Research & Production
PRODUCTION
The following table shows production requirements and outputs of common items:
| Item |
Tech to use |
Pop employed |
Hrm used |
Lrm used |
Output produced |
| Industry |
1 |
10 |
3 |
2 |
2 Con |
| |
2 |
9 |
2 |
2 |
3 |
| |
3 |
8 |
2 |
1 |
4 |
| |
4 |
7 |
1 |
1 |
5 |
| |
5 |
6 |
1 |
1 |
6 |
| |
6 |
5 |
1 |
1 |
7 |
| |
7 |
4 |
1 |
1 |
8 |
| |
8 |
3 |
1 |
1 |
9 |
| HRM mine of LRM mine |
1 |
10 |
- |
- |
2 Materials |
| |
2 |
9 |
- |
- |
3 |
| |
3 |
8 |
- |
- |
4 |
| |
4 |
7 |
- |
- |
5 |
| |
5 |
6 |
- |
- |
10 |
| Matter transmuter |
4 |
- |
- |
- |
5 Hrm & Lrm |
| |
6 |
- |
- |
- |
10 |
| |
7 |
- |
- |
- |
20 |
| Strip mine |
2 |
- |
- |
- |
25 Hrm/Lrm |
| |
4 |
- |
- |
- |
50 |
| |
6 |
- |
- |
- |
100 |
| |
8 |
- |
- |
- |
100 |
| Farm |
All |
5 |
- |
- |
1000 food |
| Hydrophonics farm |
All |
5 |
- |
- |
500 food |
| Subterranean farm |
All |
5 |
- |
- |
500 food |
| PDF |
1 |
- |
- |
- |
10 Def pts |
| |
2 |
- |
- |
- |
20 |
| |
3 |
- |
- |
- |
30 |
| |
4 |
- |
- |
- |
40 |
| |
5 |
- |
- |
- |
50 |
| |
6 |
- |
- |
- |
60 |
| |
7 |
- |
- |
- |
70 |
| |
8 |
- |
- |
- |
80 |
| Planetary missile |
All |
- |
- |
- |
- |
| Base |
Provides |
additional |
defences |
based on |
best missile type |
| Troops |
1 |
- |
- |
- |
5 Def pts |
| |
2 |
- |
- |
- |
10 |
| |
3 |
- |
- |
- |
15 |
| |
4 |
- |
- |
- |
20 |
| |
5 |
- |
- |
- |
25 |
| |
6 |
- |
- |
- |
30 |
| |
7 |
- |
- |
- |
35 |
| |
8 |
- |
- |
- |
40 |
| Research base |
All |
5 |
1 |
1 |
1 Res pt |
| Computer complex |
All |
- |
- |
- |
- |
| |
Co-ordinates |
research and |
defence |
of a |
planet |
| Shipyard |
All |
250 |
- |
- |
- |
| |
Produces |
100 ship units/ |
turn per |
yard |
|
| Spaceport |
All |
- |
- |
- |
- |
| |
Produces |
credits from |
trade |
|
|
| Waste processor |
All |
10 |
- |
- |
- |
| |
Reduces |
pollution 1 |
level |
|
|
All of the above are operated automatically, provided the restraints
shown are met, in the order previously described. Each Shipyard and Waste processor cost 1000 credits a month to run.
RESEARCH
Your scientists continually quest for new discoveries and new frontiers,
this is simulated in the game by the operation of research bases. Each fully
manned base you own and can operate on any world will generate a single point
of research, any Computer complexes present on the planet modify this.
Research output is totalled across the empire during each production run and
then split between a number of fields according to the percentages that you
have set. When the number of research points reaches a certain level within
a given field, technological advancements have been made, the exact number of
points necessary for a level will remain hidden, but each additional gain in
technology - above and beyond the first couple of stages - grows increasingly
difficult. You will certainly need to put some time and effort into this area
of the game if you want to gain the benefits from it; if left unattended, your
initial world could take a couple of years before it makes discoveries allowing
you to design and build units of an advancement past the original level.
The following are brief descriptions of the available research topics:
General Research
This research area defines the level of sophistication of your planetary
units such as industry, defence installations and infantry troops as well as
the types of ship available for construction.
Armour research
Studies into the physical properties of materials and composites help
advance the amount of protection available to your ships and troops.
| Armour type |
Defence value |
Cost per unit con |
Credit |
Level |
| Titanium |
10 |
1 |
100 |
1 |
| Exaferrium |
20 |
2 |
200 |
2 |
| Thrasonite |
30 |
3 |
400 |
3 |
| Mekonite |
40 |
4 |
500 |
4 |
| Neutronium |
60 |
5 |
1000 |
5 |
| Adamantium |
80 |
6 |
2000 |
6 |
Shield research
Fields that deflect or absorb physical damage form the basis of this
research, again, ship protection is principle use for this technology.
| Shield type |
Defence value |
Cost per unit con |
Credit |
Level |
| Magnetic |
25 |
2 |
20 |
1 |
| Optronic |
50 |
5 |
50 |
2 |
| Specmatic |
100 |
12 |
125 |
3 |
| Chromatic |
200 |
30 |
250 |
4 |
| Multiphased |
350 |
50 |
1000 |
5 |
| Hard |
450 |
100 |
2000 |
6 |
Computer research
Advances in computer technology allow ships to carry more sophisticated,
quicker targeting and ship management systems.
| Computer type |
Defence value |
Cost per unit con |
Credit |
Level |
| Electronic |
1 |
1 |
50 |
1 |
| Optical |
2 |
5 |
250 |
2 |
| Cybernetic |
3 |
10 |
1000 |
3 |
| Positronic |
4 |
20 |
2000 |
4 |
| Moletronic |
5 |
30 |
5000 |
5 |
| Nanotronic |
6 |
50 |
10000 |
6 |
Weapons research - Electromagnetic
Research into electromagnetic fields and how they can be used to inflict
damage upon an intended target, range tends to be low although there are
some exceptions to the rule.
| Weapon type |
Attack value |
Optimum range |
Cost per unit con |
Credit |
Level |
| Laser |
10 |
s |
2 |
10 |
1 |
| Ion laser |
20 |
s |
3 |
50 |
2 |
| Laser cannon |
35 |
l |
5 |
150 |
3 |
| Mass driver |
45 |
s |
10 |
350 |
4 |
| Phased cannon |
60 |
l |
15 |
700 |
5 |
| Neutron laser |
90 |
s |
20 |
1500 |
6 |
| Lightening bolt |
120 |
s |
25 |
3500 |
7 |
Weapons research - Particulate/vibrationary
Another, primarily, short range weapon system which focuses on effecting a
target at the molecular level. As would be expected, these systems are
capable of inflicting immense amounts of damage.
| Weapon type |
Attack value |
Optimum range |
Cost per unit con |
Credit |
Level |
| Pulse cannon |
15 |
s |
3 |
50 |
1 |
| Ion pulsed |
25 |
l |
5 |
100 |
2 |
| Gauss cannon |
35 |
s |
10 |
200 |
3 |
| Graviton beam |
50 |
s |
15 |
400 |
4 |
| Phasor |
70 |
l |
20 |
1000 |
5 |
| Plasma cannon |
100 |
s |
25 |
2000 |
6 |
| Disruptor |
120 |
s |
45 |
4000 |
7 |
| Mauler |
150 |
s |
80 |
7000 |
8 |
| Pulsar |
180 |
s |
100 |
10000 |
9 |
| Death ray |
250 |
s |
250 |
25000 |
10 |
Weapons research - Missiles
Self propelled explosive delivery systems that can be fired in huge salvos
to swamp an enemy fleet.
| Weapon type |
Attack value |
Optimum range |
Cost per unit con |
Creditt |
Level |
| Chemical |
10 |
s |
5 |
100 |
1 |
| Fission |
20 |
l |
10 |
200 |
2 |
| Fusion |
30 |
l |
15 |
500 |
3 |
| Anti matter |
45 |
s |
25 |
1000 |
4 |
| Photon |
55 |
l |
40 |
2000 |
5 |
| Plasma |
65 |
s |
60 |
5000 |
6 |
| Mercurite |
75 |
l |
75 |
10000 |
7 |
| Pulsar |
100 |
l |
100 |
20000 |
8 |
| Zeon |
130 |
l |
150 |
50000 |
9 |
Weapons research - Bombs
Research into heavy weapons dropped from ships onto planetary targets.
| Weapon type |
Attack value |
Cost per unit con |
Creditt |
Level |
| Chemical |
10 |
2 |
50 |
1 |
| Fission |
20 |
5 |
150 |
2 |
| Fusion |
35 |
15 |
500 |
3 |
| Anti matter |
60 |
35 |
1000 |
4 |
| Graviton |
90 |
50 |
2500 |
5 |
| Neutronic |
110 |
80 |
4000 |
6 |
| Nanotronic |
125 |
100 |
6000 |
7 |
Weapons research - Specials
The following are some of the systems you may see coming from the 'special'
research labs:
1 Heavy Fighters
2 Commando's
3 Spies/counter spies
4 Drones
5 Advanced dmage control
6 Auto repair
7 Targeting systems
8 ECM
Medical research
The search for longer life expectancies and the elimination of diseases by
using bio and chemical engineering.
| Level |
Civil break through |
| 2 |
Pop growth +5 pts |
| 3 |
Pop growth +10 pts |
| 4 |
Cloning |
| 5 |
Pollution negation |
Cloning involves the introduction of Clone banks onto your empire's planets.
An explanation of their operation is in the planetary units section.
Economic research
Primarily concerned with mineral extraction and waste processing this
research area gives you access to the untold riches of your planets.
Initially the two types of deep mine are available.
| Level |
Civil break through |
| 2 |
Strip mines 1 |
| 3 |
Strip mines 2 |
| 4 |
Matter transmuter 1 |
| 5 |
Strip mines 3 |
| 6 |
Matter transmuter 2 |
| 7 |
Matter transmuter 3 |
| 8 |
Strip mines 4 |
Civil research
Studies into the planning and building of your cities. Initially you will
start with Cities, when you have reached the required level the following
will be available:
| Level |
Civil break through |
| 1 |
Super city |
| 2 |
Domed city |
| 3 |
Subterranean colony |
| 4 |
Subterranean city |
| 5 |
Metropolis |
Though this rulebook covers technological gains to a limit of tech level 8,
there may well be gains to be made beyond this range, only time and patience
will tell.