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| {{Revision|1=Still slightly out of date, see: [[Technology Update]]}}
| | #REDIRECT [[Technology_Update]] |
| Technology represent information such as manuals and other written information.
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| All [[building]]s have a [[quality]] level, this quality level affects the quality of all products made and other special functions.
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| ==Tech Disk==
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| {{Commodity
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| | Name = ''Building'' Technology
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| | Picture = C_TechLevel.png
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| | Cost = 50.00¢
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| | Weight = 0.02kg
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| | Size = 1
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| | Capacity =
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| }}
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| Technology disks, or tech disks, are a way of storing and moving technology from one place to another. A tech disk is of a specific [[building]] type, for example a "University Technology" disk.
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| If a [[city]] has blank media, [[paper]] or [[Blank_Disk|blank disks]], each building in the city has has a small chance to produce a tech disk of its quality level. Alternatively a [[Mass_Media|mass media]] building will produce extra tech disks for each building type in the city.
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| At every [[City_Report|city report]] cycle the city will check for tech disks that are higher quality than a building of the tech disk's type. If a building is lower quality than a tech disk, the disk is consumed and the building is upgraded to the quality of the tech disk.
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| Tech disks can be distributed to any other cities in the same [[Solar_System|solar system]] with a [[broker]] using the normal [[City_Trade|city trading]].
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| ===Technology Bias===
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| Tech disks produced by a mass media building will have a positive or negative bias. A city with an overwhelming amount of positive biased tech disks will get a [[morale]] bonus, negatively biased tech will give a morale penalty.
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| ==Research==
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| The quality level of buildings automatically increase slowly over time. The first few quality levels going fast, later quality levels taking a long time to finish.
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| timeToNextQ = currentQ * 1000 seconds
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| ===Research Calculation===
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| It is possible to calculate how long it will take to reach a given quality level using this formula:
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| timeToDesiredQ = 1000 seconds * ( currentQ + desiredQ - 1) * ( desiredQ - currentQ ) / 2
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| {| class="wikitable"
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| |+ Time to quality level from Q1
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| |-
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| ! Quality Level
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| | style="text-align:right;" | 2
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| | style="text-align:right;" | 10
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| | style="text-align:right;" | 20
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| | style="text-align:right;" | 50
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| | style="text-align:right;" | 75
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| | style="text-align:right;" | 100
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| | style="text-align:right;" | 150
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| | style="text-align:right;" | 200
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| | style="text-align:right;" | 255
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| |-
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| ! Time
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| | 16 minutes
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| | 12 hours
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| | 2 days
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| | 14 days
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| | 32 days
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| | 57 days
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| | 129 days
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| | 230 days
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| | 374 days
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| |}
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| ==Technology Benefits==
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| <s>The general rule is that things are 5% more efficient per tech level beyond the first. For example; a TL6 [[warehouse]]s have 25% more storage than TL 1 warehouses. 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, etc. A TL21 [[pistol]] with TL21 [[Pistol_Ammunition|pistol ammunition]] will deal 100% more damage than a TL1 pistol with TL1 ammunition.
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| An industry [[building]] which produces [[commodities]] will produce materials of that TL, unless the TL of the materials used in the process are of a lower TL, in which case that TL is used instead. "Harvesting" buildings ([[Mine]]s, [[well]]s etc.) instantly produce [[resource]]s of their own TL if the [[quality]] of the resource is high enough, if not it is capped at the quality level's TL. (For example, a TL6 mine harvesting Q40 ore will produce TL5 ore and a TL 4 [[smelter]] will produce TL4 metal from any metal TL4 or higher.)</s>
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| For more information see the [[Quality]] page.
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| [[Category:Commodities]]
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| [[Category:Science]]
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