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The 2070 scenario starts with: [[File:Tech social icon.png|24px]] [[We Are Not Alone]], [[File:Tech space icon.png|24px]] [[Deep System Skywatch]] and [[File:Tech space icon.png|24px]] [[Mission to the Asteroids]].
The 2070 scenario starts with: [[File:Tech social icon.png|24px]] [[We Are Not Alone]], [[File:Tech space icon.png|24px]] [[Deep System Skywatch]] and [[File:Tech space icon.png|24px]] [[Mission to the Asteroids]].
=== Org Unlocks ===
Many randomized orgs (see [[Org_List/Random]] for a list) require a specific global tech to be researched before they can start spawning. Furthermore, whenever a global tech is researched, the game immediately spawns 24 copies of each randomized org that is unlocked by the global tech, and directly puts 1 copy into each faction's [[Orgs#Markets|org market]] unless the org is banned for that faction.
This effectively means that for a short period of time after researching a global tech, it becomes very easy to find the randomized orgs that are unlocked by the global tech.


== Projects ==
== Projects ==
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The unlock and availability chances vary by project, from 100% for something like [[Outpost Core]] down to 20% for the [[Bering Strait Crossing]].  
The unlock and availability chances vary by project, from 100% for something like [[Outpost Core]] down to 20% for the [[Bering Strait Crossing]].  


For example, the [[Dusty Plasma Drive]] project has a base 20% chance to unlock. [[Autonomous Research Groups]] makes it 30%. If you have six councilors with an average of {{TV|science|10}} each, that's a total of {{TV|science|60}}, multiplied by 0.2% gives a +12% bonus, bringing the project to 42% chance to unlock. [[Dusty Plasma Drive]] depends on the global techs [[Magnetic Nozzles]] and [[High-Temperature Superconductors]]. If you contributed 60% to [[Magnetic Nozzles]] and 40% to [[High-Temperature Superconductors]], that averages to a +50% bonus, and your chance to unlock [[Dusty Plasma Drive]] is 42% + 50% = 92%.  
For example, the [[Dusty Plasma Drive]] project has a base 20% chance to unlock. [[Autonomous Research Groups]] makes it 30%. If you have six councilors with an average of {{TV|science|10}} each, that's a total of {{TV|science|60}}, multiplied by 0.2% gives a +12% bonus, bringing the project to 42% chance to unlock. [[Dusty Plasma Drive]] depends on the global techs [[Magnetic Nozzles]] and [[High-Temperature Superconductors]]. If you contributed 40% to [[Magnetic Nozzles]] and 0% to [[High-Temperature Superconductors]], that averages to a +20% bonus, and your chance to unlock [[Dusty Plasma Drive]] is 42% + 20% = 62%.  


If you do unlock it, it goes into your waiting pool. This particular project has a 0% chance to become immediately available. But your {{TV|science|60}} adds +12% to the chance. Each month this chance increases by +5%, plus an additional 1% from [[Autonomous Research Groups]], up to a maximum of 50% chance per month if it still hasn't popped.
If you do unlock it, it goes into your waiting pool. This particular project has a 0% base chance to become immediately available. But your {{TV|science|60}} adds +12% to the chance, and your contribution to [[Magnetic Nozzles]] and [[High-Temperature Superconductors]] adds another +20%, for a total chance of 32%. Each month this chance increases by +5%, plus an additional 1% from [[Autonomous Research Groups]], up to a maximum of 50% chance per month if it still hasn't popped.


=== Stealing Projects ===
=== Stealing Projects ===
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Note that these conditions are somewhat different from those for [[Technology#Stealing Projects|stealing projects]]. Nevertheless, buying a project also just makes the idea ''available'' for you to work on, if for whatever reason it hasn't unlocked for you yet. You still have to do the work and develop it yourself, so this is mostly worthwhile for low-probability projects that you might not ever get, otherwise.
Note that these conditions are somewhat different from those for [[Technology#Stealing Projects|stealing projects]]. Nevertheless, buying a project also just makes the idea ''available'' for you to work on, if for whatever reason it hasn't unlocked for you yet. You still have to do the work and develop it yourself, so this is mostly worthwhile for low-probability projects that you might not ever get, otherwise.
=== Sabotaging Projects ===
Some councilors may "sabotage" the ongoing research projects of other human factions via the {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission. Each faction's research into each project may be sabotaged by at most one {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission. Notably, this means that if there are 3 factions A, B, and C, and B has already successfully performed a {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission on a project of A, then C cannot perform another {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission on that same project of A.
Whenever a project is sabotaged by the {{MissionIcon|Sabotage Project}}[[Sabotage Project]] mission, it loses half of the {{TV|research}} invested into it, capped at a maximum loss of {{TV|research|5000}}.
Another potentially more powerful alternative is capturing entire {{TV|research}}-producing [[Habs]] using {{MissionIcon|Control Space Asset}}[[Control Space Asset]] or {{MissionIcon|Assault Enemy Space Asset}}[[Assault Enemy Space Asset]] missions. Among other rewards, these missions can potentially sabotage all ongoing projects, with no restrictions on how many times a project can be sabotaged or how much {{TV|research}} it can remove. See [[Habs#Capturing_Habs]] for details.


== Research Production and Bonuses ==
== Research Production and Bonuses ==
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** Research Category Bonus × 0.9 ^ (Number of research slots of the same category that have pips - 1)
** Research Category Bonus × 0.9 ^ (Number of research slots of the same category that have pips - 1)
** {{TV|projects}} Bonus if this is a project.
** {{TV|projects}} Bonus if this is a project.
=== Categories ===


There are eight Research Categories ({{TV|energy}}, {{TV|life}}, {{TV|information}}, {{TV|material}}, {{TV|military}}, {{TV|social}}, {{TV|space}}, {{TV|xenology}}), which each have their Bonus calculated independently. The Research Category Bonus is gained from the following sources:
There are eight Research Categories ({{TV|energy}}, {{TV|life}}, {{TV|information}}, {{TV|material}}, {{TV|military}}, {{TV|social}}, {{TV|space}}, {{TV|xenology}}), which each have their Bonus calculated independently. The Research Category Bonus is gained from the following sources:
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[[File:Research_Category_Diminishing_Returns.png]]
[[File:Research_Category_Diminishing_Returns.png]]
=== Engineering Projects ===


The Project Engineering Bonus {{icon|projects|bgcolor=DarkSlateGray}} is gained from the following sources:
The Project Engineering Bonus {{icon|projects|bgcolor=DarkSlateGray}} is gained from the following sources:
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# Each remaining {{TV|projects}} adds 3%, up to 160%.
# Each remaining {{TV|projects}} adds 3%, up to 160%.
# Each remaining {{TV|projects}} adds 1%.
# Each remaining {{TV|projects}} adds 1%.
=== The values reported in game ===
* The base amount is reported on the Monthly Ledger tab of the Council screen (sometimes also called "ledger science").
** The amount reported for each councilor is the sum {{TV|research}} from each [[Trait]] plus the flat {{TV|research}} income from all their orgs, plus a bonus of 1% × their {{TV|science}} attribute.
** This amount ''does'' include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.
* In the top bar of main screen, reported {{TV|research}} is the base amount + the distribution bonus (5% per different category currently being worked on).
** This amount ''does'' include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.
** Re-calculation of the distribution bonus lags changes made to your actual research distributions, and so may not be accurate if you've recently changed projects.
* On the Research & Development screen, daily contribution values are reported just above the pip boxes. These are possibly averaged over past contributions? not clear, may be buggy (as of 1.0.29)?


== Tech Tree Colors ==
== Tech Tree Colors ==
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== Future Tech ==
== Future Tech ==


Whenever a global technology is completed, and there is no global technology that can be picked, the game will instead offer a choice of Future Techs to pick from. These Future Techs do not unlock any new research projects, but instead make every locked project of the same science category reroll its unlock roll for each human [[Factions|faction]]. Each category of Future Tech also gives additional bonuses:
Whenever a global technology is completed, and there is no global technology that can be picked, the game will instead offer a choice of Future Techs to pick from. These Future Techs do not unlock any new research projects, but instead make every locked project of the same science category (or the {{TV|xenology}} category) reroll its unlock roll for each human [[Factions|faction]]. Each category of Future Tech also gives additional bonuses:


{| class="wikitable"
{| class="wikitable"
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Note: You do not actually need to reach the end of the technology tree to access Future Techs. They are available any time there are no valid global technologies to pick, which could be possible if the only valid global technologies are already in the other two global technology slots.
Note: You do not actually need to reach the end of the technology tree to access Future Techs. They are available any time there are no valid global technologies to pick, which could be possible if the only valid global technologies are already in the other two global technology slots.
=== Future Social Science claims ===
* A non-hostile  claim is generated for exactly one nation whose executive is held by the research leader.
* The claim is generated for an adjacent territory that is not already claimed. "Adjacent" can be confirmed in the tooltip in the Regions tab of the nation detail window. It includes bridges and tunnels constructed for "peaceful use only".
* If there is no eligible territory by the above rules, a non-adjacent claim is generated for a nation held by the research leader, to a random territory anywhere on the planet.
This means it is possible to guide the claim to be generated by leaving a buffer zone around your nations, of regions they claim but have not taken control of.


== AI First Tech Picks ==
== AI First Tech Picks ==
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Latest revision as of 04:04, 10 September 2026

This page discusses the game mechanics for techs and projects. For a list of all techs or projects in Terra Invicta, as well as their stats, see Tech List or Project List instead.

An external tool to visualise tech tree can be found here: Tech tree viewer.

In Terra Invicta, the process of research is divided into science and engineering. Factions must decide how to direct their researchResearch income between public endeavors to advance humanity's understanding of the universe, and narrowly focused private efforts aimed at fulfilling specific objectives or improving their faction's capabilities.

Research & Development

Terra Invicta distinguishes Research from Development. "Technologies" are research into pure science, done to extend worldwide human understanding. "Projects" represent development; privately applied science and engineering, done to put the new theories into practice in the real world.

Global Research

The human Factions collectively research three new scientific principles at once. These are broad understandings of disciplines such as physics, chemistry, or socioeconomics. Only rarely do they directly lead to some specific change in how events unfold in the game. Instead, their main function is to unlock engineering projects for individual Factions, and occasionally allow for new types of Orgs to appear.

When a new technology is completed, it becomes available to all humanity.

The faction that contributes the most research to a particular global research will select what is investigated next and will have an increased chance to unlock projects based on that research.

The 2022 and 2026 scenarios start with the following global research underway: We Are Not Alone, Skywatch and Mission To Space.

The 2070 scenario starts with: We Are Not Alone, Deep System Skywatch and Mission to the Asteroids.

Org Unlocks

Many randomized orgs (see Org_List/Random for a list) require a specific global tech to be researched before they can start spawning. Furthermore, whenever a global tech is researched, the game immediately spawns 24 copies of each randomized org that is unlocked by the global tech, and directly puts 1 copy into each faction's org market unless the org is banned for that faction.

This effectively means that for a short period of time after researching a global tech, it becomes very easy to find the randomized orgs that are unlocked by the global tech.

Projects

Projects are based off global research, but are developed privately for your faction, to generate effects and advantages in the game, such as unlocking a new component for your Spaceships and Habs or providing a bonus to your faction. Most projects benefit only the faction that develops them, and must be independently developed by each faction that wants the benefit.

For example, a scientific principle (global tech) might be Infrared Combat Lasers, which enables Human Factions to develop the IR Laser Batteries project, which in turn unlocks the 60cm, 120cm, and 360cm Infrared Laser Batteries for your ships.

A number of projects are tied to completing objectives that move Factions closer to understanding the purpose of the alien invasion or toward their victory conditions.

With sufficient infrastructure, Factions may research up to three private engineering projects simultaneously.

The number of slots a faction has determines how many simultaneous projects a faction may pursue and how fast it completes them. Factions get one project slot for free. They receive a second project slot (to work on two projects simultaneously) if a councilor has an org with a projectsProjects income value. They receive a third project slot if they have built a hab module with a projectsProjects income value.

Special Projects

Certain projects have special flags that change their behavior:

Global Projects

Global Projects are projects that can be researched by only one faction. As soon as a faction researches it, it is removed from all factions. Global projects usually give a global bonus (such as nation claims) that all factions can potentially benefit from, but may also have smaller bonuses that are only given to the faction that researches the project.

Objective Projects

Objective Projects are projects that are related to campaign objectives, especially projects that complete or unlock new campaign objectives. Strangely, xenology labs and their upgrades also count as objective projects.

Repeatable Projects

Repeatable Projects can be researched an unlimited number of times, but research cost is multiplied by (1 + number of times researched).

There are currently only 6 Repeatable Projects in the game:

Unlocking Projects

Completing a global tech does not immediately make every project available to work on. Each potential project has an "unlock" percentage, which is rolled for each faction to see if they get the idea. Each faction rolls separately, and if you fail your roll, you may be able to buy or Steal ProjectSteal the project from an another faction that succeeded (see Technology#Stealing_Projects for details). Failed projects may also be unlocked by researching Future Tech or Project Review.

For projects with a low unlock percentage, there is a real chance they will never get discovered in your game. (Notably this includes several powerful late-game drive systems. The ideas are "out there", but until all the basic research is done, no one knows if they'll actually work.)

A project's unlock chance can be increased:

  • +0.2% for each point of ScienceScience that your Councilors have, in total.
  • +10% for each councilor with the Innovative trait.
  • +10% if you have researched the Autonomous Research Groups project.
  • + research_share % for the share you contributed to the global tech that it immediately depends on. If there's more than one global tech, the bonus is your average contribution.

The first 3 modifiers are included in the % shown in the UI for the project under its requirements, though not the research contribution bonus, which is added at the moment the tech unlock roll occurs. Many projects start at 100%, and with most you can easily reach 100%.

"Unlocked" projects are still not available to begin work immediately, though; instead they go into a waiting pool. Each day, there is another roll for each waiting project to see if your people have their grants and proposals written, and if it is successful then the project becomes available for you to start work on. For many (but not all) projects, the daily roll chances will increase with each month that passes.

The starting monthly availability chance is increased by your contribution bonus and your council ScienceScience bonus, and can actually exceed the maximum monthly availability chance but will then never grow. The Autonomous Research Groups project increases the monthly increase by 1%.

The unlock and availability chances vary by project, from 100% for something like Outpost Core down to 20% for the Bering Strait Crossing.

For example, the Dusty Plasma Drive project has a base 20% chance to unlock. Autonomous Research Groups makes it 30%. If you have six councilors with an average of 10 ScienceScience each, that's a total of 60 ScienceScience, multiplied by 0.2% gives a +12% bonus, bringing the project to 42% chance to unlock. Dusty Plasma Drive depends on the global techs Magnetic Nozzles and High-Temperature Superconductors. If you contributed 40% to Magnetic Nozzles and 0% to High-Temperature Superconductors, that averages to a +20% bonus, and your chance to unlock Dusty Plasma Drive is 42% + 20% = 62%.

If you do unlock it, it goes into your waiting pool. This particular project has a 0% base chance to become immediately available. But your 60 ScienceScience adds +12% to the chance, and your contribution to Magnetic Nozzles and High-Temperature Superconductors adds another +20%, for a total chance of 32%. Each month this chance increases by +5%, plus an additional 1% from Autonomous Research Groups, up to a maximum of 50% chance per month if it still hasn't popped.

Stealing Projects

Some councilors may "steal" completed projects from other human factions via the Steal ProjectSteal Project mission. A human faction X can steal a project P from a human faction Y if and only if all of the following are true:

  • Y has researched P.
  • X has not researched P.
  • P is not currently in the list of projects that X can choose to invest researchResearch into.
  • X has researched all of P's direct prereqs.
  • P is not banned from faction X.
  • P is not a repeatable project.
  • P is not a global project.
  • P is not an objective project.

Note that "stealing" a project just makes the idea available for you to work on, if for whatever reason it hasn't unlocked for you yet. You still have to do the work and develop it yourself, so this Steal ProjectSteal Project mission is mostly worthwhile for low-probability projects that you might not ever get, otherwise.

A faction that is struggling with producing researchResearch can get an additional bonus from Steal Projectstealing projects: a lump sum of researchResearch based on how much more researchResearch the target faction is producing.

Another potentially more powerful alternative is capturing entire researchResearch-producing Habs using Control Space AssetControl Space Asset or Assault Enemy Space AssetAssault Enemy Space Asset missions. Among other rewards, these missions can potentially "steal" projects and instantly complete the stolen projects. See Habs#Capturing_Habs for details.

Buying Projects

A more diplomatic alternative is to simply buy the project in a trade.

A human faction X can buy a project P from a human faction Y if and only if all of the following are true:

  • Y has researched P.
  • X has not researched P.
  • P is not currently in the list of projects that X can choose to invest researchResearch into.
  • P is not banned from faction X.
  • P is not a repeatable project.
  • P is not a global project.
  • X has completed the objectives and milestones that P requires.
  • The nation that P requires exists.
  • P is not a XenologyXenology Science project.

Note that these conditions are somewhat different from those for stealing projects. Nevertheless, buying a project also just makes the idea available for you to work on, if for whatever reason it hasn't unlocked for you yet. You still have to do the work and develop it yourself, so this is mostly worthwhile for low-probability projects that you might not ever get, otherwise.

Sabotaging Projects

Some councilors may "sabotage" the ongoing research projects of other human factions via the Sabotage ProjectSabotage Project mission. Each faction's research into each project may be sabotaged by at most one Sabotage ProjectSabotage Project mission. Notably, this means that if there are 3 factions A, B, and C, and B has already successfully performed a Sabotage ProjectSabotage Project mission on a project of A, then C cannot perform another Sabotage ProjectSabotage Project mission on that same project of A.

Whenever a project is sabotaged by the Sabotage ProjectSabotage Project mission, it loses half of the researchResearch invested into it, capped at a maximum loss of 5000 researchResearch.

Another potentially more powerful alternative is capturing entire researchResearch-producing Habs using Control Space AssetControl Space Asset or Assault Enemy Space AssetAssault Enemy Space Asset missions. Among other rewards, these missions can potentially sabotage all ongoing projects, with no restrictions on how many times a project can be sabotaged or how much researchResearch it can remove. See Habs#Capturing_Habs for details.

Research Production and Bonuses

researchResearch is passively produced by Habs, Nations, and Councilors (from Orgs and Traits). researchResearch can also be produced in one lump sum by some random Events and Councilor Missions. All Human Factions also begin the campaign with a small amount of passive researchResearch income.

Any time a faction produces researchResearch, the researchResearch is distributed according to their research distribution settings and then various bonuses are applied. For each research slot X, the actual amount of researchResearch contributed to slot X is calculated as follows:

  • Start with the Base researchResearch amount produced.
  • × (100% + 5% per research slot that has pips assigned.)
  • × pips assigned to research slot X.
  • / total pips assigned to all research slots.
  • × Sum of:
    • 100%
    • Research Category Bonus × 0.9 ^ (Number of research slots of the same category that have pips - 1)
    • projectsProjects Bonus if this is a project.

Categories

There are eight Research Categories (EnergyEnergy Science, Life ScienceLife Science, Information ScienceInformation Science, Material ScienceMaterial Science, Military ScienceMilitary Science, Social ScienceSocial Science, Space ScienceSpace Science, XenologyXenology Science), which each have their Bonus calculated independently. The Research Category Bonus is gained from the following sources:

Except for alien activity investigations, each source will have diminishing returns applied to it separately when its base bonus exceeds 50%. Specifically, if the base bonus is more than 50%, then the actual bonus is set to 50% + 50% × (Base Bonus - 50%) / (Base Bonus + 150%).

The Research Category Bonus is then simply the sum of these actual bonuses from each source type.

Engineering Projects

The Project Engineering Bonus projects is gained from the following sources:

The projectsProjects Bonus is calculated as follows:

  1. The first 1 projectsProjects gained from an org is used to unlock the second project slot.
  2. The first 1 projectsProjects gained from a hab module is used to unlock the third project slot.
  3. Each remaining projectsProjects adds 5%, up to 100%.
  4. Each remaining projectsProjects adds 3%, up to 160%.
  5. Each remaining projectsProjects adds 1%.

The values reported in game

  • The base amount is reported on the Monthly Ledger tab of the Council screen (sometimes also called "ledger science").
    • The amount reported for each councilor is the sum researchResearch from each Trait plus the flat researchResearch income from all their orgs, plus a bonus of 1% × their ScienceScience attribute.
    • This amount does include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.
  • In the top bar of main screen, reported researchResearch is the base amount + the distribution bonus (5% per different category currently being worked on).
    • This amount does include the effect of Advising councilors, so it goes up during mission phases once the Advise mission triggers, and down again during the Assignment phase.
    • Re-calculation of the distribution bonus lags changes made to your actual research distributions, and so may not be accurate if you've recently changed projects.
  • On the Research & Development screen, daily contribution values are reported just above the pip boxes. These are possibly averaged over past contributions? not clear, may be buggy (as of 1.0.29)?

Tech Tree Colors

The in-game tech tree is color coded as follows:

OBSOLETE INFO INSIDE!  
  • Player has previously researched this Project.
  • This Project is Repeatable.
  • Player has never researched this Project.
  • Player has invested some research into this Project.
  • Player has never researched this Project.
  • Player has never invested any research into this Project.
  • This Project is currently available for Player to research.
  • Player has never researched this Project.
  • Player has never invested any research into this Project.
  • This Project is not currently available for Player to research.
  • Show Triggered Projects Game Option is On.
  • Player has failed this Project's Unlock Chance roll.
  • This Global Technology has been researched.
  • This Global Technology has not been researched.
  • This Global Technology is currently in one of the three Global Technology Slots.
  • This Global Technology has not been researched.
  • This Global Technology is not currently in one of the three Global Technology Slots.
  • This Global Technology can be selected for one of the three Global Technology Slots, if any are empty.
  • This Global Technology has not been researched.
  • This Global Technology is not currently in one of the three Global Technology Slots.
  • This Global Technology cannot be selected for one of the three Global Technology Slots, even if any are empty.
  • Player has previously researched this Project.
  • This Project is not Repeatable.
  • Player has never researched this Project.
  • Player has never invested any research into this Project.
  • This Project is not currently available for Player to research.
  • Show Triggered Projects Game Option is On.
  • Player has passed this Project's Unlock Chance roll.
  • Player has never researched this Project.
  • Player has never invested any research into this Project.
  • This Project is not currently available for Player to research.
  • This Project's Unlock Chance is currently 100% for Player.
  • Player has never researched this Project.
  • Player has never invested any research into this Project.
  • This Project is not currently available for Player to research.
  • This Project's Unlock Chance is currently below 100% for Player.

Future Tech

Whenever a global technology is completed, and there is no global technology that can be picked, the game will instead offer a choice of Future Techs to pick from. These Future Techs do not unlock any new research projects, but instead make every locked project of the same science category (or the XenologyXenology Science category) reroll its unlock roll for each human faction. Each category of Future Tech also gives additional bonuses:

Future Tech Additional Bonuses
Energy All human Nations immediately receive 30 days of their Investment pointsIP production.
Information Science All Councilors and recruits gain 5 XP.
Life Science Gives +0.5 Years of Lifespan to Councilors
Material Science Each human faction that has researched the Exotic Materials project gains 0.2 exoticsExotics for every powered Nanofactory owned and 0.4 exoticsExotics for every powered Nanofacturing Complex owned. Other human Factions immediately have the Exotic Materials project added to their available research projects.
Military Science Raises the Military TechnologyMiltech Cap by 0.5 for all Nations.
Social Science A Nation controlled by Faction that contributed the most to this tech will gain a new claim, if possible; otherwise another nation will gain a new claim.
Space Science Adds 1 to the Space Mine Limit.

Note: You do not actually need to reach the end of the technology tree to access Future Techs. They are available any time there are no valid global technologies to pick, which could be possible if the only valid global technologies are already in the other two global technology slots.

Future Social Science claims

  • A non-hostile claim is generated for exactly one nation whose executive is held by the research leader.
  • The claim is generated for an adjacent territory that is not already claimed. "Adjacent" can be confirmed in the tooltip in the Regions tab of the nation detail window. It includes bridges and tunnels constructed for "peaceful use only".
  • If there is no eligible territory by the above rules, a non-adjacent claim is generated for a nation held by the research leader, to a random territory anywhere on the planet.

This means it is possible to guide the claim to be generated by leaving a buffer zone around your nations, of regions they claim but have not taken control of.

AI First Tech Picks

This entire section is outdated.

OBSOLETE INFO INSIDE!  

This section analyzes the early tech choices for the human AI factions. The AI faction will never pick a tech whose tech tier is lower than another tech it could have picked instead.

Note: Techs with Tier 1 only have Tier 1 if the faction is over their mine limit. Otherwise they are Tier 0.

Note 2: When a faction unlocks its victory objective, its Tech Tiers change. This table only shows the Tech Tiers for before the victory objective is unlocked.

Tech Tier for each Tech for each Faction.
Name Type Research Cost Humanity First The Resistance Project Exodus The Initiative The Academy The Protectorate The Servants
Accelerando Social Science 150000 2 2 2 2 2 2 2
Ad Astra Social Science 5000 5 5 5 5 5 6 5
Administration Algorithms Information Science 50000 2 2 2 2 2 2 2
Advanced Atomic Manipulation Material Science 10000 2 2 2 5 2 2 2
Advanced Carbon Manipulation Material Science 1000 5 5 5 6 5 5 5
Advanced Chemical Rocketry Material Science 1000 2 2 2 2 2 2 2
Advanced Fission Systems Energy 25000 2 2 2 2 2 2 2
Advanced Heat Management Concepts Space Science 2500 5 5 6 5 5 5 5
Advanced Hydrogen Containment Material Science 20000 2 2 2 2 2 2 2
Advanced Electromagnetism Energy 1000 5 6 6 6 5 5 5
Advanced Missile Warfare Doctrine Military Science 30000 2 2 2 2 2 2 2
Advanced Neural Networks Information Science 5000 2 2 2 2 5 2 2
Advanced Superconductors Material Science 3500 0 0 0 5 0 0 0
Antimatter Containment Energy 10000 0 0 0 0 0 0 0
Antimatter Mass Production Energy 125000 0 0 0 0 0 0 0
Antimatter Propulsion Space Science 100000 0 0 0 0 0 0 0
Antimatter Weaponry Military Science 60000 0 0 0 0 0 0 0
Applied Artificial Intelligence Information Science 25000 2 2 2 2 2 2 2
Arc Lasers Energy 25000 5 2 2 2 2 2 2
Arrival Culture Social Science 20000 2 2 2 2 2 2 5
Arrival Domestic Politics Social Science 2000 2 2 2 2 2 5 5
Arrival Economics Social Science 2500 2 2 2 5 2 2 2
Arrival Governance Social Science 35000 0 0 0 0 0 5 5
Arrival International Development Social Science 5000 0 0 0 0 0 5 0
Arrival International Relations Social Science 5000 2 2 2 2 2 5 5
Arrival Law Social Science 5000 2 2 2 2 2 5 2
Arrival Mass Communications Social Science 5000 0 0 0 0 0 5 5
Arrival Psychology Life Science 5000 0 0 0 0 0 0 5
Arrival Security Military Science 10000 5 5 2 2 2 2 5
Arrival Sociology Social Science 2500 0 0 0 0 0 0 5
Augmented Reality Information Science 1500 2 2 2 2 5 2 2
Biotechnology Life Science 1500 2 2 2 5 2 5 2
Carbon Nanotubes Material Science 3500 5 2 2 5 2 2 2
Clean Energy Energy 50000 0 0 0 0 0 5 0
Climate Change Mitigation Life Science 100000 0 0 0 0 0 5 0
Coilguns Military Science 30000 2 5 2 2 2 2 2
Colony Habs Life Science 35000 2 2 2 2 2 2 2
Cybernetics Information Science 5000 2 2 2 2 2 2 5
Deep Space Propulsion Concepts Space Science 1000 5 6 6 5 5 5 5
Deep System Skywatch Space Science 1000 5 6 5 5 5 5 5
Designer Lifeforms Life Science 30000 2 2 2 2 2 2 2
Deuterium-Deuterium Fusion Energy 75000 2 2 2 2 2 2 2
Deuterium-Helium- Fusion Energy 75000 2 2 2 2 2 2 2
Deuterium-Tritium Fusion Energy 50000 2 2 2 2 2 2 2
Diamondoids Material Science 15000 2 2 5 2 2 2 2
Directed Energy Warfare Doctrine Military Science 2500 5 5 5 5 5 5 5
Directed Space Research Social Science 5000 5 5 6 5 6 5 5
Electromagnetic Propulsion Energy 1500 0 0 0 0 0 0 0
Electrostatic Plasma Confinement Energy 15000 2 2 2 2 2 2 2
Electrostatic Propulsion Energy 3000 0 0 0 0 0 0 0
Electrothermal Propulsion Energy 500 2 2 2 2 2 2 2
Extended Space Survival Life Science 5000 2 2 2 2 5 2 2
Fall of Empires Social Science 10000 0 0 0 0 0 0 5
Fission Pulse Drives Material Science 25000 0 0 0 0 0 0 0
Fleet Logistics Social Science 45000 2 2 2 2 2 2 2
Future Tech: Energy Energy 100000 0 0 0 0 0 0 0
Future Tech: Information Science Information Science 100000 0 0 0 0 0 0 0
Future Tech: Life Science Life Science 100000 0 0 0 0 0 0 0
Future Tech: Materials Material Science 100000 0 0 0 0 0 0 0
Future Tech: Military Science Military Science 100000 0 0 0 0 0 0 0
Future Tech: Social Science Social Science 100000 0 0 0 0 0 0 0
Future Tech: Space Science Space Science 100000 0 0 0 0 0 0 0
Gas Core Fission Systems Energy 20000 5 5 5 5 5 5 5
Genies Life Science 50000 0 0 0 0 0 0 0
Great Nations Social Science 25000 0 0 0 0 0 5 5
Heavy Pulsed Propulsion Material Science 50000 0 0 0 0 0 0 0
High-Temperature Superconductors Material Science 40000 2 2 2 2 2 2 2
High-Energy Electromagnetic Propulsion Space Science 5000 0 0 0 0 0 0 0
High-Energy Lasers Energy 1000 5 0 0 0 0 0 0
Improved Shipbuilding Techniques Material Science 20000 2 2 2 2 2 2 2
In Situ Resource Utilization Space Science 5000 0 0 0 0 0 0 0
Independence Movements Social Science 5000 2 2 2 2 2 2 5
Industrialization of Space Social Science 15000 2 2 2 5 2 2 2
Inertial Confinement Fusion Energy 65000 2 2 2 2 2 2 2
Infrared Combat Lasers Military Science 5000 5 2 2 2 2 2 2
Integrated Earth-Space Economy Social Science 40000 2 2 2 2 2 2 2
Interplanetary Polities Social Science 50000 0 0 0 0 0 0 0
Kinetics Warfare Doctrine Military Science 2500 5 5 5 5 5 5 5
Magnetic Force Manipulation Energy 2500 2 2 2 2 2 2 2
Magnetic Nozzles Energy 50000 2 2 5 2 5 2 2
Magnetic Plasma Confinement Energy 35000 2 2 2 2 2 2 2
Mass Drivers Energy 1000 5 6 6 6 5 5 5
Militarization of Space Military Science 5000 5 2 2 2 2 2 2
Mind and Machine Life Science 35000 2 2 2 2 2 2 2
Missile Warfare Doctrine Military Science 2500 6 5 5 5 5 5 5
Mission to Jupiter Space Science 10000 1 1 1 1 1 1 1
Mission to Mars Space Science 2500 6 6 5 5 6 5 5
Mission to Saturn Space Science 25000 1 1 1 1 1 1 1
Mission To Space Space Science 250 5 5 5 5 5 5 5
Mission to the Asteroids Space Science 3500 5 5 5 6 6 5 5
Mission to Venus Space Science 2500 1 1 1 1 1 1 1
Mission to Mercury Space Science 15000 1 1 1 1 1 1 1
Mission to the Moon Space Science 1000 5 6 6 5 6 5 5
Mission to the Outer Planets Space Science 40000 1 1 1 1 1 1 1
Molecular Assemblers Material Science 20000 0 0 0 0 0 0 0
Molten Core Fission Systems Energy 10000 5 5 5 5 5 5 5
Networked Global Defense Military Science 25000 5 2 2 2 2 2 2
Networked Propaganda Information Science 10000 0 0 0 0 0 0 5
Neutronics Material Science 15000 0 0 0 0 0 0 0
Next-Generation Aerospace Material Science 5000 0 0 0 0 0 0 0
Nuclear Fission In Space Space Science 2500 5 5 6 5 6 5 5
Nuclear Fusion Methodologies Space Science 50000 0 0 5 0 5 0 0
Exoatmospheric Fighters Military Science 7500 5 5 2 2 2 2 2
Orbitals Life Science 5000 5 6 5 5 5 5 5
Orbital Shipbuilding Material Science 1000 5 6 6 5 5 5 5
Ring Habs Life Science 35000 5 5 5 5 5 5 5
Our Space Future Social Science 30000 2 2 2 2 2 5 2
Outpost Habs Life Science 1000 5 6 5 6 5 5 5
Particle Beams Energy 5000 0 0 0 0 0 0 0
Phased-Array Lasers Energy 70000 5 2 5 2 2 2 2
Photonic Computing Information Science 1500 2 2 2 2 5 2 2
Plasma Weapons Military Science 40000 2 2 2 2 2 2 2
Predictive Genetics Life Science 5000 0 0 0 0 0 0 0
Principles of Space Warfare Military Science 1000 6 5 5 5 5 5 5
Aneutronic Fusion Energy 75000 2 2 2 2 2 2 2
Proton-Proton Fusion Energy 100000 0 0 0 0 0 0 0
Quantum Computing Information Science 10000 2 2 2 2 5 2 2
Quantum Encryption Information Science 20000 2 2 2 5 2 5 2
Railguns Military Science 5000 2 5 2 2 2 2 2
Self-Repairing Software Information Science 10000 2 2 2 2 2 2 2
Settlement Habs Life Science 5000 5 5 5 5 5 5 5
Skywatch Space Science 250 5 6 5 5 5 5 5
Solid Core Fission Systems Energy 5000 5 5 5 5 5 5 5
Space Agriculture Life Science 2500 5 5 5 5 6 5 5
Space Assault Doctrine Military Science 10000 2 5 2 2 2 2 2
Space Commerce Social Science 20000 2 2 2 5 2 2 2
Space Medicine Life Science 2500 0 0 0 0 0 0 0
Space Mining and Refining Space Science 2500 5 6 6 6 5 5 5
Space Navies Military Science 10000 2 2 2 2 2 2 2
Space Research Social Science 2500 5 5 6 5 6 5 5
Space Tourism Social Science 1000 0 0 0 0 0 0 0
Superalloys Material Science 5000 2 2 2 2 2 2 2
Supercapacitors Material Science 10000 0 0 0 0 0 0 0
Superconducting Magnets Material Science 10000 2 2 2 2 2 2 2
Targeted Biological Warfare Military Science 30000 0 0 0 0 0 0 0
Tokamaks Energy 25000 2 2 2 2 2 2 2
Terawatt Fusion Reactors Energy 100000 2 2 2 2 2 2 2
Terrestrial Military Science Military Science 3000 5 2 2 2 2 2 2
Titanic Spacecraft Material Science 60000 2 2 2 2 2 2 2
Trans-Interface Warfare Military Science 25000 6 5 5 5 5 5 5
Transform Phages Life Science 10000 0 0 0 0 0 0 0
Ultracapacitors Material Science 40000 2 2 2 2 2 2 2
Ultraviolet Combat Lasers Military Science 60000 2 2 2 2 2 2 2
Unity Movements Social Science 10000 0 0 0 0 0 5 5
Vacuum Electrostatic Principles Energy 1000 0 0 0 0 0 0 0
Visible Combat Lasers Military Science 25000 5 2 2 2 2 2 2
We Are Not Alone Social Science 500 5 5 5 5 5 5 5
White Collar Automation Information Science 40000 2 2 2 2 2 2 2
Z-Pinch Techniques Energy 50000 0 0 0 0 0 0 0