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    Research/Technology Guide by StarTours

    Version: 0.1 | Updated: 06/21/05 | Printable Version | Search Guide | Bookmark Guide

    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.
    	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.)
    	 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.
    	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
    		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.
    	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.)
    	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.
    	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
    	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 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?