beta5 en Technology
Technology allows you to improve your empire as a whole. This manual section convers all technology related topics such as:
In the LegacyWorlds universe a set of technologies are available for the players to research. Each of those technologies may or may not have an influence on some game parameters.
Technologies are organised according to two different systems:
  • Research Categories: technologies are organised according to the class of parameters they influence
  • Dependencies Graph: technologies usually depend on one another which means you need to possess technology A to be able to research technology B. Those dependencies correspond to links between technologies and the whole set of technologies along with those links compose the technology graph
Both classification systems are presented in more details in the following paragraphs along with a list of all available technologies.
The various research topics available in the game are organised in three categories:
  • Fundamental research
  • Military resarch
  • Civilian research
The next paragraphs will cover each category more precisely.
Fundamental research has as its primary objective the advancement of knowledge. It is exploratory by nature. It is conducted without any practical end in mind, although it may have unexpected results pointing to practical applications. Through theory generation, fundamental research provides the foundation for further, sometimes applied research.
Technologies in the fundamental category are basic technologies or theories that are important for your scientists to make further progress in their studies. They don't necessarily provide any improvement in your empire but they may be required by other studies.
In general fundamental technologies have an influence on the game such as:
  • Increasing research output
  • Providing access to new fields of research without any real influence on game parameters
  • Wide range of influences on various military or civilian parameters: in those cases the technologies were flagged as fundamental because of their exploratory nature
A list of all fundamental technologies is available here.
Military research consists in applied research. Applied research is done to solve specific, practical questions; its primary aim is not to gain knowledge for its own sake. Applied research in the military field provides technologies with direct military applications.
Those military technologies usually consist in:
  • new kinds of ships
  • improvements on those ships
  • technologies providing a better defense of your empire
  • technologies providing means to better attack an enemy planet or alliance
  • means to increase factories production
A list of all military technologies is available here.
Civilian research consists in applied research. Applied research is done to solve specific, practical questions; its primary aim is not to gain knowledge for its own sake. Applied research in the civilian field provide technologies with direct civilian applications.
Civilian technologies usually consists in:
  • new means to host more citizen on one planet
  • means to increase the happiness of the unhabitants of your empire
  • improvement of the population growth
  • technologies increasing factories efficiency
A list of all civilian technologies is available here.
The research topics are also organised in a dependency graph. It means you may need to have researched some other topics before being able to research another new one. A list of all research topics is provided here.
Clicking on the same of one technology in the list directs you to the individual manual page for the technology. This page is described in more details in the next paragraph.
The individual page of a technology is split into several sections:
  • Top part
  • Description
  • Details
  • Dependencies
The next paragraphs will describe each section.
The top part of the individual page of a technology provides:
  • The name of the research topic as title of the page
  • Links to the other sections of the page in a Contents list
This section presents the description of the technology as it appears in-game. This description correspond to an approximation of the technology's effects.
This section of the page provides details about the technology, including:
  • Category: this indicates in what category this topic belongs (civilian, military or fundamental) and if it's a law or a standard technology
  • Optional: research topics are mandatory (this field's value is No) if you are sure to have them in the subsection of the technologies tree you have access to. Other topics (you may not have them in your part of the graph) are optional (field set to Yes)
  • Cost: price you have to pay to implement the technology
  • Effects: influence of the technology of enacting the law on game parameters
This part of the page allows you to figure out where the technology is placed in the technology dependencies graph by providing:
  • Depends on: technologies you have to implement prior to being able to research this one
  • Required by: technologies that you can't research if you haven't first implemented this one
The technology list allows you to browse available technologies, following the dependency graph. You can view the list of fundamental research topics, military technologies or civilian technologies. If you care for a nice headache, you can take a look at the complete list as well. The lists are all sorted in alphabetical order.
During the research process research points are used in the various research categories to advance in the research process of various technologies. Along the way technologies go through various steps:
  • Unknown Technologies: technologies that are available in game but that your researchers haven't studied enough yet
  • Forseen Breakthroughs: research topics your scientists are working on and are close to completion
  • New technologies: technologies your scientists have discovered but that aren't in use in your empire yet
  • Implemented technologies: technologies currently in use in your empire
The next paragraphs will describe each stage and the associated features more closely.
Unknow technologies are technologies that are available in game. They may be unkown to you for several reasons:
  • Your researchers are working on them but they aren't advanced enough in the research process for the technologies to be listed as forseen breakthroughs
  • You don't have the required dependencies implemented yet and your researchers can't work on those subjects yet because they aren't advanced enough technologically
  • Those technologies aren't part of the technology graph section you have access to. You'll have to acquire them through diplomatic exchanges
Unknown technologies aren't displayed in the Topics section of the Rsearch page contrary to technologies at other research stages.
Forseen breakthroughs are research topics your scientists are currently working on. Technologies appear in this list when the required dependencies have been fulfilled and that at least 75% of the required research points have been consumed.
Both technologies and laws appear in this list but once completed each category (technologies or laws) is displayed in the relevant section of the page: Topics for standard technologies and Laws for laws.
Technologies you acquired through diplomatic exchanges get also added to the list with 75% of research completion.
Forseen breakthroughs are displayed in a single list for all categories in the Topics section of the Research page. For each technology is displayed:
  • Technology: only the name of the technology is basically displayed. Clicking on its name allows to display the description or hide it by clicking it again
  • Type: category in which the technology is classified (Military, Civilian or Fundamental)
  • Cost: price to pay to implement the technology
New technologies are technologies that your scientists have completely discovered. It means that your empire possesses the knowledge associated with the technology. But they can't be used in your empire and there effects aren't applied until they are implemented.
New technologies discovered by your scientists are displayed in the New technologies list of the Topics section of the Technology page.
New technologies are listed on the Topics section of the Technology page below the New technologies title. The list includes:
  • Technology: only the name of the technology is basically displayed. Clicking on its name allows to display the description or hide it by clicking it again
  • Type: category in which the technology is classified (Military, Civilian or Fundamental)
  • Cost: price to pay to implement the technology
  • Implement technology: clicking this link pays the required fee to implement the technology and start using it in your empire
Implementing technologies implies paying a fixed fee to upgrade planetary improvements and fleets so that they use the new technology.
Once you have chosen to implement a technology, it becomes available for use in your empire. Its effects are applied on all your planets and fleets and so on.
Implemented technologies are listed at the bottom of the Topics section of the Technology page. This list is split in three columns , one for each research category(Military, Civilian or Fundamental). As for the other lists, only the name of the technology is displayed and clicking its name allows to show / hide the description.
Some research topics don't provide you with standard technologies that you can implement so that they can be used in your empire. They provides you with access to laws.
The legal system in LegacyWorlds is quite simple. Once the research points required to research a law have been consumed the law doesn't get listed among the new technologies but among the available laws in the Laws section of the Research page. Laws can be enacted and revoked and have an empire wide influence. Using the legal system allows you to give general directions to your empire's development, depending on the effects of the laws you have enacted or revoked.
Enacting a law has some beneficial effects but also some drawbacks that have to be carefully weighted before enacting it. Enacting a law represents also a finantial cost and it can't be revoked for a 5 days period of time once enacted.
Check out the list of available laws, sorted alphabetically for your browsing pleasure.
Once it has been discovered, a law can have two different status and can be moved from one category to another at will but with a 5 days delay between each action and a cost. Those two status are:
  • Enacted laws: laws you have chose to enact are listed in this category. Their effects are currently being applied in your empire. You can choose to revoke it by clicking the relevant link
  • Available laws: newly dicovered laws and laws that you have previously revoked are listed here. They aren't used in your empire but you can choose to enact them by clicking the relevant link in order to benefit from their effect. Of course you have to have enough money to pay for the enacting fee to enact the law
Each day tick you get granted a certain amount of research points depending on your empire's total population. You have the possibility to balance the amount of research points used in each research category: Military, Civilian or Fundamental.
But keep in mind that:
  • you might need technologies in one category in order to achieve some breakthroughs in the others
  • Research points are used primarily in the areas you have set them to be used for. If it is impossible to use all of them in those categories given current implemented technologies, those research points will be assigned in other categories until it is impossible to discover new technologies
  • If no new technologies can be researched, remaining research points are lost
For each research category you are provided with 5 buttons to balance your research budget, the total remaning automatically at 100%:
  • double left arrow: decrease the percentage of research points for this category by 10. The two others are increased so that the total remains at 100%
  • left arrow: decrease the percentage of research points for this category by 1. The two others are increased so that the total remains at 100%
  • right arrow: increase the percentage of research points for this category by 1. The two others are decreased so that the total remains at 100%
  • double right arrow: increase the percentage of research points for this category by 10. The two others are decreased so that the total remains at 100%
  • lock: clicking once on a lock has for effect that this category isn't influenced by the changes made on the other categories. The research points percentage for it remains locked at its current value. Clicking once again on it removes the lock and the category is once again taken into account in the calculations to keep the total percentage of research points at 100%
At the beginning of the game, each player gets assigned a subsection of the technology graph. This subset consists usually of about half the total graph. It is the list of technologies that is basically accessible to the player, that is to say that his scientists can research and discover on their own.
The subset of the technology graph assigned to each player is generated randomly and always includes complete branches of the tree. That is to say no technology is included for which the player can't research the required dependencies.
Technologies that aren't in your predefined subset of the technology graph have to be obtained from other players.
In order to acquire technologies that your empire can't research you have to acquire them by using the Diplomacy tool of the Research page. See this manual section for more details.