Technology
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, while "Projects" are 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 how things like physics, or chemistry, or people, work. 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 gain projects based on that research.
The game starts with the following global researches underway:
We Are Not Alone,
Skywatch and
Mission To Space.
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 ships 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 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 project income value. They receive a third project slot if they have built a hab module with a project income value.
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 Steal the project from an another faction that succeeded (but only after they have researched the project).
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% * total_councilor_SCIfor your councilors' combined research score,+10%for each councilor with the Innovative trait,+10%if you have the
Autonomous Research Groups project, and+ 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 SCI 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 SCI each, that's total 60 SCI, 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-Tech Superconductors. If you contributed 60% to Magnetic Nozzles and 40% to High-Tech Superconductors, that averages to a +50% bonus, and your chance to unlock Dusty Plasma Drive is 42% + 50% = 92%.
If you do unlock it, it goes into your waiting pool. This particular project has a 0% chance to become immediately available. But your 60 SCI 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.
Stealing Projects
Some councilors may "steal" completed projects from other factions via the Steal Project mission. A project is eligible for theft if (a) you have all the required prerequisites, and (b) the rival faction has completed work on it. 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 mission is mostly worthwhile for low-probability projects that you might not ever get, otherwise.
A faction that is struggling with 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 habs using Control Space Asset or Assault Space Asset missions. Among other rewards, these missions can potentially "steal" projects and instantly complete the stolen projects. 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.
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)
- Project Engineering Bonus if this is a project.
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 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.
The Project Engineering Bonus is gained from the following sources:
- Councilor Traits (Project Manager, Project Director, Project Administrator)
- Orgs
- Hab Modules (Skunkworks, Foundry)
The Project Engineering Bonus is calculated as follows:
- The first engineering bonus
gained from an org is used to unlock the second project slot. - The first engineering bonus
gained from a hab module is used to unlock the third project slot. - Each remaining engineering bonus
adds 5%, up to 100%. - Each remaining engineering bonus
adds 3%, up to 160%. - Each remaining engineering bonus
adds 1%.
AI First Tech Picks
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.
| Terra Invicta mechanics | |
|---|---|
| Factions | |
| Council | |
| Earth | |
| Space | |
| Aliens | |
| Modding & Settings | |



