Tech achievements are general upgrades unlocked as the empire progresses through the technology tree, providing major benefits.
List of achievements[ | ]
- The list is ordered by the RP cost of the unlocking technology.
Hardcoding[ | ]
- techachievement_xeno_diplomacy in Backend.Diplomacy.AcceptEmbassy.GetUnavailableReasons(Relationship)
- techachievement_heightened_intelligence twice in Backend.Civilizations.Civilization.CalculateResearchPointsFromPopulation(), twice in TooltipGenerator.GetTooltipColonyResearch(Colony), twice in TooltipGenerator.GetTooltipEmpireResearch(Civilization), once in Civilization.GetResearchYieldBonus()
- techachievement_deep_scanner in Backend.Civilizations.Civilization.IsUsefulToExploreStar(Fleet, Star) and OnNavigationNodeVisited(NavigationNode, Fleet), Backend.Fleets.Fleet.Fleet(Civilization, NavigationNode, List<Ship> initialShips), twice in Backend.Civilizations.MajorCivilization.OnNavigationNodeDetection(NavigationNode, IPositionScanner), in Backend.Civilizations.MajorCivilization.RunAutoExplore(Fleet), in T_Explore.Run()
- techachievement_survival_pods in Backend.Civilizations.Civilization.OnShipDestroyed(Ship, Fleet, Civilization, Fleet.DestroyReason)
- techachievement_cyber_security_link twice in Backend.Civilizations.MajorCivilization.GetStartingSpyLevel() andBackend.Espionage.SpyAgent.OnCyberLinkAcquired()
- techachievement_advanced_navigation in Backend.Galaxy.NavigationNode.CacheCanTravelRegion(NavigationNode, Civilization), VerifyPath(Civilization, List<NavigationNode>, Civilization), VerifyPathForFleet(Fleet, List<NavigationNode> path, Civilization), and Backend.Galaxy.Warpgate.IsAvailableTo(Civilization)
- techachievement_biomorphic_fungi in Backend.Galaxy.ProductionGrid.GetTotalTilesForBiome(Planet, PlanetBiomeType, Civilization), in Backend.AI.T_Explore.Run()
- techachievement_virtual_reality_network thrice in TooltipGenerator.GetTooltipColonyMorale(Colony), and once in Backend.Civilizations.Civilization.GetMoraleBonus()
- techachievement_hyperspace_communications, techachievement_subspace_communications, and techachievement_tachyon_communications thrice each in TooltipGenerator.GetTooltipEmpireCommandPoints(Civilization) and once each in Backend.Civilizations.Civilization.GetFleetSupportBonus()
- techachievement_universal_antidote and techachievement_microbiotics both in Civilization.GetPopulationGrowthMultiplierBonus()
- techachievement_megafluxers in Civilization.GetShipSpaceMultiplier()
- techachievement_troop_pods in Civilization.GetTransportInfantryCapacity(ShipBlueprint)
- techachievement_microlite_construction in Backend.Settlements.Colony.GetProductionCost(IBuildable)
- techachievement_advanced_damage_control in Backend.Fleets.Fleet.RepairFleet() and Backend.Settlements.Settlement.OnTurn()
- techachievement_hyperspace_sensors, techachievement_tachyon_scanner, techachievement_neutron_scanner, and techachievement_space_scanner in Backend.Civilizations.MajorCivilization.CalculateBaseScannerRange()
- techachievement_telepathic_training in MajorCivilization.GetExperienceModifier() and in MajorCivilization.GetOffensiveEspionageTechBonus()
- techachievement_stealth_suit in MajorCivilization.GetOffensiveEspionageTechBonus()
- techachievement_neural_scanner, techachievement_psionics, and techachievement_omnitron in MajorCivilization.GetTencologicSecurityBonus() (yes, it is spelled "tencologic" in the code)
- techachievement_advanced_city_planning in Backend.Galaxy.ProductionGrid.GetAvailableTiles(Planet, SquareType, Civilization) and twice in ProductionGrid.MakeSquares(Planet, Civilization)