![]() In some cases, independent research can take the place of Tier upgrades. You can only advance one Tier per round (no going from Lasers 1 to Lasers 4). Each player will be allowed to research 3 Tier upgrades per turn, and 2 independent research studies. The opportunities are endless, the Tiers are just there in case you can't see the opportunities.Ī. You want a new, better type of weapon than lasers or rail/coilguns? Prove to me that you can do it, and you'll get that new weapon. But, you don't even have to stick to the categories we gave you. The same applies for virtually every category, with most of the exceptions occurring in Industrial. For example, nuclear fission powerplants can make up to 9 Gw of energy, but if you manage to research a better type of energy production, you can easily exceed that number. Outside of Tiers, the best way to improve your technology is by researching your own stuff. Liquid fuel thrusters(10-50 megaNewtons) ![]() Colonization time(3 Tiers, 3-1 turns to colonize) Space fighter/bomber factories(600-1000 per turn) Atmospheric plane factories(400-800 per turn) Drydocks(4 Tiers, no progression until 4th Tier, which gives double production capacity) Handheld lasers (2Mw-6Mw, a Glock 9x19mm round has 3 Mw of force) a 10 Liter Tier 5 engine would produce 3000 kW, or 4021 horsepower) Jet propulsion(16:1 to 20:1 power-weight ratio, within reason) Electromagnetic ballistic propulsion(0.1 c-0.99 c) Tiers- Each category has 5 Tiers, with roughly linear increases in numbers Research will have a Tier system as its foundation, but independent research is the key to successġ. Research Too-class BBD, that powerful energy source we talked about, and genetically modified bananas that don't go bad after 2 daysĬreate a 2nd Parliament to review the decisions of the 1stĬommence Operation Binary and Operation 10īegin Colonization of both moons and establish early warning systems and military bases, don't terraform
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