Rare Technology - tuomount/Open-Realms-of-Stars GitHub Wiki

Rare technology is something that needs to be found during the game. These can be found from space anomalies, random events, certain places in galaxy, find ancient technology and research it or some other realm have discovered them and then do trading. Rare technology is considered to be more valuable so trading these is expensive.

Rare Combat technology

Combat - 2

  1. Plasma cannon Mk1 Cost: 6 Metal: 4 Energy: 1 Damage: 2 Range: 2 Hit: 75%

Medium range weapon and cannot be fully deflected with armor or shields.

Combat - 3

  1. Tractor beam Cost: 8 Metal: 4 Energy: 1

Pulls smaller ships to closer

  1. Ion cannon Mk1 Cost: 5 Metal: 3 Energy: 1 Shield damage: 3 Damage: 1 Range: 2 Hit: 75%, Armor stops

Medium range weapon against shields. If target has any armor ion cannon is deflected. Only one damage to hull.

  1. Plasma cannon Mk2 Cost: 6 Metal: 4 Energy: 2 Damage: 3 Range: 2 Hit: 75%

Medium range weapon and cannot be fully deflected with armor or shields.

Combat - 5

  1. Ion cannon Mk2 Cost: 5 Metal: 3 Energy: 1 Shield damage: 5 Damage: 1 Range: 2 Hit: 75%, Armor stops

Medium range weapon against shields. If target has any armor ion cannon is deflected. Only one damage to hull.

  1. Plasma cannon Mk3 Cost: 6 Metal: 4 Energy: 2 Damage: 5 Range: 2 Hit: 75%

Medium range weapon and cannot be fully deflected with armor or shields.

Combat - 6

  1. Gravity ripper Mk1 Cost: 15 Metal: 15 Energy: 5 Damage: 6 Range: 1 Hit: 200%, Shield stops

Short range weapon against armor and hull. If target has any shield gravity ripper is deflected.

Combat - 7

  1. Ion cannon Mk3 Cost: 6 Metal: 4 Energy: 2 Shield damage: 7 Damage: 1 Range: 3 Hit: 75%, Armor stops

Medium range weapon against shields. If target has any armor ion cannon is deflected. Only one damage to hull.

  1. Plasma cannon Mk4 Cost: 7 Metal: 5 Energy: 3 Damage: 7 Range: 2 Hit: 75%

Medium range weapon and cannot be fully deflected with armor or shields.

Combat - 8

  1. Gravity ripper Mk2 Cost: 16 Metal: 15 Energy: 5 Damage: 8 Range: 1 Hit: 200%, Shield stops

Short range weapon against armor and hull. If target has any shield gravity ripper is deflected.

Combat - 9

  1. Ion cannon Mk4 Cost: 6 Metal: 4 Energy: 2 Shield damage: 9 Damage: 1 Range: 3 Hit: 75%, Armor stops

Medium range weapon against shields. If target has any armor ion cannon is deflected. Only one damage to hull.

  1. Plasma cannon Mk5 Cost: 8 Metal: 5 Energy: 3 Damage: 9 Range: 2 Hit: 75%

Medium range weapon and cannot be fully deflected with armor or shields.

Combat - 10

  1. Gravity ripper Mk3 Cost: 16 Metal: 16 Energy: 5 Damage: 10 Range: 1 Hit: 200%, Shield stops

Short range weapon against armor and hull. If target has any shield gravity ripper is deflected.

Rare Defense technology

Defense - 3

  1. Solar armor Mk1 Cost: 6 Metal: 6 Energy source: 1 Armor value: 2

Armor protects ship's hull from impacts.

  1. Organic armor Mk1 Cost: 6 Metal: 6 Energy: 3 Armor value: 2 Armor regeneration

Armor protects ship's hull from impacts. Organic armor repairs itself during combat if it has energy.

Defense - 4

  1. Distortion shield Mk1 Cost: 7 Metal: 2 Energy: 3 Shield value: 3 Jammer: -5%

Distortion shield works as a shield and jammer making hitting more difficult.

Defense - 6

  1. Solar armor Mk2 Cost: 7 Metal: 7 Energy source: 2 Armor value: 4

Armor protects ship's hull from impacts.

  1. Distortion shield Mk2 Cost: 8 Metal: 3 Energy: 3 Shield value: 4 Jammer: -10%

Distortion shield works as a shield and jammer making hitting more difficult.

  1. Organic armor Mk2 Cost: 8 Metal: 8 Energy: 2 Armor value: 4 Armor regeneration

Armor protects ship's hull from impacts. Organic armor repairs itself during combat if it has energy.

Defense - 7

  1. Multi-dimension shield Cost: 18 Metal: 5 Energy: 5 Shield value: 7 Jammer: -10%

Multi-dimension shield works as a shield and jammer making hitting more difficult. Also protects against tractor beam and ascension portal.

Defense - 8

  1. Distortion shield Mk3 Cost: 9 Metal: 4 Energy: 4 Shield value: 5 Jammer: -15%

Distortion shield works as a shield and jammer making hitting more difficult.

  1. Organic armor Mk3 Cost: 10 Metal: 10 Energy: 1 Armor value: 6 Armor regeneration

Armor protects ship's hull from impacts. Organic armor repairs itself during combat if it has energy.

Defense - 9

  1. Solar armor Mk3 Cost: 8 Metal: 9 Energy source: 3 Armor value: 6

Armor protects ship's hull from impacts.

Rare Hull technology

Hulls - 3

  1. Repair module Mk1 Cost: 8 Metal: 8 Energy: 1 Repair module for fixing armor and hull damage when overloaded in combat.

Hulls - 5

  1. Repair module Mk2 Cost: 8 Metal: 9 Energy: 1 Repair module for fixing armor and hull damage when overloaded in combat.Armor value: 2

Hulls - 7

  1. Repair module Mk3 Cost: 8 Metal: 9 Energy: 1 Repair module for fixing armor and hull damage when overloaded in combat.Armor value: 4

Rare Planetary Improvement technology

Improvements - 3

  1. College of history - one per planet College of history which allows doing basic research and improved study on ancient artifacts. Cost: Prod.:20 Metal:6 Resea.: +1 Ancient artifact resea.: +2

Improvements - 4

  1. Deadly virus Allows deadly virus espionage mission.

  2. Orbital lift - one per planet Orbital lift that increases production and credits income. Cost: Prod.:30 Metal:30 Prod.: +1 Cred.: +1

Improvements - 7

  1. Starbase ascension portal Cost: 40 Metal: 40 Energy: 8

Star base component gives bonus when star base is being deployed.

Improvements - 9

  1. Planetary ascension portal Creates ascension portal near planet. Cost: Prod.:120 Metal:160 Happiness: +2

Rare Propulsion technology

Propulsion - 5

  1. Tachyon source Mk3 Cost: 10 Metal: 7 Energy source: 11

Propulsion - 8

  1. Antimatter source Mk3 Cost: 13 Metal: 10 Energy source: 14

Propulsion - 10

  1. Zero-point source Mk3 Cost: 24 Metal: 4 Energy source: 17

Rare Electronics technology

Electronics - 3

  1. Improved engineer Reduces overload failure by 2.

Electronics - 4

  1. Ascension portal scanner Mk1 Cost: 3 Metal: 2 Energy: 1 Range: 4 Cloak detection: 20 %

Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.

Electronics - 6

  1. Ascension portal scanner Mk2 Cost: 3 Metal: 2 Energy: 1 Range: 5 Cloak detection: 40 %

Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.

Electronics - 8

  1. Ascension portal scanner Mk3 Cost: 3 Metal: 2 Energy: 1 Range: 5 Cloak detection: 40 %

Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.