Tech

On the technology screen you can research various technologies. These technologies provide various buffs to your nation and may be needed to unlock different features in the game. You need to use technology points to acquire new technologies.

### Tech Cost

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{\displaystyle TechCost=TechCostReduction\*(BaseTechCost+TechInitialCost\*1.5^{TechLevel}))}

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{\displaystyle BaseTechCost=100\*NumberOfAquiredTechnologies-(SciTheoryLevel+ArtificialIntelligence)\*200}

 (Can't go below zero)

#### Tech Cost Reduction

Tech cost reduction comes from a number of different sources. All reduction math is multiplicative in nature, rather than additive to avoid cost going to zero. This means if you have a level 10 tech that provides 1% cost reduction per level that it is providing 0.99^10 = 9.04% reduction rather than a flat 10%.

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> #### Sources of Tech Cost Reduction
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> * Scientific Theory Tech: 1% reduction per level
> * Artificial Intelligence Tech: 1% reduction per level
> * Capital University Project: 3% reduction
> * Orbital Research Station Project: 5% reduction
> * Government Focus Policy: 5% reduction
> * Research Priorities Policy: 5% reduction
> * Improve Patent Protection Law: 1% reduction per level
> * Research Budget: -10% - 10% reduction for 30 days depending on setting
> * Technology Investment: 1% reduction per level
> * Events: Can be positive or negative reduction
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### Sources of Technology

All nations generate technology points in real time. These points are crucial for your nation to acquire technology.

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> #### Sources of Technology Point Generation
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> * Development: 0.1 Tech per day per development
> * Universities: 50 per day per University
> * Research Centers: 100 per day per University(Increased by 5% for each level of Computer technology)
> * Ancient Ruins: 200 per day per Ancient Ruins(Increased by 10% for each level of Precursor technology)
> * Precursor Matrixs: 500 per day per Precursor Matrix(Increased by 10% for each level of Precursor technology)
> * Scientific Theory Tech: 100 per day per level
> * Espionage Tech: 200 per day per level
> * Artificial Intelligence Tech: 300 per day per level
> * Space Exploration Tech: 1000 per day per level
> * National Observatory Project: 3,000 per day
> * National Space Agency Project: 3,000 per day
> * Orbital Research Station Project: 10,000 per day
> * Technology Investment: 100 per day per level
> * Events: Can be positive or negative daily income(not effected by the education index)
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> ##### Education Index
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> The education of your nation effects how many technology points you generate per day. Your total base point generation gets multiplied by this modifier.
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> {\displaystyle EducationIndexMultipler=EducationIndex/100}
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> #### Other Sources of Technology Point Multipliers
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> Your technology point generation can get multiplied by further modifiers
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> * Scientific Theory Tech: 1% output per level
> * National Education System Project: 3% increase
> * Orbital Research Station Project: 10% increase
> * Technology Investment: 1% increase
> * Education Policy: 5% increase
> * Research Lab Subsidization: -10% - 10% reduction for 30 days depending on setting
> * Fund Research Project: 10% increase
> * Improve Patent Protection Law: 1% per level
> * Events: Can be positive or negative effects
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### Technology List

#### Science Technologies

##### Scientific Theory

* Initial Cost: 300 tech points
* Requirements: None
* +1 % Tech Cost Reduction per level
* +1% Tech Output per level
* -100 Net Base Tech Cost per level
* +100 technology output per level
* Required for unlocking many different technology's

##### Espionage

* Initial Cost: 300 tech points
* Requirements: Scientific Theory level 2
* Unlocks new espionage operations
* Increases the success change of espionage operation
* Increases base war intel by 1% per level
* +200 technology output per level

##### Counter Intelligence

* Initial Cost: 300 tech points
* Requirements: Espionage level 3
* Decreases the success change of espionage operations targeting your nation
* Reduces hostile base war intel by 1% per level
* +2 stability index per level

##### Education Technology

* Initial Cost: 1500 tech points
* Requirements: Scientific Theory level 1
* +3% education efficiency by per level
* +3 Education Index per level

##### Entertainment Technology

* Initial Cost: 2500 tech points
* Requirements: Scientific Theory Level 4
* +5% entertainment efficiency by per level
* +1 Commerce Index per level

##### Computer Technology

* Initial Cost: 5000 tech points
* Requirements: Scientific Theory Level 6
* +5% Research Center Output by per level
* +2 Commerce Index per level

##### Virtual Reality

* Initial Cost: 50,000 tech points
* Requirements: Entertainment Technology Level 7 and Computer Technology Level 5
* +2 Stability Index per level
* +2 Commerce Index per level

##### Artificial Intelligence

* Initial Cost: 10,000 tech points
* Requirements: Computer Technology Level 6
* +1% Tech cost reduction per level
* +300 tech output per level
* -100 Net Base Tech Cost per level

##### Nuclear Technology

* Initial Cost: 10,000 tech points
* Requirements: Energy Technology Level 6
* +1 Commerce Index per level
* +1 Power Index per level
* +5& nuclear plants efficiency per level

##### Rocketry

* Initial Cost: 50,000 tech points
* Requirements: Scientific Theory Level 10
* Unlocks Missile Launcher production at level 1
* +1 Missile Launcher Quality per level
* +0.5 Cruiser Quality per level(This affects rounds down to the nearest integer)

##### Space Exploration

* Initial Cost: 200,000 tech points
* Requirements: Rocketry Level 3
* +1000 tech output per level
* Will unlock !?!?!??!??! in the future

##### Orbital Construction

* Initial Cost: 200,000 tech points
* Requirements: Rocketry Level 7
* +2 Commerce Index per level
* Required for various orbital construction projects

##### Space Colonization

* Initial Cost: 10,000,000 tech points
* Requirements: Orbital Construction Level 4
* +2 Commerce Index per level
* Required for various orbital construction projects

##### Precursor Technology

* Initial Cost: 100,000 tech points
* Requirements: Scientific Theory Level 15
* +10% precursor building output per level
* Required to use various precursor facilities

#### Economy Technologies

##### Commercial Technology

* Initial Cost: 300 tech points
* Requirements: Scientific Theory Level 2
* +3 commerce index per level
* +5% commercial efficiency per level

##### Mining Technology

* Initial Cost: 300 tech points
* Requirements: Scientific Theory Level 3
* +5% mining output per level

##### Factory Technology

* Initial Cost: 300 tech points
* Requirements: Scientific Theory Level 5
* +5% factory output per level

##### Fuel Extraction Technology

* Initial Cost: 300 tech points
* Requirements: Scientific Theory Level 6
* +5% fuel output output per level

##### Energy Technology

* Initial Cost: 500 tech points
* Requirements: Scientific Theory Level 7
* +3 power Index per level
* +3% energy efficiency per level

##### Transportation Technology

* Initial Cost: 2,000 tech points
* Requirements: Scientific Theory Level 4
* +3 transportation Index per level
* +3% energy transportation per level

##### Civil Engineering

* Initial Cost: 2,000 tech points
* Requirements: Scientific Theory Level 4
* Reduces Development cost by 2% per level
* +2 transportation Index per level
* +2 power Index per level

##### Land Reclamation

* Initial Cost: 10,000 tech points
* Requirements: Civil Engineering Level 5
* Reduces land cost by 2% per level
* +1& building slots per level

##### Skyscraper Technology

* Initial Cost: 50,000 tech points
* Requirements: Civil Engineering Level 6
* +2& building slots per level

##### Robotics

* Initial Cost: 5,000 tech points
* Requirements: Artificial Intelligence Level 2
* +1 employment index per level
* +1 max employment index per level
* +1% income per level

##### Urban Planning

* Initial Cost: 10,000 tech points
* Requirements: Energy Technology Level 8
* +2000 population per residential district per level
* Increases population (5 x level of urban planning per development)
* +1 Commerce Index per level

##### Renewable Energy

* Initial Cost: 2,000 tech points
* Requirements: Civil Engineering Level 4
* +5% renewable power source output per level
* +2 power Index per level
* Unlocks wind power plants at level 3
* Unlocks solar power plants at level 7

##### Rare Metal Mining

* Initial Cost: 100,000 tech points
* Requirements: Mining Technology Level 12
* +5% rare metal mine output per level
* +5% rare uranium mine output per level
* Unlocks rare metal mines at level 1

#### Military Technologies

##### Military Organization

* Initial Cost: 1,000 tech points
* Requirements: None
* +3% military capacity per level

##### Infantry Equipment

* Initial Cost: 300 tech points
* Requirements: Military Organization Level 1
* Increases the quality of Infantry and support Vehicles
* Increases the combat effectiveness of Infantry and support Vehicles

##### Ordnance Development

* Initial Cost: 1,000 tech points
* Requirements: Military Organization Level 3
* Increases the quality of Battleships with every other level
* Increases the damage output of all military units by 5% per level

##### Stealth Technology

* Initial Cost: 50,000 tech points
* Requirements: Military Organization Level 14
* Increases the quality of stealth fighters, stealth bombers, and submarines with every other level
* Increases the combat effectiveness of stealth fighters and bombers by 5% per level
* Reduces hostile base war intel by 2% per level
* Effects how much information other nations can see when looking at your nation

##### Naval Technology

* Initial Cost: 2,500 tech points
* Requirements: Military Organization Level 7
* Increases the quality of all ships with every other level
* Increases the combat effectiveness of all ships by 5% per level

##### Armor Improvement

* Initial Cost: 2,500 tech points
* Requirements: Military Organization Level 4
* Increases the quality of medium tank, heavy tanks, and heavy mechs with every other level
* Increases the health of all military units by 5% per level

##### Tank Technology

* Initial Cost: 5,000 tech points
* Requirements: Military Organization Level 5
* Increases the quality of tanks with every other level
* Increases the combat effectiveness of tanks by 5% per level

##### Mech Development

* Initial Cost: 5,000 tech points
* Requirements: Military Organization Level 11
* Increases the quality of mechs with every other level
* Increases the combat effectiveness of mechs by 5% per level

##### Sensor Technology

* Initial Cost: 10,000 tech points
* Requirements: Military Organization Level 8
* Increases the quality of destroyers with every other level
* Increases base war intel by 1% per level
* Effects how much information you can see when looking at other nations

##### Aerospace Development

* Initial Cost: 10,000 tech points
* Requirements: Military Organization Level 9
* Increases the quality of air units and carriers with every other level
* Increases the combat effectiveness of air units by 5% per level