Tech level denotes the
technological advancement of equipment, vehicles, industries, and
spacecraft in Hazeron.
Tech level ranges from 1 to 32. The nomenclature for tech level
is TL#. For instance, tech level 5 would be written TL5. Tech level 7
or higher would be written TL7+. Tech level 12 or lower would be
The effectiveness of an object is increased as the tech level
increases. Tech level
affects each thing in
a different way. Generally, each tech level increment increases an
object's features by 5%. For example a TL11 spacecraft is 50% faster
than the same spacecraft at TL1; its weapons and shields are 50% more
effective; its sensors have 50% more range.
Almost all industries can
develop technological advancements, including industries that don't
otherwise manufacture anything, such as retail stores, fire stations,
Manufacturing tab of
the Labor (F10) window features a process labeled 'Research XXX
Technology'. Each worker process can be set to develop technology that
is appropriate to that industry. For instance, the Logging Camp has a
process to 'Research Logging Camp Technology'.
Each run of a research process costs 1000c per TL and takes 1000
seconds per TL. The current tech level of the building is used. The
money is taken from the city's coffers, not from the empire's treasury.
Computers in the city's inventory will cut the time by slightly more
When the research process is complete, a Technology object is created
at the current tech level of the building. Tech level 1 technology objects
aren't really useful so they are discarded rather than adding them to
the city's inventory. There
is a 1% chance that the technology object will be one tech level higher
than the building that creates it, up to tech level 32. When a building
develops a technological advancement, it consumes it immediately to
raise its own tech level. Then it continues researching at the next
higher technology level.
Schools play a special role here. Schools can research all
technologies, not just school technology. When a school researches a
technology of some other industry, the cost is the same but the time is
about 25% longer than
that of researching the technology at the relevant industry. The tech
level of the research is limited to the tech level of the school and it
is further limited to the highest tech level of the relevant industry
in the city, as if the research were being performed at that industry.
If there are no buildings of the relevant industry in town, the
research is conducted at TL1.
Raising the Tech Level of Buildings
A building starts at tech level 1
when it is constructed. Its tech level can be increased up to tech
level 32. The tech level of a building affects all of its manufacturing
and research processes.
When the city status
report is generated, roughly four times per hour, every building in the
city attempts to raise its tech level by consuming a tech level object
that is at least one level higher than its current tech level.
When a building takes its turn at raising its level, it rises to the
highest level possible. The building selects the highest tech level
object in the city's inventory that is appropriate to its industry. If
the tech level object is higher than its current tech level, the
building consumes the object and raises its own tech level to that of
the object. For example, if the city's inventory contains items of
Mining Technology TL5, a mine at TL1 will raise itself to TL5 by
consuming 1 of the TL5 items. The remaining TL5 objects can be used by
other mines that are lower than TL5 to raise their level to TL5. The
TL5 mines can then produce TL5 materials and technology objects.
Tech Level in
Each manufacturing and research
process produces objects that have a Tech Level. Objects are assigned
the lowest of the Tech Level of the materials consumed by the process
and the Tech Level of the building or school that runs the process.
Materials that are not directly consumed do not affect the Tech Level
of the result, such as tools and computers.
Environmental factors are always fetched at the Tech Level of the
building, such as water from the environment and Magmex.
Electricity and Money are always Tech Level 32.
Production example: A TL3 mine produces TL3 ore. A TL3+ smelter will
produce TL3 metal from that ore and a TL2 Smelter can only produce TL2
metal from TL3+ ore.
Some manufacturing processes require a minimum tech level industry to
execute them. For example Metal Power Armor requires an armorer of TL4+
to manufacture it; Vulcanite requires a mine of TL19+ and a Smelter of
TL19+ is needed to convert the Vulcanite into Vulcium. Cryozine
requires a TL4+ refinery on a frigid world. Cryozine is a vital
component of Cryo Heat Sinks, which are needed to manufacture power
armor and spacecraft weapon systems and shields.
Tech Level in
Spacecraft designs are assigned a
tech level based upon their size and complexity. Certain equipment
added to the design also requires minimum tech levels for manufacture.
Spacecraft designs must be
manufactured at a Spacecraft Factory with the same or higher tech level
design. The tech level of
the design is the minimum tech level required to manufacture the design.
- 400 Structure Hit Points per TL -
affects tech level, determined by the structure points attributed to
the hull, which is the sum of the structure points due to Hull, Fuel
Cells, and Flight Deck.
- 200 Equipment Units per TL -
Equipment units are all drives, power plants, berths, etc. placed in
- Armor Level - Armor level determines
tech level. 0-1 = TL1, 2-3 = TL2, 4-5 = TL3, 6-7 = TL4, 8-9 = TL5, 10 =
- Fire Control Station - Requires TL4
- Medic Station - Requires TL3
- Sensor Station - Requires TL2
- Sensor Unit - Requires TL2
- Shield Station - Requires TL4
- Shield Unit - Requires TL4
- Surgery Unit - Requires TL3
- Transporter Pad - Requires TL7
- Transporter Station - Requires TL7
- Weapon Bay Unit - Requires TL4
The tech level of a spacecraft can be higher than the tech level of the
design. This happens when the factory and all the materials consumed by
the process have a higher tech level than the design.
The tech level of the ship affects the performance of all of its
systems. A spacecraft design of TL2 that is manufactured at TL10 will
perform much better than the same design manufactured at its minimum
TL2. At 5% per TL, eight
tech levels higher than the original design would gain a 40% improvement in overall