
Researching technology takes time (as indicated by the number of days next to the tech's name) and requires a tech officer to begin. If multiple officers are assigned, research progresses faster.
Most technologies are self-explanatory and include fleet, engine, sensor, defense, and weapon upgrades.
When a technology that unlocks a component (e.g., a weapon) is researched, its blueprint becomes available in the fleet screen, where it can be synthesized if the necessary raw materials are in the fleet's cargo bays.
Researching efficiency technologies offers various benefits. For example, 'Engineer Efficiency' allows fleet engines to be installed or switched without an engineer. Similarly, other efficiency technologies apply to different aspects of fleet management. If 'Crew Coordination' is researched and the fleet has all required officers, components can be installed or switched without a shipyard, which is useful when isolated from space yards.
'Jump Drive Efficiency' reduces jump time, and the 'Black Hole Stabilizer' and 'Warp Gate Stabilizer' technologies enable travel through black holes and warp gates, respectively.
Currently, there are 12 technology branches and a total of 64 technologies, with more potentially being added in the future.
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all the best,
Tensorial