copper wires will allow our accelerators to achieved a larger hull projection. |
(A43.J) Advanced Accelerator Efficiency | Shield Proj Size 90000 | By creating a plasma reactor for our shields we should be able to place shields on some of our larger ships. |
(A43.K) Dual Accelerator Technology | Shield Proj Size 100000 | Using two of our smaller accelerators at once and hooking them together will enable us to put shields on even larger hulls than before. |
(A43.L) AI-Controlled Accelerators | Shield Proj Size 120000 | An AI was created to help our dual accelerator system work together in a more stable manner which has allowed us to put shields on even larger hulls. |
(A43.M) Biogenically Controlled Accelerators | Shield Proj Size 140000 | We have upgraded our shield accelerators with new biosphere power generators that lets us place them on our larger hulls. |
(A43.N) Dual Accelerator Technology | Shield Proj Size 160000 | Our dual accelerators have been upgraded with storage rings that will allow them to form shields over extremely large hulls. |
(A43.O) Multiple Accelerator Systems | Shield Proj Size 180000 | Seeing as how two accelerators got us larger projection sizes, our scientists have found a way to make three work together at one time. |
(A43.P) Multiple Accelerator Systems | Shield Proj Size 200000 | The newest shield generator will place four smaller accelerators together to create a massive shield that will fit on most battlecruiser hulls and maybe even some facilities. |
(A43.Q) Dynamic Accelerator Systems | Shield Proj Size 250000 | The science team working on shields has found that any more than five accelerators with their current knowledge would result in a catastrophic explosion but they are working on a fix for that. |
(A43.Z) Dynamic Accelerator Systems | Shield Proj Size Unlimited | Your scientists have made a breakthrough discovery that will allow you to link as many accelerators as you want together without any negative results. You should now be able to place a shield on anything no matter how large it is. |
(A46.A) Coil Heat Dissipation Systems | Shield Recharge Freq Low 4 seconds | Utilizing a new form of capacitance, we have achieved better capabilities for recharging our shields. |
(A46.B) Improved Coil Heat Dissipation | Shield Recharge Freq Low 3 seconds | A new system for dissipating the heat involved with faster recharging has been created by a new team of scientists. |
(A46.C) Advanced Coil Heat Dissipation | Shield Recharge Freq Low 2 seconds | An improved version of the heat dissipation system should allow our shields to recharge faster. |
(A46.D) Cold-State Coil Systems | Shield Recharge Freq Low 1 second | An advanced system for coil heal dissipation will allow our shields to recharge much faster than before. |
(A47.A) Field Regeneration Theories | Shield Recharge Rate 100 | Our scientists think that the key to powering up our shields is through field regeneration. |
(A47.B) Reinforced Field Modulators | Shield Recharge Rate 200 | Reinforcing our modulators with uranium plating will allow us to recharge more energy at once. |
(A47.C) Wave-Amplified Field Modulators | Shield Recharge Rate 300 | Amplifying the energy waves in the field modulators will allow our shields to recharge more energy. |
(A47.D) Improved Field Regeneration | Shield Recharge Rate 400 | Our scientists have created a better quality magnet that is more powerful than the previous versions that will enable us to increase the recharge rate of shields. |
(A47.E) Enhanced Field Regeneration | Shield Recharge Rate 500 | Our shields have received a new containment field generator that will allow a higher recharge rate. |
(A47.F) Advanced Field Regeneration | Shield Recharge Rate 1000 | Using more magnets in our shields will let us recharge our shields in greater amounts. |
(A47.G) Field Regeneration Applications | Shield Recharge Rate 1500 | A solid ring of magnets around the field generator can only regenerate a certain amount of energy per magnet but it should last us a while. |
(A47.H) Recharge Applications | Shield Recharge Rate 2000 | Our newest shields are removing some of the magnets to have a small power injection pod capable of generating its own power and giving our shields a small boost in energy. |
(A47.I) Wave-Amplified Recharges | Shield Recharge Rate 2200 | A team of scientists have come up with a way to use low powered frequencies to help recharge our shields, it doesnt do much but it helps. |
(A47.J) Improved Field Recharges | Shield Recharge Rate 2400 | To reach this level of recharge our scientists have replaced half the magnets with power injector pods. |
(A47.K) Enhanced Field Recharge | Shield Recharge Rate 2600 | We have replaced all the magnets on our shields with power injector pods to achieve this high of a recharge rate. |
(A47.L) Advanced Field Recharge | Shield Recharge Rate 2800 | Our scientists have found a way to upgrade the power injector pods with more sophisticated and higher yield power generators. |
(A47.M) Phasic Field Recharge | Shield Recharge Rate 3000 | Our scientists are looking into a way to use neurotransmitters to recharge our shields, the first prototypes are available for use and far exceed our expectations. |
(A47.N) Field Advanced Recharge | Shield Recharge Rate 3200 | A new way to recharge our shields involves using bio-nano generators which will increase the power we can put into our shields every recharge cycle. |
(A47.O) Advanced Reinforced Shields | Shield Recharge Rate 3400 | Reinforcing our shields by adding a backup recharge station will allow us to use the backup whenever we really need extra power put into the shields. |
(A47.P) Wave-Amplified Shields | Shield Recharge Rate 3600 | To achieve a recharge rate this high we will have to use high powered super frequency energy waves to help recharge our shields. |
(A47.Q) Improved Shields | Shield Recharge Rate 3800 | We have improved the quality of our force field generators which lets us get a higher recharge rate. |
(A47.R) Enhanced Shields | Shield Recharge Rate 4000 | Our shields have received some programs that will help manage the power they use which will increase the amount used for recharging our shields. |
(A47.S) Advanced Shields | Shield Recharge Rate 4500 | A new AI was uploaded into our shield recharge stations that controls everything involved with the recharge stations and lets us get a much higher recharge rate. |
(A47.T) Phasic Shields | Shield Recharge Rate 5000 | Using theoretical phasic field generators seems to give us a huge boost in power when recharging our shields. |
(A47.Z) Phasic Field Regeneration Theories | Shield Recharge Rate Unlimited | A phasic field nexus can create a short burst of energy that can recharge an unlimited amount of power for our shields. With one of these we should have no problem powering up our largest shields. |
(A4C.A) Efficient Coupler Systems | Solid Beam Optimum Range 50 | We have upgraded our beam couplers to use high quality mirrors which should give them a little more range. |
(A4C.B) Optimized Beam Systems | Solid Beam Optimum Range 70 | Using different optical coatings in our lasers will increase the range of our lasers. |
(A4C.C) Improved Beam Systems | Solid Beam Optimum Range 90 | By stabilizing the beam resonating chamber we should be able to achieve a longer range with our solid beams. |
(A4C.D) Improved Coupler Systems | Solid Beam Optimum Range 100 | We have improved our couplers by adding in extra mirrors to help our beam weapons achieve longer ranges. |
(A4C.E) Enhanced Beam Systems | Solid Beam Optimum Range 125 | Switching to infrared beam systems might help them shoot at longer ranges. |
(A4C.F) Enhanced Coupler Systems | Solid Beam Optimum Range 150 | All our couplers will be enhanced so that they no longer lose threshold so that we can fire them at longer ranges. |
(A4C.G) Advanced Beam Systems | Solid Beam Optimum Range 175 | Perhaps if we were to use ultraviolet beam systems we could fire our beams further than before. |
(A4C.H) Advanced Coupler Systems | Solid Beam Optimum Range 200 | By reducing absorption in our couplers we retain 50% of our power when firing beam weapons; this will increase the range of our beam weapons. |
(A4C.I) Flux-State Beams | Solid Beam Optimum Range 225 | Our scientists have decided that using gamma ray lasers will give us the more range than ever before with solid beams. |
(A4C.Z) Flux-State Couplers | Solid Beam Optimum Range Unlimited | Utilizing flux state couplers allows our solid beam weapons to shoot into infinity because the beam no longer bleeds energy as it travels. It can hit targets on the other side of a solar system with full force. |
(A50.A) Automated Alignment System | Solid Beam Weapon Accuracy 50 | An automated alignment system lets our weapon crews worry about getting solid target locks instead of trying to align the weapons themselves. |
(A50.B) Automated Beam Accuracy | Solid Beam Weapon Accuracy 60 | A new program that calculates accuracy for beam weapons will allow our guns to hit their targets more often. |
(A50.C) Direct-Feed Target Accuracy | Solid Beam Weapon Accuracy 80 | A direct feed has been set up for our weapons teams that will give them a better idea at what theyre shooting at. |
(A50.D) Direct-Feed Target Alignment | Solid Beam Weapon Accuracy 100 | Another direct feed has been hooked up that will let the gunners know when the weapon alignment system is in place which should improve accuracy whenever they shoot. |
(A50.E) AI-Assisted Target Accuracy | Solid Beam Weapon Accuracy 120 | A limited AI has been created to handle all the targeting for our new systems which increases the accuracy of our beam weapons. |
(A50.F) Neural Target Alignment Accuracy | Solid Beam Weapon Accuracy 135 | Hooking up our gunners to the system will allow them to better target the enemy. |
(A50.G) AI-Assisted Target Alignment | Solid Beam Weapon Accuracy 150 | A limited AI was created to manage the alignment system in our beam weapons which should increase the accuracy of our weapons. |
(A50.H) Automated Alignment Accuracy | Solid Beam Weapon Accuracy 175 | An automated system for calculating the alignment and accuracy has been created that further increases the accuracy of beam weapons. |
(A50.I) Direct-Feed Target Generation | Solid Beam Weapon Accuracy 200 | A new direct feed shows all the calculations required for our gunners to fire the perfect shots. |
(A50.J) AI-Assisted Target Generation | Solid Beam Weapon Accuracy 220 | A new AI was created that is able to generate all targets and any position they might conceivably be allows for near perfect accuracy. |
(A50.K) Neural Target Alignment Generation | Solid Beam Weapon Accuracy 240 | A neural link will allow our gunners to control the alignment of the beam systems with their minds which should create a much higher beam accuracy. |
(A50.L) Neural Target Alignment Interface | Solid Beam Weapon Accuracy 255 | An interface that will allow one person to control the entire firing mechanism for beam weapons with perfect accuracy has been created. |
(A51.A) Improved Beam Medium Theories | Solid Beam Wpn Max Dmg 50 | The theories for improving the beam medium have allowed a slightly higher maximum damage. |
(A51.B) Improved Beam Medium Applications | Solid Beam Wpn Max Dmg 60 | Improving the lenses that focus our solid beams will increase the damage they can do. |
(A51.C) Enhanced Beam Medium Applications | Solid Beam Wpn Max Dmg 80 | Enhancing our old beam generators will give us more power to use on our beams. |
(A51.D) Enhanced Beam Medium Theories | Solid Beam Wpn Max Dmg 100 | Enhancements in medium focusing methods have enabled us to increase the maximum damage of our solid beam lasers. |
(A51.E) Advanced Beam Medium Applications | Solid Beam Wpn Max Dmg 110 | Using advanced beam medium materials will yield higher damage with our solid beams. |
(A51.F) Flux-State Beam Medium Applications | Solid Beam Wpn Max Dmg 130 | A slightly volatile material might be better to use for increasing the damage of our beams. |
(A51.G) Improved Beam Medium Integrations | Solid Beam Wpn Max Dmg 160 | Improvements in medium casings have allowed us to create solid beams with higher damage than before. |
(A51.H) Enhanced Beam Medium Integrations | Solid Beam Wpn Max Dmg 190 | Enhancing the chamber that holds the beam medium will allow better materials to be used and increase the damage output. |
(A51.I) Advanced Beam Medium Theories | Solid Beam Wpn Max Dmg 200 | Theories have led to a new, highly advanced beam medium that could do a lot more damage than before. The first product only increases our damage by a small amount. |
(A51.J) Advanced Beam Medium Integrations | Solid Beam Wpn Max Dmg 220 | Our team of scientists has finalized the advanced beam medium that allows our beam weapons to a lot of damage. |
(A51.K) Flux-State Beam Medium Integration | Solid Beam Wpn Max Dmg 235 | Integrating a new system to support a medium in constant flux has allowed our beams to get more out of the materials they already use which further increases their damage output. |
(A51.Z) Flux-State Beam Mediums | Solid Beam Wpn Max Dmg Unlimited | A beam medium in constant flux allows our beams to do unlimited damage if we so choose. |
(A52.A) Beam System Coolant Flush | Solid Beam Wpn ROF Minimum 7 seconds | Designing a new coolant flush system for our beam weapons has been a top priority for our science teams which should allow us to shoot the weapon more often. |
(A52.B) Improved Beam System Coolant | Solid Beam Wpn ROF Minimum 6 seconds | We have improved the coolant used in our beam weapons which should allow us to shoot faster without going critical. |
(A52.C) Advanced Beam System Coolant | Solid Beam Weapon Rate of Fire Minimum 5 Seconds | Harnessing the power of absolute zero your scientists are now able to fire beam weapons much faster than before. |
(A52.D) Self-Cooling Beam Casing Systems | Solid Beam Weapon Rate of Fire Minimum 3 Seconds | A new sub system for beams has been installed that will allow the weapon to cool itself whenever its needed meaning we can fire at rapid speeds. |
(A5D.0) Omnidirectional Chaos Transmitters | Area Effect Jamming | Through the hard work of our scientists we have achieved a jamming technique that allows us to jam an unlimited amount of targets within the optimum radar range. |
(A62.0) Chaotic Chemical Reactance | Chemical Payload Type Available | An accident in the lab led to the first experiment in using a different payload for our warheads. After some study we have found a way to utilize other materials in our weapons. |
(A62.0) Magnetic Field Eruptions | Magnetic Payload Type Available | With further study of the many different weapons at our disposal, a team of scientists has created a new warhead which can hold a new payload. |
(A65.A) Accelerated Combinatorial Theory | Lower Property Loss in Alloy Builder | New tools will allow our scientists to manipulate alloys with less loss of collateral properties. |
(A65.B) Enhanced Combinatorial Theories | Lower Property Loss in Alloy Builder | Some new equipment has been developed that will allow us to manipulate alloys with less loss of other properties. |
(A65.C) Applied Molecular Combination | Lower Property Loss in Alloy Builder | Molecular science has evolved so far that we can now alter mineral properties by switching around certain molecules. By selectively choosing the mocules, the other properties of the mineral remain closer to the original. |
(A65.D) Accelerated Molecular Combination | Lower Property Loss in Alloy Builder | The process of molecular manipulation in alloys has been improved and lets us change alloys with significantly less change in the overall mineral. |
(A65.E) Intense Molecular Combination | Lower Property Loss in Alloy Builder | With a breakthrough in molecular science we can now manipulate alloys almost flawlessly, assuming the original components closely resemble the final result. |
(A68.A) Applied Sociology | Better Hull ratio for Residentials - 10 hull per resident instead of 12 | The space required to keep our people happy is smaller than originally planned. Cutting back on their space allows us to clear up more room for other things. |
(A68.B) Advanced Residential Planning | Better Hull ratio for Residentials - residents per hull 9 | Smaller and more comfortable beds have been created to save more room and allow us to fit more people in any given place. |
(A68.C) Regulated Residential Planning | Better Hull ratio for Residentials - residents per hull 8 | Scientists figure that installing bunk beds will allow us to fit more people into less space. |
(A77.A) Revolutionary Accelerated Chemistry | Grants access to Revolutionary level improvements in the alloy builder providing increased range of change to mineral properties. | Grants access to Revolutionary level improvements in the alloy builder providing increased range of change to mineral properties. |
(A77.B) Epic Alchemical Practices | Grants access to Epic level improvements in the alloy builder providing increased range of change to mineral properties. | Grants access to Epic level improvements in the alloy builder providing increased range of change to mineral properties. |
(A77.C) Empire-Defining Alchemy | Grants access to Empire level improvements in the alloy builder providing increased range of change to mineral properties. | Grants access to Empire level improvements in the alloy builder providing increased range of change to mineral properties. |
(B03.A) Generated Energy Absorption Concepts | Beam Resist Improve 3 | We have discovered the means to increase the beam resistance on new armor designs. |
(B03.B) Focused Energy Absorption Concepts | Beam Resist Improve 5 | Our scientists have run countless tests and are now able to get even more beam resist on new armor designs. |
(B03.C) Generated Energy Transfer Patterns | Beam Resist Improve 7 | Countless months of researching have enabled our scientists to get better beam resistance results on new armor designs. |
(B03.D) Focused Energy Transfer Patterns | Beam Resist Improve 10 | The science teams have exhausted all avenues of research and have come up with a way to further increase the beam resist of new armor designs. |
(B04.A) Increased Combustion Stabilization | Burn Resist Improve 3 | We have discovered the means to increase the burn resistance on new armor designs. |
(B04.B) Enhanced Combustion Stabilization | Burn Resist Improve 5 | Our scientists have run countless tests and are now able to get even more burn resist on new armor designs. |
(B04.C) Micro-Combustion Inhibitors | Burn Resist Improve 7 | Countless months of researching have enabled our scientists to get better burn resistance results on new armor designs. |
(B04.D) Nano-Combustion Inhibitors | Burn Resist Improve 10 | The science teams have exhausted all avenues of research and have come up with a way to further increase the burn resist of new armor designs. |
(B06.A) Molecular Stability | Chem Resist Improve 3 | We have discovered the means to increase the chemical resistance on new armor designs. |
(B06.B) Molecular Theory | Chem Resist Improve 5 | Our scientists have run countless tests and are now able to get even more chemical resist on new armor designs. |
(B06.C) Molecular Compositions | Chem Resist Improve 7 | Countless months of researching have enabled our scientists to get better chemical resistance results on new armor designs. |
(B06.D) Molecular Probabilities | Chem Resist Improve 10 | The science teams have exhausted all avenues of research and have come up with a way to further increase the chemical resist of new armor designs. |
(B08.A) Induced Molecular Pattern Recognition | Discover Time 2 | A team of scientists has developed a process of scanning unknown minerals down to their molecules which could speed up the discovery process. |
(B08.B) Molecular Pattern Recognition | Discover Time 3 | Molecular scans have been evolved to better recognize key factors of mineral discovery. |
(B08.C) Accelerated Molecular Pattern Recognition | Discover Time 5 | Our molecular scanners have been upgraded to scan faster than ever before. With these new upgrades it should take no time at all to discover the properties of unknown materials. |
(B08.D) Advanced Molecular Pattern Recognition | Discover Time 6 | With a large database in place to help pick up similarities between already discovered materials we should be able to catalog and discover the unknown properties of new minerals with ease. |
(B0A.A) Engine Overload Balancing | Engine Power Bonus 2% | Installing sensors in the power core allows us to better monitor for an overload. We can now overload our power output by a small percentage. |
(B0A.B) Engine Overload Control | Engine Power Bonus 3% | An AI system has been put into place that will monitor the engine power overloading process. Should anything go wrong it will be able to fix it immediately. |
(B0A.C) Controlled Power Overload | Engine Power Bonus 4% | The AI system in the engine room has been patched to control the overloading process and can better judge the volatile conditions. |
(B0A.D) Controlled Power Amplification | Engine Power Bonus 5% | With some new amplification nodes installed we should be able to crank out a little bit more power without any problems. |
(B0A.E) Efficient Power Theories | Engine Power Bonus 7% | New power leads should make our generators more efficient since the old ones were ancient and needed to be replaced. |
(B0A.F) Super-Efficient Power Theories | Engine Power Bonus 10% | Replacing any old parts in our engines that have been around for awhile should yield more power, or so the scientists say. |
(B0F.A) Force Repulsion Theory | Impact Resist Improve 3 | We have discovered the means to increase the impact resistance on new armor designs. |
(B0F.B) Force Repulsion Concepts | Impact Resist Improve 5 | Our scientists have run countless tests and are now able to get even more impact resist on new armor designs. |
(B0F.C) Collapsed Force Theory | Impact Resist Improve 7 | Countless months of researching have enabled our scientists to get better impact resistance results on new armor designs. |
(B0F.D) Collapsed Force Reduction | Impact Resist Improve 10 | The science teams have exhausted all avenues of research and have come up with a way to further increase the impact resist of new armor designs. |
(B15.A) Magnetic Polarity Transformations | Mag Resist Improve 3 | We have discovered the means to increase the magnetic resistance on new armor designs. |
(B15.B) Magnetic Polarity Shifting Theories | Mag Resist Improve 5 | Our scientists have run countless tests and are now able to get even more magnetic resist on new armor designs. |
(B15.C) Advanced Magnetic Polarity Transformations | Mag Resist Improve 7 | Countless months of researching have enabled our scientists to get better magnetic resistance results on new armor designs. |
(B15.D) Advanced Magnetic Polarity Shifting | Mag Resist Improve 10 | The science teams have exhausted all avenues of research and have come up with a way to further increase the magnetic resist of new armor designs. |
(B16.A) Advanced Pilot Training | Maneuver Bonus 1 | New training exercises for pilots teaches them to get more out of their machines when it comes to maneuvering their craft. |
(B16.B) Advanced Pilot Interfaces | Maneuver Bonus 2 | New controls allow better flexibility when maneuvering any vehicle. |
(B16.C) Predictive Pilot Theories | Maneuver Bonus 3 | If pilots think about all the possibilities ahead of them, they should be prepared for anything allowing for instant response times when maneuvering. |
(B16.D) Predictive Pilot Training | Maneuver Bonus 4 | Training our pilots to think through every possible action has given them an edge when performing combat maneuvers. |
(B16.E) Predictive Pilot Interface | Maneuver Bonus 5 | A new AI interface has been installed in our vehicles that give the most probable course of action to take when maneuvering. |
(B16.F) Neural Pilot Interface | Maneuver Bonus 10 | The AI has been integrated with the pilot so they always know which move to make. No one can outmaneuver them now. |
(B1B.A) Propulsion Overloading Theory | Max Speed Bonus 2 | With a few extra jumpers our engines are able to squeeze out a little extra speed. Any new design with the jumpers will benefit from the speed increase. |
(B1B.B) Advanced Propulsion Overloading | Max Speed Bonus 5 | A new method of wiring the engine relays has allowed a larger increase in speed. Any new design will use the new method and get a nice boost. |
(B1B.C) Aggressive Propulsion Overloading | Max Speed Bonus 10 | A new sensor suite has been developed allowing better temperature control in the engine. With the sensors we will be able to redline our drives and be warned of any problems before they happen. |
(B1D.A) Impact Point Reaction Concepts | Missile Explosion Radius Bonus 1 | The idea of putting in aerodynamic shrapnel might just increase the effective explosion radius of our missiles. |
(B1D.B) Impact Point Reaction Theories | Missile Explosion Radius Bonus 2 | New fins have been installed on the shrapnel that will allow them to sail further than before hitting targets further out. |
(B1D.C) Predictive Impact Point Concepts | Missile Explosion Radius Bonus 3 | Targeting certain geologically proven volatile hotspots should allow us to increase the destructive radius of our weapons. |
(B1D.D) Predictive Impact Point Theories | Missile Explosion Radius Bonus 5 | Our missiles are now designed to lock on and target any stockpile of explosive materials which results in much larger explosions. |
(B1D.E) Chaotic Impact Point Concepts | Missile Explosion Radius Bonus 7 | Nuclear devices in the kiloton range will allow our missiles to increase their blast radius by seven percent! |
(B1D.F) Chaotic Impact Point Algorithms | Missile Explosion Radius Bonus 10 | Our nuclear devices have been programmed to achieve maximum effectiveness putting our nukes into the megaton range which gives us a ten percent increase in the blast radius. |
(B1E.A) Compact Fuel Cell Theories | Missile Range Bonus +3 | Loading fuel cells on our missiles should save more space than our previous storage devices which means we can carry more fuel on our missiles. |
(B1E.B) Compact Fuel Cells | Missile Range Bonus +5 | The fuel cells have been further miniaturized allowing more cells to be used on each rocket, we now have a five percent bonus to flight time. |
(B1E.C) Advanced Compact Fuel Cell Theories | Missile Range Bonus +8 | Using slow burning fuels should further increase the range of our missiles and the first cells are now available. |
(B1E.D) Advanced Compact Fuel Cells | Missile Range Bonus +10 | Further shrinking our fuel cells and finding the slowest burning fuels has enabled our missiles to travel ten percent further than they normally would have. |
(B1E.E) Biogenic Fuel Cell Theories | Missile Range Bonus +12 | If we were to create a slow burning fuel for our missiles that took up very little space and burned for a long time, we could really increase the range of our missiles. |
(B1E.F) Biogenic Fuel Cells | Missile Range Bonus +20 | Scientists have just finished creating the perfect rocket fuel allowing our missiles to go twenty percent further than before. |
(B1F.A) Missile Miniaturization | Missile Hull Size Improve 2% | Using less moving parts in our missiles will shrink the size of the missiles by two percent. |
(B1F.B) Improved Missile Miniaturization | Missile Hull Size Improve 5% | Using smaller circuit boards the size of a ruler will allow us to make smaller missile hulls and save five percent of their normal space. |
(B1F.C) Advanced Missile Miniaturization | Missile Hull Size Improve 10% | Using molecular circuit boards will save ten percent more room than normal circuit boards enabling us to shrink our missiles even more. |
(B20.A) Target Prediction Algorithms | Missile Maneuver Bonus 2 | Computer programs for predicting movement patterns of the enemy allows our missiles better maneuvering capabilities. |
(B20.B) Advanced Target Prediction Algorithms | Missile Maneuver Bonus 5 | Loading AI targeting systems on our missiles gives them a huge boost in outmaneuvering enemy targets. |
(B21.C) Payload Compression Theories | Missile Max Dmg Bonus 5 | Compressing the missile payloads lets us fit more materials in the same place allowing for a five percent bonus to destructive power. |
(B22.A) Improved Miniature Propulsion | Missile Max Speed Improve 2 | Shrinking the generators on our missile engines let us squeeze in one more node giving a two percent bonus to missile speed. |
(B22.B) Advanced Miniature Propulsion | Missile Max Speed Improve 5 | Using atom manipulation allows our engineers to create much smaller power nodes allowing a few more to be placed on our missiles. |
(B22.C) Overloaded Miniature Propulsion | Missile Max Speed Improve 10 | Overloading the power nodes on our missiles allows for a ten percent increase in the normal speed of our missiles. |
(B26.A) Dulling Material Theories | Pierce Resist Improve 5% | Our scientists have run countless tests and are now able to get even more pierce resist on new armor designs. |
(B26.B) Enhanced Dulling Materials | Pierce Resist Improve 10% | The science teams have exhausted all avenues of research and have come up with a way to further increase the pierce resist of new armor designs. |
(B2A.A) Compression Chamber Efficiency | Pulse Beam Max Dmg Improve 2 | Making the compression chambers more efficient has increased the maximum damage of our pulse beams. |
(B2A.B) Improved Compression Chamber Efficiency | Pulse Beam Max Dmg Improve 5 | Improving the efficiency of the compression chamber even futher has give the maximum damage of pulse weapons a nice boost. |
(B2A.C) Advanced Compression Chamber Efficiency | Pulse Beam Max Dmg Improve 10 | An advanced method for improving compression chamber efficiency has been developed which gives a large boost to the maximum damage. |
(B2B.A) Improved Input Energizers | Pulse Beam Min Dmg Improve 2 | An improved input energizer has been created that will increase the minimum damage of our pulse beams by a small percentage. |
(B2B.B) Advanced Input Energizers | Pulse Beam Min Dmg Improve 5 | An advanced input energizer was designed by a team of under graduates that will allow our pulse beams a higher minimum damage. |
(B2B.C) Overloaded Input Energizers | Pulse Beam Min Dmg Improve 10 | Overloading the input energizers will enable our pulse beams to have a 10% boost to their minimum damage. |
(B2C.A) Pulse Integrity Theories | Pulse Beam Opt Rng Improve 2 | If we were to increase the integrity of the pulse used for our beams then we could increase the range by a small amount. |
(B2C.B) Improved Pulse Integrity | Pulse Beam Opt Rng Improve 5 | By improving the integrity of our pulse beams we have increased their maximum range by 5%. |
(B2C.C) Advanced Pulse Integrity | Pulse Beam Opt Rng Improve 10 | An advanced method for improving pulse integrity has been developed which gives a large boost to the range of our weapons. |
(B2E.A) Improved Pulse Generators | Pulse Beam Power Reduced 2% | An improved pulse generator reduces the power required for all new pulse beams. |
(B2E.B) Enhanced Pulse Generators | Pulse Beam Power Reduced 5% | Enhancing the pulse generators even further will reduce the power requirements for new pulse beams. |
(B2E.C) Advanced Pulse Generators | Pulse Beam Power Reduced 10% | An advanced pulse generator has been created which will greatly reduce the power needed for pulse beams. |
(B2F.A) Dual Focus Chambers | Pulse Beam ROF Improve 2 | Adding a second focus chamber to the pulse beam will increase the damage by a small amount. |
(B2F.B) Triple Focus Chambers | Pulse Beam ROF Improve 5 | Adding a third focus chamber to pulse beams should further increase the damage output. |
(B2F.C) Quad Focus Chambers | Pulse Beam ROF Improve 10 | A fourth focus chamber will increase the damage of pulse beams by a large percentage. |
(B35.A) Spatial Hum Theories | Radar Detection Range Bonus +2 | Its been theorized that spatial hum would allow our max range radar to pick up targets a little further out. |
(B35.B) Spatial Hum Practices | Radar Detection Range Bonus +4 | Putting the spatial hum theory into practice means we can achieve a larger max range than usual. |
(B35.C) Spatial Hum Analysis | Radar Detection Range Bonus +8 | Further analzying spatial hum signatures should increase the max range of our radar by a large percentage. |
(B37.A) Triangulated Collection Schemes | Radar Visible Range Bonus +2 | Our collectors will now use a triangulation method with our radar will allow us to pinpoint objects a little further out than normal. |
(B37.B) Multi-Source Collector Processing | Radar Visible Range Bonus +5 | Using multiple collectors to scan with our radar gives a nice boost to the optimum range of our radar. |
(B37.C) Neural Collector Processing | Radar Visible Range Bonus +10 | An artificial intelligence has been created to handle all the collector processing andshould increase the optimum range by 10%. |
(B3A.A) Improved Resolution Scanning | Radar Point Defense Bonus +2 | Improving the resolution to 1024x768 on our scanners lets us see more detailed scans. |
(B3A.B) High Resolution Scanning | Radar Point Defense Bonus +5 | Further improving the resolution of our scanners to 2560x1600 has given a large boost in scan detail. |
(B3A.C) Scanning Resolution Sub-Processors | Radar Point Defense Bonus +10 | Our scanners have received new GPUs with multiple reprogrammable pipelines which gives our scan resolution a massive boost. |
(B3C.A) Biogenic Targeting | Radar Wpn Acc Bonus 2 | Bio-mechanical sensors allow our weapons to better acquire their targets increasing our weapon accuracy. |
(B3C.B) Neural Targeting Interfacing | Radar Wpn Acc Bonus 5 | Implanting machines to help our analysts acquire targets increases our weapon accuracy bonuses by a small margin. |
(B3C.C) AI-Assisted Neural Targeting Systems | Radar Wpn Acc Bonus 10 | Using an AI targetting system gives our radars a huge bonus to weapon accuracy. |
(B42.A) Advanced Power Heat Dissipation | Shield Max HP Bonus 2% | New methods for heat dissipation will allow our shields to take more hits before they fail. |
(B42.B) Self-Cooling Power Projectors | Shield Max HP Bonus 5% | A self cooling projector has been designed for our shields which will allow increase the number of hits they can deflect. |
(B42.C) Cold-State Projection Systems | Shield Max HP Bonus 10% | A new projection system has been designed to always stay in a cold-state which allows us to increase the number of hits our shields can take by a large percentage. |
(B44.A) Dual Coil-Accelerator Interface | Shield Proj Size Bonus 2% | A second coil-accelerator will be added to all new shields since researchers say that could increase the size of shields by a small amount for free. |
(B44.B) Flux-State Accelerators | Shield Proj Size Bonus 5% | A new flux state accelerator can be added to all our shields to give them a decent boost to their projection size. |
(B44.C) Quantum-State Accelerators | Shield Proj Size Bonus 10% | Designing a quantum-state accelerator was said to be impossible but your scientists have created one and its ready to be used. With these in place yoru shields will achieve a large boost to their projection size. |
(B45.A) Dual Coil Chambers | Shield Recharge Freq Decrease 2% | Using a chamber with dual coils should allow our shields to recharge a little faster. |
(B45.B) Coil Insulation Systems | Shield Recharge Freq Decrease 5% | Insulating the coil chambers will help stop power leaks and give a decent bonus to the recharge frequency. |
(B45.C) Twisted Coil Meshes | Shield Recharge Freq Decrease 10% | Replacing the old coils with new twisted coil meshs will give our shields a huge bonus to their recharge frequencies. |
(B48.A) High Powered Burst Capacitors | Shield Recharge Rate Bonus 2% | High powered burst capacitors will be implemented in all your new shields to increase the recharge rate by a small percentage. |
(B48.B) Dense High Powered Burst Capacitors | Shield Recharge Rate Bonus 5% | A capacitor almost twice as dense as the previous has been created which should allow the recharge rate of your shields to be increase by a decent percentage. |
(B48.C) Quantum-State Pulse Capacitors | Shield Recharge Rate Bonus 10% | Your leading scientist in quantum mechanics has developed a quantum state pulse capacitor that will give a large bonus to shield recharge rates on future designs. |
(B49.A) Quantum-State Beam Mediums | Solid Beam Max Dmg Bonus 2 | New quantum state beam mediums will enable our weapons to do more damage than before. |
(B49.B) Focuser Transfer Theories | Solid Beam Max Dmg Bonus 5 | Theories for a different method of transfering energy through the focuser have resulted in a basic prototype method that will allow a moderate increase in damage. |
(B49.C) Quantum-State Focusers | Solid Beam Max Dmg Bonus 10 | Improving on the previous design your scientists have come up with a quantum-state focuser that will allow a large increase in solid beam damage output. |
(B4A.A) Dual Medium Chambers | Solid Beam Min Dmg Bonus 2 | Adding a second medium chamber to the beam weapon will increase the damage of your beam weapons by a small amount. |
(B4A.B) Triple Medium Chambers | Solid Beam Min Dmg Bonus 5 | Adding a third medium chamber to your beam weapons should further increase the damage output of your solid beams. |
(B4A.C) Quad Medium Chambers | Solid Beam Min Dmg Bonus 10 | With a fourth medium chamber in place your beam weapons will have a large boost in input energy allowing for more damage. |
(B4B.A) Predictive Dissipation Algorithms | Solid Beam Opt Range Bonus 2 | Building basic predictive algorithms to measure the dissipation of our beam weapons will allow us to better know the optimum range of our beam weapons. |
(B4B.B) Neural Dissipation Controls | Solid Beam Opt Range Bonus 5 | Researchers have designed and built a new computer system devoted solely for dissipation measurements that will control the targeting system of our beams. |
(B4B.C) AI-Assisted Neural Dissipation Controls | Solid Beam Opt Range Bonus 10 | A new artificial intelligence has been created to control the dissipation computers used on our beam weapons which will allow a much longer optimum range. |
(B4E.A) Efficient Coils | Solid Beam Power Reduced 2 | With newer and more efficient coils in place our beam weapons shouldnt use up as much power as before. |
(B4E.B) Molecular Coils | Solid Beam Power Reduced 5 | Using a molecular coil system in our beam weapons should allow us to decrease the power requirement of our beam weapons. |
(B4E.C) Biogenic Coils | Solid Beam Power Reduced 10 | Your scientists have created a biogenic coil system that replenishes itself and will greatly reduce the power requirement of future beam weapons. |
(B4F.A) Sub-Particle Immobilization | Solid Beam ROF Decrease 2 | Scientists theorize that freezing certain sub particles in place should allow our beams to fire a little faster than usual. |
(B4F.B) Quantum-level Immobilization | Solid Beam ROF Decrease 5 | A science team has come up with a way to try and achieve a zero-point energy system and if they succeed all our beams will fire faster. |
(B4F.C) Near Zero Systems | Solid Beam ROF Decrease 10 | Your scientists have found a method to achieve near absolute zero temperatures for coolant which allows a 10% increase in ROF. |
(B83.0) Chemical Field Theory | 2X Chem Resist w/o Mag | To enhance our chemical resistance we need to get rid of any magnetic resistance since it interferes with our special chemical retardant metals. |
(B83.0) Combustive Chemical Stabilization | 2X Burn Resist w/o Chem | Getting rid of the chemical resists on our armors enables us to double the effectiveness of our burn resistance. |
(B83.0) Combustive Impact Reduction | 2X Burn Resist w/o Impact | Doubling our burn resistance is possible by using a ton of flame-resistant materials, the only problem is that you will have no impact resistance at all. |
(B83.0) Compressed Combustion Theory | 2X Impact Resist w/o Burn | If we dont worry about flammable materials we should be able to double our resistance to high velocity impact weapons. |
(B83.0) Dull Molecules | 2X Beam Resist w/o Pierce | Arranging the molecules in our armor will render us defenseless against piercing attacks but any beam damage will be reduced by half. |
(B83.0) Piercing Theory | 2x Pierce Resist w/o Impact | If we use special alloys we can double our pierce defenses at the cost of impact resistence. |
(C00.0) Prescience | Prescience | Telepaths have been hooked up to a machine that allows it to use their abilities to search in the future for anything that might affect your empire. |
(C00.0) Schools of Science | Opens Endless Possibilities | To compete against our rivals, we must better ourselves in all schools of science and train ourselves to broaden our ways of thought, our manner of exploration and indeed our very existence. |
(C02.B) Civilian Material Reclamation Programs | Automatic Mineral Movement 2 | We have hired idle civilians to make long lines between the mining facilities and the refineries to pass minerals from one to the other. The process is slow going but it works great! |
(C02.E) Civilian Material Reclamation Programs | Automatic Mineral Movement 5 | Small teleportation devices allow us to directly transfer minerals from the mines to our refineries. This greatly enhances our ability to stockpile minerals in our empire! |
(C07.A) Regulated Command Studies | CP Limit 400 | Our scientists have devised a better command structure enabling our empire to utilize more units at once. |
(C07.B) Command Principles | CP Limit 500 | New procedures have been implemented to give our officers better command abilities in any situation. |
(C07.C) Intermediate Command Structures | CP Limit 600 | A new rank structure has been created allowing our empire to delegate more tasks to our sub-officers, we can now command more units at one time. |
(C07.D) Advanced Command | CP Limit 800 | A new officers training school will give our officers better proficiency in command. With these new graduates we can marshal larger forces with ease. |
(C07.E) Outlying Command Restructuring | CP Limit 900 | With a reorganization of our command charts we have discovered a new way to give orders, we can now support more troops in any given environment. |
(C07.F) Core Command Restructuring | CP Limit 1000 | Promoting certain generals and ousting the old has given us the opportunity to control more units at once. Our new generals have more combat experience than the older ones who grew up in peaceful times. |
(C0C.A) Institutionalized Nationalism | Enlisted's Colonists Cost 10 | Your citizens are born and bred to fight. Its not just required to join, its programmed into them. |
(C0C.B) Military Draft | Enlisted's Colonists Cost 11 | It is required of all your citizens to join the military and serve some time in service. |
(C0C.C) Advanced Military Training | Enlisted's Colonists Cost 12 | New courses in advanced tactics and weaponry draw more citizens into the service since they see the opportunity to use modern weapons in combat. |
(C0C.D) Induced Military Training | Enlisted's Colonists Cost 13 | Scholarships are being offered for any new recruit. Your citizens flock to the enlistment offices. |
(C0C.E) Modified Military Training | Enlisted's Colonists Cost 14 | Training has been updated and enhanced to allow more recruits to become enlisted. |
(C0C.F) Enhanced Military Training | Enlisted's Colonists Cost 15 | More military officers have been moved into training positions which helps encourage citizens to join up. |
(C0D.A) Production Maintenance Concepts | Factory Upkeep Reduction 3% | If we capture enemy engineers and put them to work on our factories we should be able to save money on upkeep since we dont have to pay them. |
(C0D.B) Production Maintenance Schedule | Factory Upkeep Reduction 5% | Cutting back the hours of our highest paid employees and hiring a bunch of new ones at starting salary will get more work done and cost us less in the long run! |
(C0D.C) Proactive Production Maintenance | Factory Upkeep Reduction 7% | Keeping engineers on station 24/7 means no waiting till the next day for the fix. With this round the clock repairing we end up saving a lot of money. |
(C0D.D) Improved Production Maintenance | Factory Upkeep Reduction 10% | We have sent our engineers back to school to learn new methods of fixing the various parts in our factories. They should be much more efficient now. |
(C0E.A) Social Programs | Homeless Allowed Before Penalty 1% | Special homes have been erected for the homeless to take shelter in which makes them more content with their situation. |
(C0E.B) Social Program Reform | Homeless Allowed Before Penalty 2% | Larger bridges are being built to accommodate the homeless who shelter under them. |
(C0E.C) Efficient Social Programs | Homeless Allowed Before Penalty 3% | Food stamps are being handed out to the homeless to help keep them happy. |
(C0E.D) Adaptive Social Programs | Homeless Allowed Before Penalty 4% | A large welfare system has been put into place that helps to provide for the homeless and needy. |
(C1C.A) Enhanced Mineral Extraction | Mineral Concentration Bonus 1 | New drills allow us to mine more minerals than before. |
(C1C.B) Advanced Mineral Extraction | Mineral Concentration Bonus 2 | New drilling techniques should yield more minerals when mining. |
(C1C.C) Efficient Mineral Extraction | Mineral Concentration Bonus 3 | We have perfected our drilling techniques which means we can gather more minerals than ever before. |
(C23.A) Revised Vehicle Maintenance Plans | Non-Aerial Upkeep Reduction 2% | The maintenance plans and procedures have been updated for efficiency. The new procedures will end up saving us money in the long run. |
(C23.B) Vehicle Maintenance Corps | Non-Aerial Upkeep Reduction 3% | An organization started by undergraduates at a prestigious academy in your empire have volunteered a create and maintain their own maintenance corps. We dont have to pay them or the people we had hired before to do the work. The cost for maintaining our units should start going down. |
(C23.C) Robotic Vehicle Maintenance | Non-Aerial Upkeep Reduction 5% | Robotic repair drones have been assigned to all our ground units which should be able to fix any minor problems with no cost to us. |
(C24.A) Nationalistic Command | Officer's Enlisted Cost 10 | War heroes have been recruited to be the new teachers at the officer training facilities. With these heroes of your empire in place, anyone who signs up will be inspired to graduate and become officers themselves. |
(C24.B) Advanced Command Training | Officer's Enlisted Cost 12 | New simulators have been installed at the officers school but there are not enough to go around, so we only take twelve enlisted at a time now. Due to the excellent training these sims give our students, we graduate more than ever before. |
(C24.C) Enhanced Command Training | Officer's Enlisted Cost 15 | New textbooks and field guides have been introduced to the officers school which allows more graduates. Class sizes have been reduced to accommodate a shortage of the new books. |
(C25.A) Colonial Maintenance Schedule | Other Fac Upkeep Reduction 5% | New alloys have been installed for the robotic arms in our factories which will keep them from breaking. The savings well make off not having to buy replacements can be better used elsewhere. |
(C25.B) Improved Colonial Maintenance | Other Fac Upkeep Reduction 10% | With automated repair drone stations built into our factories, we no longer have to pay for workers that did the minor repairs should any of the small parts break down. |
(C27.A) Social Cost Reduction | Population Upkeep Reduction 5% | With upgraded plumbing and water treatment plants we do not have to pay as much to keep our citizens healthy. |
(C27.B) Advanced Social Cost Reduction | Population Upkeep Reduction 10% | State of the art equipment for trash disposal, schools, and cheaper gas means we pay even less for each citizen. |
(C3D.A) Multi-Team Repair Coordination | Repair Speed Bonus 2% | Using more than one team to repair has always been difficult but with new methods to coordinate between them your empire should be able to repair a little faster than before. |
(C3D.B) AI-Assisted Repair Team Coordination | Repair Speed Bonus 5% | A new AI meant to help repair teams coordinate better has been created and will be available for any repairs that are needed. Your empire should repair much faster than before. |
(C3D.C) Self-Repair and Diagnostic Systems | Repair Speed Bonus 10% | Systems have been put into place for everything you own that will run diagnostics constantly so that repair teams no longer have to search for the damage themselves. They should now get a report saying whats wrong and how to fix it which makes the repair process go much faster. |
(C3E.A) Inter-linked Research Facilities | Research Fac Assist Bonus 60% | Inter-linking our research facilities will allow better cooperation between the scientists and make separate laboratories work better together. |
(C3E.B) Holographic Laboratory | Research Fac Assist Bonus 70% | All our laboratories will allow holographic entry to scientists from other facilities which will increase the productivity of the researchers from other labs. |
(C3F.A) Improved Research Supply Planning | Research Fac Upkeep Reduction 5% | Planning ahead has always been hard for scientists so the government will start doing it for them and making sure they have what they need before they know they even need it. This should cut down on the costs of trying to buy everything at the last minute for a new project. |
(C3F.B) Self-Generated Research Supplies | Research Fac Upkeep Reduction 10% | All our research facilities now come equiped with a small machine that can generate any supplies they might need. |
(C53.A) Improved Intra-Empire Trades | Spaceport Upkeep Reduction 5% | Taxing our colonists for using the spaceport trading systems should decrease the amount our government has to pay for spaceports. |
(C53.B) Government-regulated Intra-Empire Trades | Spaceport Upkeep Reduction 10% | Government officials have been placed in all our spaceports to help regulate all the trade going through the spaceports. They will levy taxes on everyone to keep the upkeep costs down. |
(C55.A) Patriotism | Tax Rate Without Penalty 3% | Our scientists have found a way to put subliminal messages in commercials to promote patriotism. If it works then our citizens wont mind paying a little higher taxes. |
(C55.B) Nationalism | Tax Rate Without Penalty 5% | New subliminal messages have been put into commercials that should instill nationilism in our populance. Hopefully we can tax them even more before they become unhappy. |
(C55.C) Social-Brainwash Practices | Tax Rate Without Penalty 8% | New teaching methods have been put into place to brainwash our citizens when they are children that taxes are good and the higher the better. So long as these new citizens can still buy food they should be happy with whatever taxes we charge. |
(C57.A) GTC Networked Route Membership | GTC Trade Taxes 5% | Using our connections in the GTC we have applied for membership in the private GTC network. With a membership we would have access to the best lanes and the lowest rates possible. |
(C57.B) GTC Trade Route Registration | GTC Trade Taxes 10% | Our contacts in the GTC have notified us that it is possible to register for certain trade lanes which can significantly reduce the tax on our trades. |
(C57.C) GTC Appropriations | GTC Trade Taxes 15% | Our lawyers want to make a deal with the GTC that will end up lowering our trade tax across the board if we follow certain rules. |
(C58.A) Improved GTC Connections | Trade GTC Speed 300 | We have become very popular with certain GTC officials by offering them some money under the table. They have agreed to jump our places in the shipment queue lanes which will make our trades go faster. |
(C58.B) GTC Membership Upgrade | Trade GTC Speed 500 | Through our many connections we have found a way to get a spot in the GTC. With this position we will be able to negotiate trade deals much faster than before. |
(C58.C) GTC Preferred Trader Status | Trade GTC Speed 800 | Our empire has traded so much that the GTC feels obligated to give us a preferred status. Our shipments will receive the highest priority since they earn so much money from our taxes. |
(C59.A) Aquatic Robotic Repair Units | Underwater Fac Upkeep Reduct 5% | Small andriods have been developed that can repair underwater facilities so we no longer have to hire huge teams of divers. This should free up some money in our colony. |
(C59.B) Advanced Aquatic Maintenance | Underwater Fac Upkeep Reduct 10% | With the invention of small nanite repair submersibles it will cost us practically nothing for underwater facility upkeep. |
(C5A.A) Regulated Community Services | Unemployment Upkeep Reduct 5% | A community service schedule has been drawn up to allow the unemployed to clean the city for tips. |
(C5A.B) Private Sector Social Policies | Unemployment Upkeep Reduct 10% | Colonies have new laws requiring all unemployed persons to help with cleaning the city any any money they find on the ground they can keep. This should aleviate some upkeep problems. |
(C5B.A) Recreation Services | Unemployment Without Penalty 3% | City planners have devised a means to keep the jobless happy by installing free arcade games around all public buildings. |
(C5B.B) Advanced Recreation Services | Unemployment Without Penalty 4% | Our analysts have projected that giving everyone a free laptop with some games on them will keep people out of work in a better mood. |
(C5B.C) Holographic Simulators | Unemployment Without Penalty 5% | New holographic game systems are being erected in every building to help keep the jobless entertained. With so much fun stuff to do they wont worry about their lack of a job. |
(C5C.A) Modified Aerial Maintenance Plans | Aerial Upkeep Reduction 1% | Switching around maintenance schedules has allowed us to save some money on upkeep. With enough extra credits, we might even start paying our engineers more. |
(C5C.B) Revised Aerial Maintenance Plans | Aerial Upkeep Reduction 2% | Firing some engineers and extending the work schedules of the rest should save us money on our maintenance costs. |
(C5C.C) Aerial Maintenance Corps | Aerial Upkeep Reduction 3% | New plans for a Corp of engineers devoted to fixing aerial units has been put into effect. All members of the Corp get paid the same low rate saving us a bunch of money! |
(C5C.D) Aerial Maintenance Corps | Aerial Upkeep Reduction 4% | The maintenance corps has grown to epic proportions so we decided to only keep the very best engineers. They do the same work only better and its not costing us as much. |
(C5C.E) Robotic Aerial Maintenance | Aerial Upkeep Reduction 5% | New repair drones have been created to replace the maintenance corps in the aerial unit field. Half the engineers were fired and the rest were kept to keep the drones in good shape. |
(C5E.A) Organized Trade Efficiencies | Max Sell Order Slots 15 | Our bean counters have come up with a method of organizing our trading charts that allows us to sell and track more products at once. |
(C5E.B) Improved Trade Balances | Max Sell Order Slots 20 | With new systems to help balance the work load of moving and selling our materials we should be able sell more things at once. |
(C5E.C) Automated Trading and Marketing | Max Sell Order Slots 25 | Computer assisted trading allows us to manage our portfolios a lot better than before so we can sell more things at any given time. |
(C5E.D) Neural Trade Market Interface | Max Sell Order Slots 30 | An AI has been created to keep track of all our inventory and what is currently on the market which enables us to do more trades simultaneously. |
(C5F.A) Oceanography | Naval Units and Shipyard Available | Scientists have come up with a brand new hull design which should allow us to build large sea-based ships. Finally we can set sail and destroy our enemies from the sea. |
(C5F.B) Aquatic Habitats | Underwater Facilities | After years of planning and research, scientists have come up with a way to build our structures underwater. Our enemies will never think to look underwater to find us! |
(C63.A) Precision Missiles - Power | Precision Missiles 1 | Targeting the power emissions on an engine allows our missiles to home in on the power generators. |
(C63.B) Precision Missiles - Radar | Precision Missiles 2 | Missiles can now come with an electronic tracking device that pinpoints and targets enemy radar. |
(C63.C) Precision Missiles - Shields | Precision Missiles 3 | Shield generators give off a special radiation that these new missiles will be able to identify and target specifically. |
(C63.D) Precision Missiles - Thrust | Precision Missiles 4 | By tracking the heat given off by engines our missiles will now be able to specifically target the thrusters of enemy units. |
(C66.A) Applied Anatomy | All Colony Morale Boost 1 | With the help of our empires leading biologist and sociologist, science teams have found a way to make our citizens happier. |
(C66.B) Advanced Ecological Engineering | All Colony Morale Boost 5 | A pharmaceutical company has created a drug that will make people very happy. Government officials quickly bought the recipe and are now requiring all citizens to get their shots. |
(C67.A) Food Synthesis and Replication | Growth Rate Bonus 1 | Food synthesizers have been created which virtually eliminate hunger in our empire, the population should start to climb quite rapidly. |
(C67.B) Biogenetics | Growth Rate Bonus 3 | Genetic enhancements make our citizens live longer, meaning people can have more babies over time. |
(C67.C) Cloning Theories | Growth Rate Bonus 5 | Cloning our most productive citizens should allow us to prosper even more! |
(C69.A) Self-Aware Training Machines | EnlistedTrainingFactor - Enhanced Enlisted Production Rate 4 | AI Droids are being used to help our new recruits. With these in place we can train more grunts than ever before. |
(C6A.A) Trainer Training Programs | BaseEnlistedPerTraining - Enhanced Enlisted Production Rate 12 | Giving each soldier a personal trainer will insure that more of them can pass the fitness exams which are the only bar to becoming an enlisted member of this empire. |
(C6A.B) Advanced Training Programs | BaseEnlistedPerTraining - Enhanced Enlisted Production Rate 14 | Designing a more sophisticated training facility will allow us to better train our recruits and yield a larger graduating class. |
(C6B.A) Wargames Simulations | BaseOfficerPerTrainer - Enhanced Officer Production Rate 6 | With the introduction of war games to the officers school we now graduate more officers than before. This helps them grasp the concepts of battle when it comes time for finals. |
(C6B.B) Advanced Tactical Studies | BaseOfficerPerTrainer - Enhanced Officer Production Rate 7 | Putting veteran commanders in the teachers chair will help teach and to inspire new officers to achieve more. We expect larger graduate classes in our officers school. |
(C73.0) Advanced Electronic Concepts | Enhanced Radar View In Space | There should be very little interference in space for our new radar systems so putting them at full power wont overload our systems but it will give us a much farther reach in space. |
(C73.0) Antigravity Theories | Space stations closer to planets | Our scientists have developed massive anti-gravity generators that will attach to our space stations allowing them to be closer to planets without getting pulled into atmosphere. |
(C73.0) Energy Containment Concepts | Shields Allowed On Planets | Our scientists have theorized that large ship shields are hard to make because the generators must still fit on the ship but what about a planet? Surely with that much space available we can make a shield to encompass an entire planet. |
(C73.0) Hyperspace | Hyperspace | Traveling between systems has never been faster for our battlegroups with our newest invention, the hyperspace drive. What used to take days will only take hours at the most. |
(C73.0) Orbital Mining Platform | Orbital Mining Platform | A brilliant scientist has redesigned a space station to become a massive mining platform. With this in place we will be able to mine minerals in space much faster than ever before. |
(C73.0) Singularity Observation | Wormholes Traversable | The brightest minds in your empire have discovered a way to use and survive the passage of wormholes. We should now be able to spread to new systems. |
(C75.0) Socio-Economic Pattern Recognition | Controlled Morale | Controlling every aspect of our citizens lives would be very tedious so we have conditioned them to respond to money in certain ways. By controlling the money we control the population. |
(C76.0) Social Growth Management | Adjustable Colonist Growth | Colony-wide birth control measures have been developed to help us control the growth of our colonies. |