Technology (Third Edition)

Technology a player has not researched yet is referred to by cards and abilities as a "Technology advance" 
==Generic Technology==
Generic Technology is available for all players to research, so long as they have the necessary prerequisites. There are four types: General Technology, Biotechnology, Warfare Technology and Propulsion Technology
=== General Technology ===
General Technology is marked by the following symbol: 
Name 	Effect 	Prerequisites 	Special
Enviro Compensator 	Your Space Docks gain +1 Production Capacity 	None 	Starting Tech: The Emirates of Hacan, The L1Z1X Mindnet, The Mentak Coalition, The Naalu Collective, The Universities of Jol-Nar, The Xxcha Kingdom, The Embers of Muaat, The Winnu, The Lazax
Trans-Fabrication 	- You may scuttle units at the start of the 'Produce Units' step
- For each non-fighter or non-ground force unit you scuttle, gain 1 Trade Good
- Units Scuttled cannot be reproduced on the same turn	None 	Shards of the Throne Expansion
Sarween Tools 	When you produce units at a Space Dock, you receive +1 resources to build units 	Enviro Compensator 	Starting Tech: The Emirates of Hacan, The Universities of Jol-Nar, The Embers of Muaat, The Lazax
Micro Technology 	When you receive Trade Goods from your Trade Agreements, you now receive 1 additional Trade Good for each of your active trade agreements 	Sarween Tools 	Starting Tech: The Lazax
Graviton Laser System	PDS units get one single re-roll for each missed combat roll 	Deep Space Cannon 	
Nanotechnology 	- Your Dreadnoughts and War suns can't be targeted by your opponent's Action Cards 
- When you claim a planet, you gain its planet card refreshed 	Micro Technology 	Shattered Empire Expansion
Integrated Economy 	- When producing units, place them in any activated adjacent system that is empty or friendly
- You may place PDS and Ground Forces on any friendly planet within this range	Micro Technology AND Cybernetics 	Starting Tech: The Lazax
Transit Diodes 	As an action, you may spend 1 Command Counter from your Strategic Allocation area to immediately move up to 4 Ground Forces from any one to any other planet you control	Light/Wave Deflector OR Dacxive Animators	
=== Biotechnology ===
Biotechnology is marked by the following symbol: 
Name 	Effect 	Prerequisites 	Special
Stasis Capsules 	Your Cruisers and Dreadnoughts may now carry one Ground Force 	Enviro Compensator 	Starting Tech: The L1Z1X Mindnet, The Winnu, The Arborec, The Lazax
Cybernetics 	Your Fighters receive +1 to all combat rolls 	Stasis Capsules OR Antimass Deflectors	Starting Tech: 
- The Federation of Sol
- The L1Z1X Mindnet
Neural Motivator 	You draw 1 additional Action Card during each Status Phase 	Micro Technology OR Stasis Capsules 	
Gen Synthesis 	- Your Ground Forces receive +1 on all combat rolls during Invasion Combat 
- When one of your Ground Forces is destroyed roll a dice. On a 5 or greater, return to home system instead 	Cybernetics 	Starting Tech: The Nekro Virus
Hyper Metabolism 	- During each Status Phase, you gain 1 additional Command Counter 
- Before drawing any Action cards, you may discard 1 card to draw 1 additional card 	Gen Synthesis 	Shattered Empire Expansion
Dacxive Animators 	If you win an Invasion Combat, roll one die for every Ground Force destroyed (yours or your opponents). For every roll of 6 or more, place 1 Ground Force on the planet from your reinforcements	Neural Motivator 	Starting Tech: The Nekro Virus
Neural Computing 	Your cost to purchase technology is reduced by 2 	Neural Motivator 	Shards of the Throne Expansion
X-89 Bacterial Weapon	Your Dreadnoughts or War Suns may now immediately destroy all enemy Ground Forces on the Planet. If this occurs, discard all your Action Cards 	Transit Diodes OR Assault Cannon 	
=== Warfare Technology ===
Warfare Technology is marked by the following symbol: 
Name 	Effect 	Prerequisites 	Special
Hylar V Assault Laser 	Cruisers and Destroyers receive +1 on all combat rolls 	None 	Starting Tech: The Barony of Letnev, The Federation of Sol, The L1Z1X Mindnet, The Mentak Coalition, Sardakk N'orr, The Universities of Jol-Nar, The Yin Brotherhood, The Nekro Virus
Deep Space Cannon 	Enemy fleets in adjacent systems are now in range of your PDS units 	Hylar V Assault Laser 	Starting Tech: Sardakk N'orr
Automated Defense Turrets 	Destroyers receive +2 and roll one additional die on all Anti-Fighter Barrage rolls 	Hylar V Assault Laser 	Shattered Empire Expansion
Starting Tech: The Yin Brotherhood
War Sun 	You may now produce War Suns 	Sarween Tools AND Deep Space Cannon 	Starting Tech: The Embers of Muaat
Duranium Armor 	At the end of each round of combat, you may repair 1 of your damaged units participating in the battle	Deep Space Cannon 	Shards of the Throne Expansion
Magen Defense Grid 	 	 	
Deep Space Cannon 	 	 	
Assault Cannon 	Dreadnoughts get one free shot before any Space Combat 	Cybernetics AND Automated Defense Turrets	
Graviton Negator 	 	 	
Dacxive Animators OR Assault Cannon	 	 	
=== Propulsion Technology ===
Propulsion Technology is marked by the following symbol: 
Name 	Effect 	Prerequisites 	Special
Antimass Deflectors 	All of your ships may now move through Asteroid Fields but not stop in one 	None 	Starting Tech: The Barony of Letnev, The Naalu Collective, The Universities of Jol-Nar, The Xxcha Kingdom, The Yssaril Tribes, The Clan of Saar, The Winnu, The Arborec, The Ghosts of Creuss
Gravity Drive 	- You do not roll for your ships when moving out of a Gravity Rift 
- If ships begin their activation adjacent to a Gravity Rift or Wormhole, apply +1 movement	Antimass Deflectors 	Shards of the Throne Expansion
XRD Transporters 	Carriers receive +1 movement 	Antimass Deflectors 	Starting Tech: 
- The Yssaril Tribes
- The Clan of Saar
- The Ghosts of Creuss
Maneuvering Jets 	- Opponents receive -1 on all PDS rolls (from adjacent systems -2) 
- You receive -1 to all your Space Mine rolls 
- Your ships do not have to stop when encountering Ion Storms	XRD Transporters 	Shattered Empire Expansion
Light/Wave Deflector	Your ships may move through systems containing enemy ships and continue their movement to the activated system	XRD Transporters AND Magen Defense Grid	
Type IV Drive 	Cruisers and Dreadnoughts receive +1 movement 	XRD Transporters AND Neural Motivator 	
Advanced Fighters 	- Your Fighters may move independently with movement of 2 and receive +1 on all combat rolls 
- Excess Fighters will count toward your fleet supply	Type IV Drive 	
Fleet Logistics 	When taking a Tactical Action, you may now take two tactical actions before your turn ends 	Graviton Negator 	
Twilight Imperium Third Edition - SotT Tech Tree (color).jpg|Tech tree reference 
==Faction Technology==
Faction-Specific Technologies were introduced in the Shattered Empire expansion for Twilight Imperium Third Edition. Each faction has access to two unique technologies. 
Whenever a player is able to purchase a technology (such as with the use of the Technology Strategy card), they may purchase a faction technology instead for an additional cost (varies depending on the technology). When using the Primary ability of the Technology Strategy Card the player only needs to pay the cost of the faction technology. 
=== The Arborec ===
* Bioplasmosis (Cost: 3): At the beginning of the Strategy Phase, you may move 1 Ground Force unit from 1 planet you control to to a friendly or uncontrolled planet in an adjacent system (Discard any Domain Counters on the planet)
* Spore Acceleration (Cost: 5): Arborec Ground Forces now have a production capacity of 2 (instead of 1)
=== The Barony of Letnev ===
* L4 Disruptors (Cost: 6): You do not need to spend any Trade Goods to use your Special Ability.
* Non-Euclidean Shielding (Cost: 4): Your units with the sustain damage ability may now prevent 2 hits instead of 1
=== The Clan of Saar ===
* Floating Factory (Cost: 3): Your Space Docks have a Production value of 5, a Capacity of 5 (Fighters only), and move 2 (instead of 1)
* Chaos Mapping (Cost: 2): You may activate Asteroid Field systems. Therefore, your ships may end their movement in an Asteroid Field. Your Fleet Supply limit in Asteroid Field systems is 3
=== The Embers of Muaat ===
* Magmus Reactor (Cost: 5): Your War Suns now have +1 movement and a Base cost of 10 resources.
* Nova Seed (Cost: 3): As an action, you may remove this technology card from the game to replace a system you control with a Supernova system tile. This may not be used on Mecatol Rex, a Home system, or a system adjacent to a red-bordered system.
=== The Emirates of Hacan ===
* Production Centers (Cost: 3): As an action, you may spend 1 Command Counter from your Strategic Allocation area to gain 6 Trade Goods. You must then give 2 of your Trade Goods to one other player. You may only do this once per Game Round and only if you have fewer than 6 Trade Goods.
* Quantum Datahub Node (Cost: 5): At the end of the Strategy Phase, you may trade 1 of your Strategy Cards with another belonging to 1 of your trade partners. This trade partner may refuse.
=== The Federation of Sol ===
* Mark II Advanced Carriers (Cost: 4): Your Carriers now have a capacity of 8 and gain the Sustain Damage ability
* Special Ops Training (Cost: 5): Each time you roll a 1 during Invasion Combat, you may re-roll that die. You must use the second result (even if it is a 1)
=== The Ghosts of Creuss ===
* Dimensional Splicer (Cost: 3): At the start of a battle in a system containing a wormhole and at least 1 of your ships, you may assign 1 hit to 1 enemy ship of your choice.
* Slave Wormhole Generator (Cost: 5): At the start of the Status Phase, you may place (or move) your extra “A” or “B” wormhole token into any empty or friendly non-Home System.
=== The L1Z1X Mindnet ===
* Dreadnought Invasion Combat Pod (Cost: 2): Your Dreadnoughts may now carry 1 additional Ground Force
* Inheritance Systems (Cost: 5): When researching technology using the Technology Strategy Card, you may spend 2 additional resources to ignore the technology's prerequisites. 
=== The Mentak Coalition ===
* Salvage Operation (Cost: 4): Gain 2 Trade Goods at the end of each Space Battle in which you participate. If you won the battle, you may immediately build one ship in the system of a unit type that you destroyed during combat. (You must pay the ship’s resource cost, and you may only build a War Sun if you have the War Sun technology)
* Mirror Computing (Cost: 4): When you spend Trade Goods, each counts as 2 resources or 2 influences (instead of 1)
=== The Naalu Collective ===
* Telepathic Mind Weapon (Cost: 5): When your opponent activates a system you control, they immediately lose 1 Command Counter from the Fleet Supply area of their faction sheet (this command counter is placed in the reinforcements). This does NOT apply when a player is forced to place a Command Counter in that system (via an ability or a card)
* Hybrid Crystal Drives (Cost: 3): Your carriers and unsupported Advanced Fighters each only count as ½ a ship (total rounded up) toward the Fleet Supply
=== The Nekro Virus ===
* Valefar Assimilator (x2): Gain this technology by using your racial ability to copy a racial technology an opponent has researched (i.e. up to twice per game). You cannot copy a technology that modifies that player’s racial ability. Place the race’s control marker on this card to remember which racial technology you have copied
===Sardakk N'orr===
* Exotrireme (Cost: 4): At the end of a Space Battle round, you may destroy 1 of your Dreadnoughts participating in the combat to destroy 2 enemy ships participating in the combat (of your choice).
* Valkyrie Armor (Cost: 3): At the end of a round of Invasion Combat, roll one die for each casualty you take. For Each 10 you roll, your opponent must immediately take 1 additional casualty.
=== The Universities of Jol-Nar ===
* Spatial Conduit Network (Cost: 6): Once per Game Round when moving, you may move ships from one system you control to any other system you control as if the systems were adjacent
* Electro-resonance Turbine (Cost: 2): When an opponent activates a system you control, gain 3 Trade Goods from the Trade Supply.
=== The Winnu ===
* Bioptic Recyclers (Cost: 3): As an action, once per Game Round, you may discard an Action Card from your hand to gain either 2 Trade Goods or 1 Command Counter
* Lazax Gate Folding (Cost: 4): At the start of each Status Phase, you may place 1 Ground Force Unit on Mecatol Rex if it is uncontrolled or under your control. If you do, discard all domain counters on Mecatol Rex
=== The Xxcha Kingdom ===
* Diplomats (Cost: 5): Once per Game Round, when an opponent activates a system you control, you may spend a Command Counter from your Strategic Allocation Area to force them to instead place the Command Counter into their reinforcements and immediately end their action
* Instinct Training (Cost: 4): Once per Game Round, you may spend 1 Command Counter from your Strategic Allocation Area to cancel an Action Card just played by an opponent (including "Sabotage")
=== The Yin Brotherhood ===
* Fanaticism (Cost: 4): You may use your special ability (to convert enemy Ground Forces) twice at the beginning of each Invasion Combat.
* Yin Spinner (Cost: 2): Build 1 Free Ground Force each time you build units at a Space Dock. This Ground Force does not count toward the Production limit
=== The Yssaril Tribes ===
* Shuttle Logistics (Cost: 3): At the start of the Status Phase, you may move your Ground Forces from 1 planet you control to another planet you control in the same or adjacent systems
* Mageon Implants (Cost: 4): When looking at your Opponent’s hand of Action Cards using your racial ability, you may steal 1 card of your choice and add it to your hand