Technology: Difference between revisions
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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 | 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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=== The values reported in game === | === The values reported in game === | ||
* In the top bar of main screen, reported {{TV|research}} is the | * 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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{{SpoilerBoxEnd}} | {{SpoilerBoxEnd}} | ||
{{Science Navbox}} | |||
{{Mechanics_Navbox}} | {{Mechanics_Navbox}} | ||
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
Research 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
Projects income value. They receive a third project slot if they have built a hab module with a
Projects 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:
- Commercial Research
- Audience Research
- Operations Research
- Management Research
- Commercial Rocket Companies
- Project Review
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 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
Science 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
Science 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
Science each, that's a total of 60
Science, 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
Science 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 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
Research 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 Project mission is mostly worthwhile for low-probability projects that you might not ever get, otherwise.
A faction that is struggling with producing
Research can get an additional bonus from
stealing projects: a lump sum of
Research based on how much more
Research the target faction is producing.
Another potentially more powerful alternative is capturing entire
Research-producing Habs using
Control Space Asset or
Assault 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
Research 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
Xenology 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 Project mission. Each faction's research into each project may be sabotaged by at most one
Sabotage Project mission. Notably, this means that if there are 3 factions A, B, and C, and B has already successfully performed a
Sabotage Project mission on a project of A, then C cannot perform another
Sabotage Project mission on that same project of A.
Whenever a project is sabotaged by the
Sabotage Project mission, it loses half of the
Research invested into it, capped at a maximum loss of 5000
Research.
Another potentially more powerful alternative is capturing entire
Research-producing Habs using
Control Space Asset or
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
Research it can remove. See Habs#Capturing_Habs for details.
Research Production and Bonuses
Research is passively produced by Habs, Nations, and Councilors (from Orgs and Traits).
Research 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
Research income.
Any time a faction produces
Research, the
Research is distributed according to their research distribution settings and then various bonuses are applied. For each research slot X, the actual amount of
Research contributed to slot X is calculated as follows:
- Start with the Base
Research 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)
Projects Bonus if this is a project.
Categories
There are eight Research Categories (
Energy Science,
Life Science,
Information Science,
Material Science,
Military Science,
Social Science,
Space Science,
Xenology Science), which each have their Bonus calculated independently. The Research Category Bonus is gained from the following sources:
- Councilor Traits
- Equipped Orgs
- Hab Modules
- Ships with the Mobile Space Science Lab utility module (only for the
Space Science category) - Alien Activity Investigations (only for the
Xenology Science category)
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
is gained from the following sources:
- Councilor Traits (Project Manager, Project Director, Project Administrator)
- Orgs
- Hab Modules (Skunkworks, Foundry)
The
Projects Bonus is calculated as follows:
- The first 1
Projects gained from an org is used to unlock the second project slot. - The first 1
Projects gained from a hab module is used to unlock the third project slot. - Each remaining
Projects adds 5%, up to 100%. - Each remaining
Projects adds 3%, up to 160%. - Each remaining
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
Research from each Trait plus the flat
Research income from all their orgs, plus a bonus of 1% × their
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.
- The amount reported for each councilor is the sum
- In the top bar of main screen, reported
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
The in-game tech tree is color coded as follows:
| OBSOLETE INFO INSIDE! | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
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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
Xenology Science category) reroll its unlock roll for each human faction. Each category of Future Tech also gives additional bonuses:
| Future Tech | Additional Bonuses |
|---|---|
| All human Nations immediately receive 30 days of their | |
| All Councilors and recruits gain 5 XP. | |
| Gives +0.5 Years of Lifespan to Councilors | |
| Each human faction that has researched the Exotic Materials project gains 0.2 | |
| Raises the | |
| 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. | |
| 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.
| Science and Technology | |
|---|---|
| Game Concepts | |
| Science Categories | |
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |



