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DispatchFactbookOverview

by The Lowercase enthusiast of Wings of Amnesty. . 188 reads.

Technology Rules [Sci-Fi]

Tech Rules


Technology Points


To progress technology, there will be vaults from an ancient civilization, who placed these vaults of knowledge on 'sufficient planets', listed here.

On each vault planet, there is a vault, which can be studied to receive tech points at a rate of one per RP year per vault.

You start out with a single vault 'mine' when you start out the nation, and build more 'mines' on any secondary vault in your system at a rate of one per nine OOC days. (Meaning that even if you have more than one vault planet to start, you will still have to construct these mines, you only start with one)

You can have up to two mines per vault planet in your home system, and one per vault planet in external systems.

Once a tech point is received, it can be used to progress through the tech tree at the cost that each point in the tech tree states.

In the case that a nation conquers another nation and takes over its vaults, it should be noted that these tech points will have to be transported back to the main planet in order to be used. This means that such ship transporting the tech point can be destroyed, hijacked, or interfered in any such way.

Exceptions to the tech tree include:
- The 'pick 3' rule for detection and stealth tech when mounting on stuff. You can only pick a maximum of '3': tier 2 detection with tier 1 stealth, tier 2 stealth wth tier 1 detection, or tier 3 of either one. You can still advance through both branches, but must pick a maximum of 3 when applying to tech such as ships or weapons and such.


Technology



Technology is to follow the tech tree below, a factbook will be upheld showing each nation's progress on the tech tree. This is OOC information, and cannot be used IC unless the opposing nation RPs a way to find this information.

Link


Tech Tree Descriptions


[td]Mining Lasers III

Tech Name

Description

Vault Discovery

You have started your nation, and found your first vault, and begun 'mining' for technological advancements.

Research Tech

This is the initial step towards researching the advanced tech you find in the vaults for advanced applications.

Initial Weaponization

This is the initial step towards weaponizing the research and tech you find in the vaults.

Armor Tech

This is the initial step towards utilizing research towards shield tech.

Energy Weapons

This is the initial step towards converting primitive combustion weapons into weapons that utilize non-kinetic ammunition such as cryogenics, electricity, radiation, and plasma.

Laser Weapons

This is the initial step towards creation and utilization of laser weapons. This includes small arms and potential mounting of these small arms weapons on vehicles.

Laser Weapons II

This is the second step in the path of creation and utilization of laser weapons. This includes medium power small arms and easy mounting of said weapons on vehicles, as well as the introduction of light laser cannons.

Laser Weapons III

This is the third step in the path of creation and utilization of laser weapons. This includes heavy power small arms and mounting of such weapons on vehicles. Introduces the medium laser cannon.

Laser Weapons IV

This is the final tier in the path of creation and utilization of laser weapons. This includes more efficient and reliable heavy power small arms, and the mounting of weapons where necessary. Introduces the heavy laser cannon.

Ranged Hardlight Weapons

This utilizes hardlight technology to fire a projectile which moves extremely fast, with the disadvantage of being somewhat low powered, although requiring low energy in return. Introduces hardlight small arms and hardlight cannons.

Plasma Weapons

This is the first tier of the plasma weapons path, where superhot plasma is utilized as a projectile. This includes low power small arms and the mounting of said arms on vehicles. Introduces light plasma cannons.

Plasma Weapons II

The second tier of the plasma weapons path. This includes medium power small arms, and the mounting of such on vehicles. Introduces medium plasma cannons.

Plasma Weapons III

The third tier of the plasma weapons path. This includes heavy power small arms, and the mounting of such on vehicles. Introduces heavy plasma cannons.

Plasma Beam Weapons

This tier of weapons utilizes plasma in a continuous stream, rather than as a singular projectile. This includes the introduction of light plasma beam cannons.

Plasma Beam Weapons II

The second tier of the plasma beam weapons path. This includes the introduction of light power small arms and medium power plasma beam cannons.

Plasma Beam Weapons III

The third tier of the plasma beam weapons path. This includes the introduction of medium power small arms and heavy power plasma beam cannons.

Plasma Beam Weapons IV

The final tier of the plasma beam weapons path. This includes the introduction of superheavy plasma beam cannons.

Radiation Weapons

This tier of weapons utilizes radiation, from microwave to gamma, as a means of inflicting damage on the enemy. This includes the introduction of light power small arms radiation weapons.

Radiation Weapons II

The second tier of radiation weapons includes medium power small arms radiation weapons and large-scale radiation generators.

Radiation Weapons III

The final tier of radiation weapons includes heavy power small arms radiation weapons, and a more reliable/precise version of large-scale radiation generators.

Electric Weapons

This tier of weapons utilizes high voltage to zap enemies from a distance. This includes the introduction of light small arms electric weapons, and the mounting of such on vehicles.

Electric Weapons II

The second tier of electric weapons. This includes the introduction of medium power small arms electric weapons, and the mounting of such on vehicles.

Electric Weapons III

The final tier of electric weapons. This includes the introduction of heavy power small arms electric weapons, and the mounting of such on vehicles.

Arc Cannons

This tier of weapons utilizes such high voltage electricity that it can be used to reliably arc between swaths of enemies or apply high damage to a single target. Cannot be mounted on small arms. Includes the introduction of light-medium power arc cannons.

Arc Cannons II

The second and final tier of arc cannons. Includes the introduction of heavy-superheavy power arc cannons.

Cryo Weapons

This tier of weapons utilizes extreme cold to freeze solid enemies and projectiles alike. This includes the introduction of light power small arms cryo weapons. These cannot be mounted on vehicles.

Cryo Weapons II

The second tier of cryo weapons. This includes the introduction of medium power small arms cryo weapons. These cannot be mounted on vehicles.

Cryo Weapons III

The final tier of cryo weapons. This includes the introduction of heavy power small arms cryo weapons, and the introduction of light cryo cannons.

Chemical Weapons

This tier introduces the basics of chemical weaponry.

Chemical Weapons II

This tier introduces intermediate chemical weaponry strategies, such as canisters and pellet guns.

Chemical Weapons III

This tier introduces heavy chemical weaponry.

Medical Tech

This is the first step towards utilizing futuristic medical tech. Lifespan is increased.

Medical Tech II

This is the second step in utilizing futuristic medical tech. Medical devices are more efficent, and longer lasting. Field revivals are possible but not reliable.

Medical Tech III

This is the third step in utilizing futuristic medical tech. Medical devices are even more efficient and longer lasting, and injuries that would normally kill of shock are able to be treated on the field quickly and reliably. Lifespan is increased.

Medical Tech IV

This is the final step in utilizing futuristic medical tech. Medical devices are vastly more efficient and longer lasting, and field revivals are possible and reliable, although variably expensive depending on the injury. Lifespan is increased.

Medical Nanotech

This is the first step towards utilizing nanotech to enhance and aid in the medical field. Field revivals are possible and consistent, with the addition of enhancements after revivals.

Medical Nanotech II

This is the second step towards utilizing nanotech to enhance and aid in the medical field. Enhancements lead to a vastly extended lifespan and potential for robotic reflexes and endurance.

Basic Shield Tech

This is the first step towards utilizing shield technology.

Shield Tech II

This includes an upgrade to the previous shield technology, with increased durability.

Shield Tech III

This includes an upgrade to the previous shield technology, with increased durability.

Generated External Shields

This is an upgrade from regular shield tech to where an external shield is generated away from the hull of a vehicle or object. This drains power in order to generate.

Generated External Shields II

This is an upgrade from the first tier of external shields, which enables greater durability and less power consumption.

Generated External Shields III

This is an upgrade from the second tier of external shields, and enables greater durability with less power consumption.

External Plasma Shields

This is an upgrade from normal external shields, such that plasma is generated away from the hull in order to not only protect, but to melt or deflect any oncoming threats. This drains power in order to generate.

External Plasma Shields II

This is an upgrade from tier one external plasma shields, such that more plasma is generated, hotter, while consuming the same power.

External Plasma Shields III

This is an upgrade from tier two external plasma shields, such that more plasma is generated, hotter, while consuming less power.

External Plasma Shields IV

Enables a stronger and more resistant shield which can apply current to objects that touch it, while consuming less power than the third tier.

Synthetic Armor

Synthetics are able to be used towards making enhanced armor, which has capabilities beyond normal metal, while maintaining a decent measure of protection

Synthetic Armor II

Less cost in making synthetics, and more efficient processes to make them. Durability is increased.

Synthetic Armor III

Durability is increased and cost is even less.

Integrated Medical Nanobots

The same nanobots that can be used in 'stimpak' like apparatus are now integrated into cybernetics and combat armor. Must be manually activated.

Integrated Medical Nanobots II

Systems are now available that allow for almost automatic usage of nanobots, with only confirmation necessary when the systems detect that medical assistance may be necessary.

Integrated Medical Nanobots III

Systems onboard can now reliably detect when medical assistance is needed, and apply necessary nanobots and chemicals to treat wounds and supply enhancements to soldiers in the field.

Alloy Research

This is the first step towards researching and implementing stronger alloys in hulls and armor.

Alloy Research II

Enables stronger, more durable alloys.

Alloy Research III

Enables stronger and even more durable alloys.

Plating Research

Allows for more durable and reliable methods of armor plating for hulls and armor.

Plating Research II

Makes armor plating a cheaper manufacturing process and allows for stronger plating.

Plating Research III

Cheaper, stronger plating.

Cybernetics

Involves an external cybernetic suit worn against the skin: does not include armor.

Cybernetics II

Involves being able to put cybernetics within the body to aid in combat or day to day life. Cheaper, more reliable cybernetic suits.

Power Armor

This is the first step towards power armor. Armor is built to be either minimal and mobile, or heavy and non-mobile.

Power Armor II

Armor is balancing out to be armored and mobile, although power consumption can be an issue.

Power Armor III

Mobility is balanced against armor, but not to the point where medium-heavy armor plating can be worn. Power consumption is less of an issue.

Power Armor IV

Medium-heavy plating has been balanced against mobility to enable powerful suits of armor.

Reactive Armor

This is the first step towards developing and utilizing reactive armor, which has the chance to absorb impacts and convert them into power.

Reactive Armor II

Absorb chance is higher and more efficient.

Reactive Armor III

Absorbing impacts is reliable and moderately efficient.

Hardlight Armor

This is the final tier of armor tech, which is extremely durable and lightweight. Power consumption is relevant to the level of power research.

Mounted Weapons

Allows kinetic weapons to be fully mounted on power armor (Think Iron Man)

Mounted Weapons II

Allows mounting of energy weapons up to tier 2 on power armor.

Mounted Weapons III

Allows mounting of most, if not all, types of weapons on power armor. Power consumption is still something to be considered.

Artificial Intelligence

Allows for the beginnings of artificial intelligence. (Think a toddler with a calculator for a brain)

Artificial Intelligence II

Allows for intermediate level artificial intelligence. Complex tasks and issues can be given and solved.

Artificial Intelligence III

Allows for almost indistinguishable AI to be created. Akin to human, with the computing level of a supercomputer.

Basic Construction Tech

Makes it cheaper to manufacture just about anything, and makes the process faster.

Construction Tech II

Cheaper and faster.

Construction Tech III

Cheaper and faster.

Construction Tech IV

Cheaper and faster.

Mining Tech

Does *not* give a boost towards tech points. Mining tech grants more efficiency in obtaining resources.

Mining Tech II

Grants more efficiency towards mining and makes it cheaper.

Mining Tech III

Grants more efficiency towards mining and makes it cheaper.

Mining Lasers

Adds mining lasers, which are less labor intensive than normal mining lasers. Increased efficiency and speed, while increasing power usage.

Mining Lasers II

Faster lasers and less power usage.[td]

Faster lasers and less power usage.

Deconstruction Tech

Allows for easier scrapping and recycling of broken down or unnecessary objects into their base components. 66% efficiency.

Deconstruction Tech

Allows for easier scrapping and recycling of broken down or unnecessary objects into their base components. 75% efficiency.

Deconstruction Tech

Allows for easier scrapping and recycling of broken down or unnecessary objects into their base components. 95% efficiency.

Nano Construction Tech

Allows for technology that constructs as a high rate of speed using nanomachines (see: Iron Mans suit in Infinity War, the Alterra Tech from Subnautica)

Nano Construction Tech II

More efficient, lower cost nanomachines.

Nano Construction Tech III

More efficient, lower cost nanomachines.

Gravity Research

Gravity research allows for more advanced uses of gravity as it appears naturally, such as space stations and the like.

Gravity Research II

More research means more knowledge.

Gravity Research III

More research means more knowledge.

Power Research

2

Power Research II

2

Power Research III

2

Power Research IV

2

Power Research V

2

Thermal Reactors

2

Thermal Reactors II

2

Fusion Reactors

2

Fusion Reactors II

2

Fusion Reactors III

2

Ion Reactors

2

Ion Reactors II

2

Ion Reactors III

2

Antimatter Studies

2

Antimatter Reactors

2

Cloaking Tech

2

Cloaking Tech II

2

Cloaking Tech III

2

Detection Tech

2

Detection Tech II

2

Detection Tech III

2

Kinetic Weapons

2

Combustion Weapons

2

Combustion Weapons II

2

Combustion Weapons III

2

Combustion Weapons IV

2

Combustion Weapons V

2

Self Propelled Weapons

2

Self Propelled Weapons II

2

Self Propelled Weapons III

2

Self Propelled Weapons IV

2

Self Propelled Weapons V

2

Electromagnetic Weapons

2

Electromagnetic Weapons II

2

Electromagnetic Weapons III

2

Electromagnetic Weapons IV

2

Electromagnetic Weapons V

2

Bioengineering

Allows for more selective genetic engineering, which can increase lifespan, and other physical traits.

Bioengineering II

Allows for more selective genetic engineering, which can increase lifespan, and other physical traits.

Bioengineering III

Allows for more selective genetic engineering, which can increase lifespan, and other physical traits.

Bioengineering IV

Allows for more selective genetic engineering, which can increase lifespan, and other physical traits.

Propulsion Studies

2

Propulsion Studies II

2

Propulsion Studies III

2

Propulsion Studies IV

2

Propulsion Studies V

2

Fusion Drives

Enables usage of fusion as a propellant to enable sublight velocities. Can be mounted on light vehicles.

Fusion Drives II

More efficient fusion drives equates to higher velocities.

Fusion Drives III

Even more efficient fusion drives mean that higher velocities can be achieved. Can be mounted on medium vehicles.

Fusion Drives IV

More efficiency, less fuel consumption.

Fusion Drives V

More efficiency, less fuel consumption. Can be mounted on heavy-superheavy vehicles.

FTL Drives

This is the initial drive that enables basic FTL travel.

FTL Drives II

This is the second tier of FTL travel which enables faster, more reliable FTL travel.

FTL Drives III

The third tier of FTL travel, which enabled even faster and more reliable FTL travel.

Ion Drives

Who knows how they work? They're faster than fusion drives, though. Can be mounted on light-medium vehicles.

Ion Drives II

A bit faster and more efficient. Can be mounted on heavy-superheavy vehicles.

Jump Drives

This is a drive that enables short, planet to planet level teleportation of vehicles, with minimal worry of interference by objects in the way. Consumes a lot of power.

Jump Drives II

This tier 2 to the jump drives branch enables system to nearby system teleportation of vehicles. Consumes a lot of power and has a cooldown.

Teleportation Tech

This is the initial step towards teleportation tech. This includes vehicle to vehicle teleportation and vehicle to base teleportation of singular personell.

Teleportation Tech II

This is the second tier of teleporation tech. This includes vehicle to vehicle teleporation, vehicle to base teleportation, and base to base teleportation (on a single planet) of car sized objects.

Teleportation Tech III

This is the final tier of teleportation tech. This includes vehicle to vehicle teleportation, vehicle to base teleportation, and base to base teleportation (on a single planet) of battleship sized objects.

Time Dilation Drives

This is a drive that relies on bending time around it in order to transport itself large distances. This does not allow instant teleportation, and objects in the path will cause issues.

Antimatter Drives

This is a drive that relies on antimatter as a source of propulsion, to reach extreme speeds while putting a destructive field around the object that can protect it from varying amounts of space debris.

Warp Drives

The very apex of intergalactic travel technology, this drive enables instantaneous warping almost anywhere in the galaxy.

Propulsion Cannons

This is the first tier of propulsion cannon, and is as simple as being a thruster that can also fire projectiles of choice out of them.

Propulsion Cannons II

This is the second tier of propulsion cannons, and enables larger, more reliable thrusters that enable higher speeds and bigger projectiles.

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