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|ASCENDANCY|
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TECHNOLOGY TREE - Ver 0.1 (no spell check or major editing), 06/16/05

Written by Nathan Williams
Copyright 2005 Nathan Williams (StarTours@collegeclub.com)

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright, so there!

This guide is the second guide I have written for Ascendancy.  This guide
covers everything regarding technology including "The Tree" itself, recommended
paths to take, what each "bubble" or branch of the tree gives you and the time
it takes to complete each bubble and what to look for in Xeno digs.

By reading this, I assume you have a basic comprehension of the game and know
what the ground rules are.  If not, I suggest you read my other GameFaqs guide
entitled "Ship/Planet Weapon/Gizmo Guide" which goes into disturbing detail on
various weapons and how effective they are.  My Ship guide gives a better idea
of the interplay between weapons ans ships, important to know if you really
really need to waste time researching Strong Force Weakening for a Molecular
Disassociator, a dead end in the Tech Tree.

TECH TREE AND BUBBLES: WHAT ARE YOU TALKING ABOUT?

	A valid question for a person new to Ascendancy.  Technology is a very
important piece in playing the game.  Through the discovery of new Technology,
one can build better weapons, bigger factories, enhanced planetary defenses and
bigger ships.  Without keeping your technology up to date, odds are an alien
race will be laying siege to your colonies and ships with Nanomanipulators
while you try to destroy their Enormous ships using Mass Barage Guns.

	Technology is advanced under the Research button to the right of the
galaxy screen.  After you build your first factory, there are three circle
(which I will refer to as either branches or bubbles from now on) with possible
areas of research you can start developing.  Usually, by studying and learning
one bubble of technology, you are then able to access other levels of
increasing technology.  Once you have selected a certain branch, the display
will tell you the number of days needed until the research is complete when you
can start to build whatever it was you just researched.  Eventually, the entire
tree becomes full with no further technologies to advance.  These branches
advance everything from the types of structures built on planets to the types
of ship parts (not to mention ship hulls) you can build.  Since all other alien
races will start out with 0 branches of technology, it can be very advantagous
to know which branches to develop in order to get to a certain point or which
ones to skip over to save precious days of research time.

	The number of days it takes to research certain branches can be decreased
by building more planetary structures which increase research output, such as
Laboratories, Research Campuses, Engineering Retreats, etc.  The research
output of all your colonies is added together for one race-wide research
amount.  The more structures you build for research, the higher your total
research output is and therefore the faster you can achieve more branches in
the tree.  The game never openly states your total race-wide research output,
but the research from every colony is added together and then factors into the
number of days I have written below.  (If anyone knows of an on-the-fly method
to find out your current research output levels, please let me know so I can
add it to this FAQ and give you credit for it.)

CALCULATING RESEARCH DAYS

	 The number of days left to research a branch decreases as the total
race-wide research output increases, as stated above.  The equation used by the
game is very strange in calculating research days.  The closest approximation I
can give is this:

							(Number of days listed below)
		Number Research Days Needed = -----------------------------
								 ((0.5x) + 1.5)

	where x is your total race-wide research output.  This formula is by no
means completely accurate for all race-wide research outputs, but it is a rough
approximation and is exactly right half the time and very close the rest.

BRANCHES AND BUBBLES: WHAT YOU GET & HOW LONG IT TAKES TO GET THERE

	What it is:

		Simply put, a listing letting you know what technologies you can
get and the number of days needed to invest in research for each bubble.  The
number of days needed was calculated by going through the entire game with one
and ONLY one Laboratory on a white square, making my entire tree completely
accurate as all branches were learned with a total research output of 1.

		Each entry is read as follows:

		Branch/Bubble name: (# days using one white square Laboratory)
			- What you can build/use from this branch

Accel Energy Replenishment: 12480
	- Lush Growth Bomb

Action At A Distance: 12960
	- Moving Part Exploiter

Advanced Chemistry: 100
	- Artificial Hydroponifer
	- Ion Banger

Advanced Exploration: 4140
	- Ship Hulls (Large)
	- Star Lane Hyperdrive

Advanced Fun Techniques: 5580
	- Endless Party
	- Logic Factory

Advanced Interferometry: 90
	- Invasion Module
	- Subspace Phase Array

Advanced Planetary Armaments: 12240
	- Long Range Orbital Mega Whopper
	- Surface Mega Shield 

Cloaking: 1800
	- Cloaker
	- Orbital Cloaker
	- Surface Cloaker

Coherent Photonics: 7000
	- Cannibalizer
	- Ueberlaser

Diplomatics: 2000
	- Alien Hospitality
	- Observation Station

Doom Mechanization: 37600
	- Disintegrator
	- Self Destructotron

Ecosphere Control: 9240
	- Fertilization Plant

Electromagnetic Field Coupling: 4200
	- Aural Cloud Constructor
	- Electromagnetic Pulser

Energy Focusing: 5220
	- Accutron
	- Myrmidonic Carbonizer

Energy Redirection: 4400
	- Deactotron
	- Recaller
	- Sacrificial Orb

Environmental Encapsulation: 50
	- Colonizer
	- Colony Base
	- Ion Wrap

Fergnatz's Last Theorem: 10880
	- Fergnatz Lens
	- Gizmogrifier

Gravimetric Combustion: 2600
	- Gravitron Projector
	- Toroidial Blaster

Gravimetrics: 1320
	- Molecular Tie Down
	- Orbital Docks

Gravity Control: 560
	- Quantum Singularity Launcher

Gravity Flow Control: 12720
	- Gravimetric Condensor

Hyperdrive Technology: 8800
	- Lane Magnetron

Hypergeometry: 12920
	- Hypersphere Driver
	- Hyperswapper 

Hyperlogic: 1120
	- Intellect Scramber
	- Research Campus
	- X-Ray Megaglasses

Hyperradiation: 5040
	- Hyperwave Tympanum
	- Van Creeg Hypersplicer

Hyperwave Emission Control: 9460
	- Backfirer

Hyperwave Technology: 7260
	- Hyperwave Nullifier
	- Orbital Mega Shield

Illusionary Machinations: 33000
	- Invulnerabilizer

Inertial Control: 10080
	- Inertia Negator

Interplanetary Exploration: 50
	- Proton Shaver
	- Ship Hull (Small & Medium)

Large Scale Construction: 4200
	- Metroplex
	- Ship Hull (Enormous)

Level Logic: 3300
	- Scientist Takeover

Light Bending: 2560
	- Replenisher
	- Wave Scatterer

Mass Phasing: 2200
	- Gravimetric Catapult

Matter Duplication: 5040
	- Cloning Plant
	- Disarmer

Metagraph Theory: 11760
	- Internet

Microbiotics: 9020
	- Automation

Molecular Explosives: 720
	- Mass Condensor
	- Phase Bomb

Momentum Deconservation: 280
	- Concussion Sheild

Momentum Reflection: 4420
	- Gravity Distorter

Murgatroyd Hypothesis: 5940
	- Gyro Inductor
	- Murgatroyd's Knower
	- Short Range Orbital Whopper

Nanodeflection: 21600
	- Nanoshell

Nanoenergons: 12580
	- Nanotwirler
	- Nanowave Decoupling Net

Nanofocusing: 22080
	- Nanomanipulator

Nanopropulsion: 17600
	- Nanowave Space Bender

Orbital Structures: 50
	- Orbital Shield
	- Shipyard

Planetary Replenishment: 2560
	- Habitat
	- Terraforming

Plasmatics: 5700
	- Plasma Coupler
	- Plasmatron

Positron Guidance: 2400
	- Industrial Megafacility
	- Positron Bouncer

Power Conversion: 100
	- Orbital Missle Base
	- Subatomic Scoop

Repulsion Beam Technology: 7040
	- Fleet Disperser

Scientific Sorcery: 5400
	- Containment Device
	- Smart Bomb

Self-modifing Structures: 12000
	- Remote Repair Facility

Snooping: 11520
	- Lane Endoscope

Space Time Surfing: 90
	 - Starlane Drive

Spectral Analysis: 120
	- Fourier Missles

Star Lane Anatomy: 3450
	- Lane Blocker
	- Lane Destabilizer

Stasis Field Science: 3600
	- Brunswik Dissipator
	- Tractor Beam (for planets & ships)

Strong Force Weakening: 980
	- Molecular Disassociator

Subatomics: 3300
	- Hyper Powerplant
	- Quark Express

Superconductivity: 100
	- Mass Barage Gun
	- Surface Shield

Superstring Compression: 3640
	- Hyperfuel

Teleinfiltration: 8580
	- Shield Blaster
	- Specialty Blaster

Thought Analysis: 7700
	- Engineering Retreat

Tonklin Diary: 50
	- Tonklin Frequency Analyzer
	- Tonklin Motor

Xenobiology: 90
	- Xeno Archeologial Dig

	Observations:

		NOTE 1: In the early part of the game, it is crucial to get some
Labs built quickly in order to take a time & tech advantage over your
opponents.  Let's look at the first few techs we need in order to build ships,
colonize planets and have them travel through Star Lanes (note that invadingwas
NOT mentioned).  This would then include the branches of Orbital
Structures, Tonklin Diary, Environmental Encapsulation, Interplanetary
Exploration and Spacetime Surfing.  Xenobiology will need to be researched as
well as it is the prerequisite for Environmental Encapsulation.  These techs
all added together come out to 380 days using only one Lab.  

		Scenario 1: If you only built one Lab (and assuming ONLY white
squares are used), the earliest possible time you could start building a ship
is day 430 (50 days building your first Lab and 380 days of research, assuming
you built a Shipyard by then which is easily done).

		Scenario 2: If you have planets in your home world that look good
for colonies (basically NOT Husk or Tiny), and your first few planetary
structures went in this order (assume white squares except the first Lab MUST
be on a blue square):

	Agriplot, Factory, Lab(BLUE), Lab, Fact, Shipyard

and your first Lab were on a blue square, you could start building NON-Star
Lane ships on day 212 (222 makes the most sense ... read on) to colonize those
"local" planets.

		Day 1 would be an Agriplot built in 30 days.  The population needs
to catch up, so we can't start building anything else until day 37.  Build a
Factory on day 37, another 30 days.  By day 67, the population will have grown
and you can start a Lab immeadiately, taking 15 days to build.  This Lab MUST
be on a BLUE square for this to work.  (This is easy enough and you can
probably just keep restarting new games until a blue square is within three
squares of the colony base.)  Day 92 and we can start researching branches.
You'll need to research Orbital Structures first so the Shipyard is available
when we need it.  We can also start another planetary structure on day 92, so
choose to build another Lab as we need the research speed to have all the
mandatory ship parts available when we need them.  On day 117, we can start a
new research bubble with Xenobiology and building a Factory in 15 days as the
population will grow in only 12 days.  We could have started the Shipyard on
day 117, but it would have taken 120 days to build.  If we first take 15 days
to build another Factory, the Shipyard only takes 80 days to build, a net gain
of 25 days ((120-(80+15))=25).  On day 132, start building your first Shipyard.
Day 147 rolls around and we can again research a new bubble, so choose the
Tonklin Diary.  While the Shipyard is being constructed, begin researching
Interplanetary Exploration on day 164, Environmental Encapsulation on day 181
and Spacetime Surfing on day 198.  Day 212 brings a new era as our Shipyard is
built and we have everything we need for fully functional, colonizing ships ...
but no Starlane Drives.  A Small ship with one Proton Shaver, one Tonklin Motor
and 3 Colonizers would take 69 days to build on day 212.  Instead, use day 212
to build a Factory, taking 10 days.  On day 222, start the same Small ship (1
Pro Shaver, 1 Tonk Mtr & 3 Colonizers) and it can be built in 52 days, a net
gain of 7 days ((69-(10+52)=7).  Once Star Lanes have been discovered on day
228, research Advanced Chemistry next as it includes two items you'll actually
use, the Artificial Hydroponifer (2x the output of an Agriplot) and the Ion
Banger (2x the power of the Tonklin Motor).  On day 274, your Small colonizer
is ready to seed those first few planets in your home system.  You will now
need to build at least one Artificial Hydroponifer as your home world will be
VERY low on Prosperity output.

		Scenario 3: If you have no other planets in your home world or only
have Husk or Tiny planets in your home world and your first few planetary
structures went in this order (assume white squares except the first Lab MUST
be on a blue square):

	Agriplot, Factory, Lab(BLUE), Lab, AGRI, Fact, Shipyard

and your first Lab were on a blue square, you could start building Star
Lane ships on day 228 (245 makes the most sense ... read on) to go through Star
Lanes and colonize new systems.

		Follow the Scenario 2 instructions until day 117.  On this day,
build an Agriplot instead of a factory.  This will pay off in the long run as
all that time while we build the Shipyard, our Prosperity will be higher
resulting in 3 people being available after it is built, rather than just 2,
meaning more factories later and less waiting for new population.  On day 132,
build a Factory to get the Shipyard build time down.  Day 147 has a flurry of
events with Xenobiology researched, the Factory being built and new population.
Begin research on the Tonklin Motor and start building the Shipyard, which will
take 80 days.  While the Shipyard is being constructed, begin researching
Interplanetary Exploration on day 164, Environmental Encapsulation on day 181
and Spacetime Surfing on day 198.  On day 227, the Shipyard is finally
complete, we have 3 people waiting to build, but Star Lane Drives will not be
ready for one more day.  It is actually a moot point since we are going to want
to use 2 out of 3 of those people for Factories before we begin the first ship.
I will elucidate:

			Star Lane Drives will be available on day 228, but we are 
				ready to build on 227.  If we start ship building 
				first, we need to wait until day 228, which is why
				Day 227 below for Test 1 says Wait (Star Lane).
			Assume a Small ship with a Tonklin Motor, Proton Shaver,
				a Star Lane Drive and two Colonizers will be built.
			Ship (XXD) means the above ship will be built in XX days.

			Day 227	Day 228	Day 237	Day 245	Ship Done
	Test 1	Wait (SL)	Ship (64D)	------>	------>	Day 296
	Test 2	Factory	------>	Ship (49D)	------>	Day 286
	Test 3	Factory	------>	Factory	Ship (39D)	Day 284

		Using this information, we can see it makes the most sense to build
two factories and then begin ship building on day 245.

		So, using what we have learned thus far, here is the cheat sheet
for the Scenarios I listed:

		If some home system planets look good to colonize (Scenario 2):

D-###	D-001	D-037	D-067	D-092	D-117	D-132	D-147	D-164	D-181	D-198	D-212 D-222
Build	Agri	Fact	Lab-B	Lab	Fact	Shpyd	---->	---->	---->	---->	Fact	SmShp
Reasearch			OrbSt	Xeno	---->	Tonk	IntPl	EnvEn	SpSrf	---->	---->

	D-228	D-262	D-274		Legend:
	---->	---->	Done!		If these abbreviations do not make sense, read
	AdvCh	PwrCn	---->		Scenario 2 above.

		If NO other home system planets OR they are Tiny/Husk (Scen 3):

D-###	D-001	D-037	D-067	D-092	D-117	D-132	D-147	D-164	D-181	D-198	D-227 D-228
Build	Agri	Fact	Lab-B	Lab	Agri	Fact	Shpyd	---->	---->	---->	Fact	---->
Reasearch			OrbSt	Xeno	Tonk	IntPl	EnvEn	SpSrf	---->	---->	AdvCh

	D-237	D-245	D-262	D-284		Legend:
	Fact	SmShp	---->	Done!		If these abbreviations do not make sense,
	---->	---->	PwrCn ---->		read Scenario 3 above.

		NOTE 2: Start planning ahead once you start researching Space Time
Surfing, Power Conversion and Momentum Deconservation by focusing a little more
on Lab building.  These branches only take 90, 100 and 280 days respectively.
The next branches immeadiately following are Gravity Control, Molecular
Explosives and Hyperlogic which take 560, 720 and 1120 days respectively!
Don't get caught with too few labs at this point and make the transition into
the next series of bubbles easy on yourself.

		NOTE 3: Doom Mechinization takes the most amount of time at 37600
days as it yields the most powerful ship to ship weapon in the game in the
Disintegrator.  Closely behind is the most powerful defensive armament, the
Invulnerabilizer, obtained through the Illusionary Machinizations bubble taking
33000 days to research.

THE TECH TREE

	Converting a three dimensional tree into a TXT document is not pretty, so
I am warning you right now.  I tried to make it as easy to follow as possible,
but with all the different ways branches go, overlap is inevitable.  If a
branch would overlap too many other branches on the way down the tree, I have
employed the use of symbols to help.   Just match the odd character to the next
one down the tree to find where it links down to.  

	(I have handwritten a couple different trees in an attempt to make it
coherent (and legible).  With so many overlapping branches, it is nearly
impossible.  I will more than likely take some screen shots and create one big
JPG and post it as a separate FAQ.  I should have it ready by the end of 6/05.)

TECH TREE RECOMMENDED PATHS

	In lieu of the actual tree, I am going to give some quick paths to
accomplish certain goals until I can get the pictures together.  By researching
branches in this order, you will be ensured of the quickest method to
accomplish the goal.  FYI, in the parentheses next to the research branch, I
have selected not everything on the branch, but just what is needed to
accomplish the goal the branch is in.  If there is a number in the parentheses
OR a bubble name in brackets ([]), then the main branch is a prerequisite of
the numbered or bracketed lower branch.

	Goal 1: Build ships

		I believe I covered this in extreme detail in the above Scenarios.
However, for redundancy, your lack of patience or the ability to comprehend it: 

			1. Orbital Structures (Shipyard)
			2. Xenobiology (5)
			3. Tonklin Diary (Tonklin Motor)
			4. Interplanetary Exploration (Sm&Med Ships, Proton Shaver)
			5. Environmental Encapsulation (Colonizer)

		At this point, you can build ships that can colonize other planets.

			6. Spacetime Surfing (Star Lane Drives)

		At this point, you can build ships that can use Star Lanes.

			7. Advanced Chemistry (Ion Banger)
			8. Power Conversion (Subatomic Scoop)

		These should be added next as Advanced Chem. has the Ion Banger and
Power Conversion has the Subatomic Scoop, a ship engine upgrade and ship power
upgrade respectively.  These will be your bread and butter on the first few
Medium ships you send out into the universe.  Granted, the next upgrades to
these catagories are 3 bubbles away, but the number of days of research
increases sharply and you will want faster ships and more power for weapons &
shields sooner than that.

			9. Advanced Interferometry (Invasion Modules)

		You want to go make the Minions extinct?  You'll need these.

			10. Hyperlogic (Research Campus)

		Since we are focusing this document on research, we should get the
structure that is twice more effective than the Laboratory.  This will speed
things up in the long run by having this now.

	Goal 2: Industry (assumes Goal 1 has been completed)

		The faster you can build things, the quicker you can rule your
little corner of the universe.  Industry cannot be under-rated in this game.
Honestly?  The only time I build a Research Campus is when I see blue squares.
Other than that, Industrial Megas and Automations are about all I build on
planets, with Agriplots or Artifical Hydros thrown on when I need them.  If I
need extra research, switching one of my industry powerhouses into Scientist
Takeover mode provides an instant shot of research output.  Here's how to get
those workers working:

			11. Spectral Analysis (12)
			12. Molecular Explosives (13)
			13. Positron Guidance (Industrial Megafacility, 14)
			14. Subatomics (Hyper Powerplant)

		EVERY colony should have a Hyper Powerplant.  Again, EVERY colony
should have a Hyper Powerplant.  A 50% increase in Industrial output?  EVERY
colony should have a Hyper Powerplant.  Now for Automation:

			15. Momentum Deconservation (16)
			16. Momentum Reflection (19)
			17. Plasmatics (18)
			18. Superstring Compression (19)
			19. Matter Duplication (20)
			20. Microbiotics (Automation)

		Once you have Automation, you can "get back" the person that was
used to build the structure.  This works on any structure and takes the same
number of days to complete as did building the original structure.  With every
colony, it is a good idea to have the largest planet as an industrial
powerhouse with Orbital Docks to refit ships and to provide some defensive
muscle once you can start building Long Range Orbital Mega Whoppers.

	Goal 3: Research (assumes Goal 1 has been completed)

		So you're the brainiac of the crowd, huh?  This one is easy:

			11. Level Logic (Scientist Takeover, 18)

		Internet is available via Metagraph Theory which shows up fairly
late in the tree.  Internets, like Hyper Powerplants, increase output by 50%
for a colony, only Internets do this for Research.  This one is a doozy:

			12. Spectral Analysis (13)
			13. Molecular Explosives (14)
			14. Positron Guidance (15)
			15. Subatomics (16)
			16. Plasmatics (17)
			17. Superstring Compression (18)
			18. Murgatroyd Hypothesis (19)
			19. Scientific Sorcery (20)
			20. Fergnatz's Last Theorem (21)
			21. Metagraph Theory (Internet)

	Goal 4: POWER!  SHIPS!  KILL!  DESTROY!  (assumes Goal 1 is complete)

		Easy there, killer.  For this track, we want to build big, bad
deadly ships fast.  I therefore suggest getting the industry up to snuff and
netting the Industrial Megas and Hyper Powerplants:

			11. Spectral Analysis (12)
			12. Molecular Explosives (13)
			13. Positron Guidance (Industrial Megafacility, 14)
			14. Subatomics (Hyper Powerplant)

		Odds are, most of your enemies will have a few Orbital Shields and
Orbital Missles Bases, meaning you need to stay at least 8 squares away from
the colonies at all times.  To play the game of "Keep Away" correctly, pick up
the Plasmatron right below Subatomics, just making your life easier when it
comes to invading that Huge Cornocopia you have been eyeing for a few days now:

			15. Plasmatics (Plasmatron, [Superstring Compression])

		This weapon should become a staple on your ships as it has the
longest range of all weapons to easily bypass planetary defenses and packs
enough of a punch to win battles, assuming a shield or two is on board.  Now
comes the debate of what is more important.  Best weapons fast or increased
ship size?  I'll provide a few different ways of tackling this question.  All
of these assume you have made it through number 15 in Goal 4.

		SUPER WEAPONS: You can't WAIT to have the Nanomanipulator?  Start
warming up Research Campuses as you'll need them.  This track is THE fastest
way to the Nanotwirler (the best ship power source) and the Nanomanipulator
(the best ship weapon).  For this to work, no complaining about ship size as
you'll only be making Small or Medium ships.  Also, your power will come from
the Quark Express and engines will be Ion Bangers.  If all these stipulations
are ok with you, read on.  If not, skip to the SUPERSIZE SHIPS section:

			Complete 1-15 in Goals 1 & 4
			16. Level Logic (18)
			17. Superstring Compression (18)
			18. Murgatroyd Hypothesis (19)
			19. Scientific Sorcery (20)
			20. Fergnatz Lens (21)
			21. Nanoenergons (Nanotwirler, 22)
			22. Nanofocusing (Nanomanipulator)

		Again, if you are ok with medium ships and Ion Bangers, this is
your way to fly.

		SUPERSIZE SHIPS: To get the biggest ships the fastest:

			Complete 1-15 in Goals 1 & 4
			16. Gravity Control (17)
			17. Gravimetrics (18)
			18. Gravimetric Combustion (23)
			19. Mass Phasing (22)
			20. Light Bending (21)
			21. EM Field Coupling (22)
			22. Advanced Exploration (Star Lane Hypers, Large Ships, 23)
			23. Large Scale Construction (Gigantic Ships)

	Goal 5: No goals, just well rounded.  Basically, follow the entire tree
from top down filling the highest empty bubbles in first, ensuring lower
branches will come available in time.  By following this method, the only
problem is to know which bubbles are dead ends, providing no further access
down the road of research.  Follow the next section to find those dead ends and
decide which ones are most important to you.

DEAD ENDS: THE PATH TO NOWHERE

	Cloaking.  It takes forever in the begining of the game to get and its
buildable items are completely usless throughout the game.  What makes matters
worse is that it is a dead end on the tech tree allowing for no further techs
to advance.  I will be providing every dead end on the tech tree and a brief
opinion if you should research it or not.  A value from 1 through 5 will be
given, 1 being you should for no reason research this and 5 being you will
definitely see some benefits to this dead end.

	Superconductivity - 1 - Mass Barage Gun, Surface Shield
		The Mass Barage Gun is put to shame by the Fourier Missles as both
weapons are equal in strength, the Missles have a range of 8 compared to the
Gun's 5 and the Missles use 50% less power than the Gun.
		Surface Shields should never be built.  Instead, build Orbital
Shields as they prevent ships from entering orbit while you destroy them with
either orbital defenses or offensive ships.

	Advanced Chemistry - 5 - Artifical Hydroponifer, Ion Banger
		Artifical Hydros are twice as effective as their Agriplot
counterparts and when placed on Green squares, the results are even better.
		You won't find another engine after the Ion Banger until all the
way down in Gravimetric Control, so you better get these to save yourself from
the dreaded Tonklin Motor.

	Cloaking - 1 - Cloaks for ships, planet surfaces and orbital structures
		Junk.  Never ever research.

	Strong Force Weakening - 2 - Molecular Disassociator
		While it is more powerful than Fourier Missles and has a slight
range edge, it just is not worth it in my opinion.  The Plasmatron is really
not that much further down the tree and is identical to the Mol. Diss. except
the Plasmatron has double the range.

	Advanced Fun Techniques - 2 - Logic Factory, Endless Party
		Logic Factories are useless.  Build either a Research Campus or an
Artificial Hydroponifer.
		Endless Parties seem like a good idea, but as long as you stay
current with Prosperity, you really won't need them very much.  These will come
in handy later when your entire population is busy, you build a ship and need
to replace the lost person.

	Stasis Field Science - 3 - Trctr Beam (planet&ship), Brunswik Dissipator
		Tractor Beams are a little more handy if you are playing with the
ANTAG patch for races which actually challenge you.  Enemy ships will know the
range of your ship weapons and planetary weapons.  If one of your planets has
plenty of shielding and a few Whoppers on hand, don't let the enemy get away
and turn your planets into offensive juggernauts.  What is especially fun is to
pass an enemy ship around a system with say 3-5 planets controlled by you all
with Tractor Beams.  Then, once the enemy's ship has run out of power, toss it
around like a rag doll and blast away until nothing remains.
		The Brunswik Dissipator flips a ship's ON/OFF switch to the OFF
position, totally draining all power it has.  A fine little addition for
shielded ships with adequate weapons, but by no means a necessity.

	Advanced Planetary Armaments - 5 - Surface Mega Shield, Long Range
Orbital Mega Whopper
		I said before never to build a Surface Shield, I'll also tell you
never to build a Surface Mega Shield.  Keep those Orbital Shields up and you
will have no problem.
		Long Range Orbital Mega Whoppers are simply wonderful.  You won't
need ships to guard systems with these installed.  These are not planetary
defenses, these are planetary OFFENSES.  With a range of 18 and firing 3 shots
per day, just one of these can take out an unshielded Medium ship in a single
day (3 shots) and it only takes two of these to take out an unshielded Enormous
ship (5 shots)!  A must-have item and really fun to use.

	Repulsion Beam Technology - 1 - Fleet Disperser
		Takes a solid chunk of research time and will never be used on a
ship.  Do not research this bubble.

	Ecosphere Control - 1 - Fertilization Plant
		The Fertilization Plant increases Prosperity output by 50%.  By the
time you get this, you'll realize that Artifical Hydros are all you need to
keep the population populating.  Don't waste your time.

	Self Modifying Structures - 2 - Remote Repair Facility
		A nice little add-on to have as it can repair a ship without the
use of Orbital Docks.  Odds are shielding and your own intelligence will keep
your ships out of harm's way.  Not a necessity, but nice to have.

	Nanodeflection - 4 - Nanoshell
		The best ship shield in the game.  Shields are nice, but there are
other branches around it that are more important to research.  Once you've
filled out the rest of the tree below it, come back and get this one.

	Snooping - 1 - Lane Endoscope
		You can look through a Star Lane and see the other side ...
OOOOOOOOOOOoooooooooooo.  Big deal!  You'll have probably had ships fly through
every single system 5 times by the time you get this.  Worthless.

	Doom Mechanization - 4 - Disintegrator
		The most powerful ship-to-ship weapon in the game and will destroy
any ship it is used upon, regardless of shields.  It has the single longest
research time in the entire game and the Disintegrator is destroyed when you
use it.  Again, a nice little add-on, but nothing ultra fancy.  Typically,
after I research this, I'll make a fire truck or two with lots of power,
shields, a few Star Lane Hyperdrives and a few of these installed to "plow the
road" and destroy enemy ships while the clean up crew comes in behind to
invade.

	Gravity Flow Control - 1 - Gravimetric Condensor
		Useless.  Draw ships closer.  Fun to watch, not much else.

	Illusionary Machinations - 4 - Invulnerablizer
		Makes your ship invulnerable for one day and is destroyed on use.
Great for that odd emergency you run into.  Another good strategy to employ is
to have a ship use this, drawing enemy fire to it.  Once the enemy can no
longer fire weapons having drained their power generators, move in and take
them out with the other ships you have in the system.

XENOBIO DIGS: WHAT TO LOOK FOR

	Xenobio digs are great and can really put you in the driver's seat as far
as tech goes compared to research with other races.  If you complete one,
however, and end up getting Cloaking, I suggest re-loading your last game save
and wait for something different.  I have provided a list on what to look out
for when digging up those Xeno sites.

		1.  Accel Energy Replenishment - Lush Growth Bomb
			Great to Lush Bomb planets as max population size increases,
not to mention the shot at finding a random bit of technology, provided you
have not saved you game within the past few game days.

		2.  Advanced Planetary Armaments - Long Range Orbital Mega Whopper
			Awesome add-on to any planet.  If you have them in the
begining, it just isn't going to be fair for other races.

		3.  Doom Mechanization - Disintegrator
			Helps in emergencies and save you from researching the
longest research branch on the tree.

		4.  Microbiotics - Automation
			Great at keeping the population going long after no new
population can be added.   Frees up workers from having them work other places.

That's all for now.  Will spellcheck and message board later.

Comments? Questions? Concerns? Giving away free money?
StarTours@collegeclub.com