Tech achievements

**Tech achievements** are general upgrades unlocked as the empire progresses through the technology tree, providing major benefits.

## List of achievements

The list is ordered by the RP cost of the unlocking technology.

## Hardcoding

* techachievement\_**xeno\_diplomacy** in Backend.Diplomacy.AcceptEmbassy.GetUnavailableReasons(Relationship)
* techachievement\_**heightened\_intelligence** twice in Backend.Civilizations.Civilization.CalculateResearchPointsFromPopulation(), twice in TooltipGenerator.GetTooltipColonyResearch(Colony), twice in TooltipGenerator.GetTooltipEmpireResearch(Civilization), once in Civilization.GetResearchYieldBonus()
* techachievement\_**deep\_scanner** in Backend.Civilizations.Civilization.IsUsefulToExploreStar(Fleet, Star) and OnNavigationNodeVisited(NavigationNode, Fleet), Backend.Fleets.Fleet.Fleet(Civilization, NavigationNode, List<Ship> initialShips), twice in Backend.Civilizations.MajorCivilization.OnNavigationNodeDetection(NavigationNode, IPositionScanner), in Backend.Civilizations.MajorCivilization.RunAutoExplore(Fleet), in T\_Explore.Run()
* techachievement\_**survival\_pods** in Backend.Civilizations.Civilization.OnShipDestroyed(Ship, Fleet, Civilization, Fleet.DestroyReason)
* techachievement\_**cyber\_security\_link** twice in Backend.Civilizations.MajorCivilization.GetStartingSpyLevel() andBackend.Espionage.SpyAgent.OnCyberLinkAcquired()
* techachievement\_**advanced\_navigation** in Backend.Galaxy.NavigationNode.CacheCanTravelRegion(NavigationNode, Civilization), VerifyPath(Civilization, List<NavigationNode>, Civilization), VerifyPathForFleet(Fleet, List<NavigationNode> path, Civilization), and Backend.Galaxy.Warpgate.IsAvailableTo(Civilization)
* techachievement\_**biomorphic\_fungi** in Backend.Galaxy.ProductionGrid.GetTotalTilesForBiome(Planet, PlanetBiomeType, Civilization), in Backend.AI.T\_Explore.Run()
* techachievement\_**virtual\_reality\_network** thrice in TooltipGenerator.GetTooltipColonyMorale(Colony), and once in Backend.Civilizations.Civilization.GetMoraleBonus()
* techachievement\_**hyperspace\_communications**, techachievement\_**subspace\_communications**, and techachievement\_**tachyon\_communications** thrice each in TooltipGenerator.GetTooltipEmpireCommandPoints(Civilization) and once each in Backend.Civilizations.Civilization.GetFleetSupportBonus()
* techachievement\_**universal\_antidote** and techachievement\_**microbiotics** both in Civilization.GetPopulationGrowthMultiplierBonus()
* techachievement\_**megafluxers** in Civilization.GetShipSpaceMultiplier()
* techachievement\_**troop\_pods** in Civilization.GetTransportInfantryCapacity(ShipBlueprint)
* techachievement\_**microlite\_construction** in Backend.Settlements.Colony.GetProductionCost(IBuildable)
* techachievement\_**advanced\_damage\_control** in Backend.Fleets.Fleet.RepairFleet() and Backend.Settlements.Settlement.OnTurn()
* techachievement\_**hyperspace\_sensors**, techachievement\_**tachyon\_scanner**, techachievement\_**neutron\_scanner**, and techachievement\_**space\_scanner** in Backend.Civilizations.MajorCivilization.CalculateBaseScannerRange()
* techachievement\_**telepathic\_training** in MajorCivilization.GetExperienceModifier() and in MajorCivilization.GetOffensiveEspionageTechBonus()
* techachievement\_**stealth\_suit** in MajorCivilization.GetOffensiveEspionageTechBonus()
* techachievement\_**neural\_scanner**, techachievement\_**psionics**, and techachievement\_**omnitron** in MajorCivilization.GetTencologicSecurityBonus() (yes, it *is* spelled "tencologic" in the code)
* techachievement\_**advanced\_city\_planning** in Backend.Galaxy.ProductionGrid.GetAvailableTiles(Planet, SquareType, Civilization) and twice in ProductionGrid.MakeSquares(Planet, Civilization)