Technology List

This is the Technology List for the Campaign System.

TECH TREE

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Tech Tree

Engineering Cybernetics

Anti-Gravity Systems Basic Cyberware Expanded AI Applications Fifth Generation Material Armours
Research Threshold: 30 RP Research Threshold: 25 RP Research Threshold: 20 RP Research Threshold: 55 RP
Prerequisites: AT Engineering Prerequisites: None Prerequisites: None Prerequisites: Cerovite, Damaskite, Shadowline
Needed for: Advanced Cyberware Applications, Aerospace Factory, Nanotech Applications Needed for: Advanced Integrated Cyberware, Psychotherapy Equipment Needed for: Advanced Integrated Cyberware, Electronic AI-Assisted Warfare, Psychotherapy Equipment, Spec Eva Facilities, Vehicle Automated Factory Needed for: Advanced Integrated Cyberware, Sixth Generation Material Armours
Progress: Complete Progress: 0/13 Progress: Complete Progress: Complete
Description Description Description Description
We've already seen demonstrations of Angels flouting or even reversing gravity in such a way as to achieve flight with only a modicum of energy required. We're a long way off from being able to replicate that, but by studying anti-gravitational AT Fields we've been able to reverse-engineer an anti-grav design that greatly improves on the efficiency of current flight systems. So far, applications are limited due to the cost and sensitivity of the components- installing it on crafts already capable of flight to enhance fuel efficiency and speed- but with future research we'll be able to expand its uses. Cyberware refers to the creation of machine parts and interfaces designed to interact with the human body, including as an intermediary between the human body and a computer system. This technology is not exactly new; Evangelions are unable to operate without the copious amount of cyberware allowing humans to control the machines which regulate the biological entity's actions. This research, however, refers to the proliferation of computerised prosthetics designed to replace lost limbs and organs, which attach to the body's nervous system. Artificial Intelligence has been at the heart of Fifth Generation Warfare since its inception. Without the MAGI, NERV would never have been able to conduct its operations; without Thruster AI, the LN would not have been able to conduct its war. Limited forms of AI operate in many forms in our military, such as in AC Suits or Superheavy units, where they act as part of the control scheme. This research allows us to apply AI in greater and more varied ways. Fifth Generation Material refers to the numerous specialised offshoot designs based off Barzilite, Surovite and comparable materials. It does not refer to materials made using AT Field techniques (Sixth Generation). Most commonly, Fifth Generation Materials refer to cerovite, damaskite and shadowline. This research allows us to begin producing armour for Evangelions, Superheavies and ground forces made of Fifth Generation Materials.
Effect Effect Effect Effect
Horde Bonus: +10 Agility for Starships Bionic Cyberware: Adds Bionic Arm, Bionic Heart, Bionic Limb, Bionic Respiratory System, Bionic Senses MAGI Analysis Bonus: Adds +10 to MAGI Analysis Rolls. Eva Armour Upgrades: Adds Cerovite Shell, Damaskite Mantle, Shadowline Weave
- - Medical Corps Capacity Bonus: +1 Capacity for all Officers. Superheavy Esoteric Defenses: Adds Cerovite Shell, Damaskite Mantle, Shadowline Weave
- - - P-Scale Armour: Adds Federation Cerovite Power Armour, Federation Shadowline Power Armour
- - - Tech Use Crafting Blueprints: Adds Damaskite Mantle
- - - Prototype Bonus: May grant an Eva each the Cerovite Shell, Damaskite Mantle and Shadowline Weave Upgrades once for free.
- - - P-Scale Prototype Bonus: May grant an individual a single Damaskite Mantle for free.

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Facility Design

Engineering Park Material Foundry Synthetic Bioculture Farm Weapons Skunkworks
Research Threshold: 20 RP Research Threshold: 20 RP Research Threshold: 20 RP Research Threshold: 20 RP
Prerequisites: None Prerequisites: None Prerequisites: None Prerequisites: None
Needed for: Specialised Eva Facilities, Vehicle Factory Needed for: Specialised Eva Facilities, Vehicle Factory Needed for: - Needed for: Advanced Weapon Production, Specialised Warhead Payloads, Vehicle Factory
Progress: Complete Progress: Complete Progress: Complete Progress: Complete
Description Description Description Description
In essence, the Engineering Park is a gratuitously large allotment of land put aside for the testing and production of prototype technology. This research is primarily focused around finding the most efficient layout and designing new machines and equipment to make the process easier. A Material Foundry is a centralised industrial complex dedicated purely to producing the advanced materials required for our research projects. Here, we will focus our efforts on efficient layouts and on equipment, knowing that a surge of prep work here can save a good deal of time later. A Synthetic Bioculture Farm is a massive complex dedicated to either furthering our biological research, or developing the various outcomes of that research. Large portions of it are dedicated entirely to rows and rows of fluid-filled vats in which organs and tissue are grown. It also allows us to produce more Biogel, assisting in Medical's efforts. A Weapons Skunkworks is dedicated to producing and testing weapons prototypes. The entire process, from design, component production, assembly, to testing is all done in this one huge complex. This cuts back on logistical issues and focuses our efforts, using lessons taken from economies of scale to maximise our output.
Effect Effect Effect Effect
Research Credit: +10% Bonus on all Research invested in an Engineering Cybernetics project Research Credit: +10% Bonus on all Research invested in a Materials Science project Research Credit: +10% Bonus on all Research invested in a Synthetic Biology project Research Credit: +10% Bonus on all Research invested in a Weapons Engineering project
- - Medical Corps Efficacy Bonus: +10 Bonus on all Medical Debriefing injury First Aid tests. -

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Materials Science

AT Engineering Cerovite Damaskite Shadowline
Research Threshold: 20 RP Research Threshold: 15 RP Research Threshold: 15 RP Research Threshold: 15 RP
Prerequisites: None Prerequisites: None Prerequisites: None Prerequisites: None
Needed for: Fieldblinder, Programmable Matter, Suzanium Alloy Needed for: 5th Generation Armours, Basic Fusion Miniaturisation Needed for: 5th Generation Armours Needed for: 5th Generation Armours
Progress: Complete Progress: Complete Progress: Complete Progress: Complete
Description Description Description Description
A great deal of our science program relies on AT Field manipulation in some way. In essence, AT Fields act as a practical shortcut, allowing us to harness techniques and materials that would otherwise take decades to develop. Much of the theoretical framework for AT Engineering is already in place; all we need is the resources to set up the necessary facilities and equipment and we can begin experimentation immediately. Cerovite is a surovite-based ceramic composite material with strong heat-dispersal properties. In fact, cerovite plating is used on SLAS vessels about to enter space. Cerovite can prove to be highly useful in combat with enemies using heat-intense weapons such as fusion guns. We already understand the principles behind cerovite; all we need is to invest the time into setting up a space and we can begin work immediately. Damaskite is a strong, shimmery fabric, desirable due to its resistance to damage, its self-repairing properties and the beautiful but beguiling patterns that shimmer across its surface when exposed to light. We know how to make Damaskite in limited qualities already; all we need is to devote time to set up the facilities and we can begin work immediately. Shadowline is a material designed to baffle detection. Visual detection is confused through optical illusions and depth tricks, whilst the material also has the ability to deflect most regular sensors. Once we set up the facilities, we can begin production of prototype Shadowline gear immediately.
Effect Effect Effect Effect
No effect; unlocks other technologies No effect; unlocks other technologies No effect; unlocks other technologies No effect; unlocks other technologies

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Synthetic Biology

Biomalleability Compatible Tissue Cultivation Safe Bioaugmentation
Research Threshold: 60 RP Research Threshold: 10 RP Research Threshold: 25 RP
Prerequisites: Programmable Matter Prerequisites: None Prerequisites: Programmable Matter
Needed for: Enhanced Bioaugments, Operative-Adaptive Morphology, AT Consolidation Needed for: - Needed for: Enhanced Bioaugmentation
Progress: 0/36 Progress: Complete Progress: 0/15
Description Description Description
Strictly speaking, Biological Malleability is not at all a new thing. It refers to how easily we can successfully modify the biological form of an Evangelion unit. This however represents a greater level of control than we have yet been able to achieve, since we can now program an Eva's biological form directly into its core instead of doing things the old-fashioned way. This allows a regenerating Eva to treat mechanical implants or the like as part of its natural form, 'regrowing' them naturally instead of us having to implant them again every single time. This also opens the way for us to design more biological upgrades for our Eva Corps. Compatible Tissue Cultivation refers to the ability to cultivate biological tissue that may be permanently altered in order to take on the characteristics of a specific part of an individual's body. This technology has been used for years in limited qualities as part of the miracle cure of Biogel as well as in some surgical procedures. This application, however, goes one step further by allowing us to cultivate massive amounts of biomatter for our use. The primary purpose of this is medical- through CTC, we are essentially able to graft tissue onto the injured with a nearly 0% chance of rejection. Through quick action, it grants our doctors a greater chance of saving a lost limb or body part. For years, bioaugmentation has been a complex and difficult process. Genetic enhancement has been extremely troublesome, and nearly impossible unless the subject is very young or created from scratch. Thus, the most feasible method of bioaugmentation has been implanted organs designed to alter the body's abilities- for example, the Iron Guard. Although more applicable than pure enhancement, the process is not perfect, and attrition rates are high. Safe Bioaugmentation thus represents a huge step forward for the field, allowing us to implant useful bioaugments inside a subject's body with a less than 0.001% chance of rejection. The method also lacks the undesirable side effects of previous methods, such as sterility. The results lack the sheer power of the Iron Guard set of implantations, but nevertheless are quite a step up above basic human ability.
Effect Effect Effect
Resource Expenditure Bonus: Reduces cost of repairing Damaged and Destroyed Evas by 15 Reserves. Medical Corps Bonus: Improves the "Lost Limb" reattachment test by +20. Bioaugments: Adds Bioaugment Core, Cleansing System, Pulmonary Sheath, Redundant Heart, Statodermic Organ

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Weapons Engineering

Advanced Weapon Production Basic Fusion Miniaturisation Specialised Warhead Payloads
Research Threshold: 25 RP Research Threshold: 30 RP Research Threshold: 25 RP
Prerequisites: Weapons Skunkworks Prerequisites: Cerovite Prerequisites: Weapons Skunkworks
Needed for: Suzanium Alloy Integration, Bioweapons, Shuriken Weapons Needed for: Full Fusion Integration Needed for: Positron Warheads
Progress: 0/14 Progress: 0/17 Progress: 0/14
Description Description Description
Our existing weapons designs have acceptable performance, but there are other ways to improve a weapon's effectiveness other than by increasing its damage output. By incorporating the lessons we've already learned in designing new weapons, we can give them newer, more streamlined designs. This should lead to small improvements of our various designs. Although some inroads have been made in the field of adapting Fusion weaponry for infantry-scale, the process has been fraught with problems so far. Fusion technology is, after all, highly volatile, and miniaturising any piece of equipment requires precision and understanding. However, we've finally been able to make a breakthrough; by shifting the production of our fusion weaponry to cerovite-based materials, we have achieved a successful, if extremely expensive and heavy, model of Fusion gun that can be mounted on a vehicle chassis. Obviously, the idea of equipping a warhead with different payloads to suit the situation is not a new idea. It has been around since we've had warheads. However, this line of research allows us to begin incorporating our advanced weapons technology such as Positron weaponry or Fusion weaponry into our warheads. As an example, we've created a basic multi-stage bolt shell area-dispersal warhead to be used in our launchers.
Effect Effect Effect
E-Scale Weapon Bonus: All Weapons, when taken, may take 1 Upgrade worth 1 WUP. Vehicle Weapon Unlock: Adds Fusion Gun. E-Scale Weapon Bonus: Tactical Bazooka gains Special Payload Quality. Bolt Cluster Warhead Added to Special Payload list.
P-Scale Weapon Bonus: All Weapons, when taken, may take 1 Upgrade worth 1 RP. - P-Scale Weapon Unlock: Adds Bolt Cluster Missile.

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