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  • 28 bytes (5 words) - 15:35, 24 April 2015
  • 315 bytes (57 words) - 13:20, 16 July 2019
  • ...ways to improve the effectiveness of your ships and structures. Available techs can be accessed from the Tech sidebar. *The advantage of upgrading techs is increasing the mark (MK) level of your units: i.e., your ships, turrets,
    3 KB (572 words) - 12:20, 4 May 2022

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  • ...he computer adviser screen where it was still referring to the UNI science techs. === Balance From Personally-Held Ship Mult Techs ===
    349 KB (57,816 words) - 12:25, 31 January 2015
  • * All the various techs and buildings that previously caused either "floors" to be set on RCI value * You only gain 1/6th as much influence from gifting techs to races, now.
    402 KB (68,779 words) - 12:25, 31 January 2015
  • ...doesn't actually reduce the total science costs of all marks, but make the techs competitive with direct upgrade, even for low-middle AIP games. ...ergy gain per mark from 240k to 180k. It's however cheaper to mark up with techs.
    563 KB (96,029 words) - 12:31, 14 April 2021
  • ...r the lone wolf ones (just the Spire Frigates) and citadels no longer have techs associated with them to upgrade them. ...hips that get this sort of upgrade now show that after where it shows what techs benefit them.
    287 KB (48,412 words) - 12:06, 3 July 2019
  • * Tech tree techs no longer unlock based on the current turn number. Instead they are based ...ds that reference technologies from later acts. You wind up getting those techs for free, and in act 1, which is pretty awesome.
    202 KB (34,152 words) - 15:38, 19 November 2015
  • * The initial techs have been added, and applied to ships and turrets and whatnot. ...at best, a first pass for now. However, there are are present 14 distinct techs that you can upgrade that are more ship-abilities-focused, and which are ge
    122 KB (21,444 words) - 14:29, 18 April 2019
  • ==== Techs ==== ...nd as noted above, scaled to be fair for each Mark appropriately. The hull techs are priced as if units are upgrading to Mark 6 and 7.
    278 KB (47,062 words) - 16:30, 11 October 2019
  • *** If someone hasn't unlocked any techs yet. ==== Ship Counts And Lists Relating To Techs And Science ====
    646 KB (109,259 words) - 11:44, 22 September 2021
  • ...oard. Players seem to have too much science in the late game, so the later techs should be more expensive to mitigate this. Expect these numbers to change * Allied ships that are upgraded by your techs are now included in the tech upgrade preview lists.
    1.02 MB (175,629 words) - 18:11, 4 March 2022
  • ...to Eternaly_Lost for suggestions that led to making more attractive early techs. ...better job of differentiating between like-to-have techs and need-to-have techs.
    208 KB (34,773 words) - 19:15, 5 June 2015
  • ** Outguard units now inherit techs properly. *** That's actually the same reason the Hull Techs cost the same - they're priced for a unit going from MK5 to MK6, then to MK
    179 KB (30,218 words) - 23:28, 1 January 2020
  • * The tech costs for all techs have been adjusted upwards substantially (ranging from 3x to 4x). Essentia ...ous issues when paused, including the tech tree not showing newly-unlocked techs, and the new lair ranges not updating until the game was unpaused.
    63 KB (10,632 words) - 10:14, 5 April 2024
  • ...ways to improve the effectiveness of your ships and structures. Available techs can be accessed from the Tech sidebar. *The advantage of upgrading techs is increasing the mark (MK) level of your units: i.e., your ships, turrets,
    3 KB (572 words) - 12:20, 4 May 2022
  • * Fixed a bug in version 3.003 that was causing known techs from races to not be loaded back in properly. * Fixed a bug where the armada cap techs were not sorted according to number (putting IX between IV and V, since tha
    34 KB (5,632 words) - 20:40, 14 November 2017
  • ...imply using the xml order, which was problematic for anyone modding in new techs. And now that we read these into the game in parallel, they were in effect ...great detail, just like it does on the tech upgrade screen for non-direct techs. This way you have so much more information about what the benefit of an a
    293 KB (50,070 words) - 11:33, 14 October 2020
  • Armada strength is improved by the Space Power techs, higher Mark level ship techs, and the God Mote ultimate tech, with bonuses applied multiplicatively. Mar ...cumulative bonus of 11.232x). [[Peltians]] have access to a further three techs with a 5x bonus each, for a further cumulative bonus of up to 125x (giving
    7 KB (1,058 words) - 17:20, 13 September 2015
  • * When you start the game and it requires techs from a later act to be unlocked in order for you to get a specific building * Fixed a bug in recent versions where all of the techs in the tree were showing as fully lit up if their act was unlocked, rather
    59 KB (9,843 words) - 15:39, 19 November 2015
  • * Move the District Upgrade Techs to the top of the tech menu to correctly reflect their importance for the p * Make Dyson Sidekick techs a bit more expensive
    338 KB (54,548 words) - 10:53, 26 June 2023
  • * AI Tech: [[AI War:AI Techs|At What AI Progress Does The AI Tech Level Increase?]] * AI Tech: [[AI War:AI Techs#Tech Display By AI Progress|What Does The Roman Numeral In Parentheses Next
    27 KB (4,189 words) - 11:36, 9 August 2021
  • * There's no longer a power boost from researching techs that grant power-using units. * Now techs that let you build power-consuming units give a permanent boost to your pow
    182 KB (30,453 words) - 13:10, 11 January 2018

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