Prima Games eGuides Civilization Beyond Earth eGuide

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Civilization Beyond Earth eGuide Research and Technology

Technology Master List

Alien Adaptation

  • Cost: 770 Science
  • Prerequisite: Alien Sciences
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This is a pro-Harmony Technology that isn't going to be heavily used by non-Harmony players. The Harmony Experience and unique unit ensure that this gives a strong bonus only to people who can heavily invest in this affinity.

Alien Biology

  • Cost: 249 Science
  • Prerequisite: Ecology
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Alien Biology is a very convenient piece of Knowledge. Even though it yields Harmony Experience, it's a common choice for all players at some point in the early or mid game. Being able to have workers remove miasma and work safely in miasma-infested tiles is something that everyone wants. This is rarely a game changer unless you need the Harmony Experience, so wait until you have other major techs in the first circle before going after Alien Biology.

Alien Domestication

  • Cost: 1820 Science
  • Prerequisite: Alien Ethics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Another major pro-Harmony tech, Alien Domestication has very few bonuses for non-Harmony players. Getting more Culture out of Xenomass Wells is universally nice, but it's not a huge bonus because few players get access to more than several Xenomass tiles (at best).

For Harmony players, the fast Xeno Cavalry makes life much easier when planning or thwarting raids. Make this a priority if you're playing Harmony and need the extra military options.

Alien Ecology

  • Cost: 770 Science
  • Prerequisite: Alien Sciences
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This is a must for Harmony players that are well into the mid game. Their later units require miasma to be at their best, and other players get the ability to remove miasma early in the game. You need this Technology, as it allows you to spread miasma through workers and orbitals. Absolutely essential.

Alien Ethics

  • Cost: 1160 Science
  • Prerequisite: Alien Sciences
  • Leads To: Alien Domestication, Artificial Evolution, Planetary Engineering

Unlocks alien preserve (building), +1 Culture from Paddocks

Following the trend that "alien" often means that Harmony players love this tech, Alien Ethics is a supporting Technology for the eventual Transcendence victory. You get mind stems and Xeno sanctuaries. Both of these make a Transcendence victory much faster to achieve. Get this as soon as possible so that you can work on these buildings as early in the game as you can.

Alien Evolution

  • Cost: 3216 Science
  • Prerequisite: Artificial Evolution
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This gives you the dreaded Xeno Titan. It's a cornerstone for military conquest by late-game Harmony players. Unless you're not dealing with war in the late stages of the game, you want to have this tech.

Alien Genetics

  • Cost: 770 Science
  • Prerequisite: Genetic Design
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Alien Genetics is great for all players, so don't shy away from it because it sounds like Harmony tech. Indeed, you gain Purity Experience and a universally useful improvement bonus from this tech. It's a must-have choice for Purity players, good for Harmony enthusiasts, and adequate for a Supremacy player who has a decent supply of Xenomass that they can improve.

Alien Hybridization

  • Cost: 1820 Science
  • Prerequisite: Transgenics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This technology is too costly for non-Harmony players to get early on, but it's still eventually a must-have tech. The bonus Healing in miasma and immunity to its damage are wonderful if you're fighting against anyone who uses miasma for their troops. Harmony players need this for the extra miasma survivability. Non-Harmony players want it because it lets them fight in Harmony territory without as many disadvantages.

If no one is using miasma substantially, this suddenly becomes quite skippable.

Alien Lifeforms

  • Cost: 249 Science
  • Prerequisite: Genetics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Alien Lifeforms is an early Culture Technology. The Paddock bonus is pretty darn nice because those improvements aren't that rare. Additionally, Alien Preserves are another low-cost Culture building. This is perfect for anyone who is developing their cities rather than simply churning out military units.

Alien Materials

  • Cost: 3216 Science
  • Prerequisite: Artificial Evolution
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This tech is too deep to be especially awesome for Supremacy users. Instead, Harmony players who want some Supremacy bonuses typically pick this up. The Xenonova wonder is unlocks is nice for a single city but isn't a global power shifter. Treat this as a fun secondary target for Harmony players in the late game.

Alien Sciences

  • Cost: 380 Science
  • Prerequisite: Ecology or Genetics
  • Leads To: Alien Adaptation, Alien Ecology, Alien Ethics

Unlocks alien preserve (building), +1 Culture from Paddocks

Alien Sciences is a core Harmony Technology because it allows your workers to start gathering Xenomass. This resource is used for many Harmony buildings and units, so the sooner you can get it, the better off you are. Non-Harmony players can often get enough affinity to use the xenofuel plant and xenonursery, so they may be interested in this Technology a bit later on, while backfilling their techs.

Artificial Evolution

  • Cost: 2480 Science
  • Prerequisite: Alien Ethics or Transgenics
  • Leads To: Alien Evolution, Alien Materials

Unlocks alien preserve (building), +1 Culture from Paddocks

This late-stage Harmony tech is useful for players who need tons of extra Health, likely due to having a large nation with a substantial number of cities. Prosperity players often have Health under control by that portion of the game, so Artificial Evolution is best for military players or builders who get bigger than they expected without investing in Prosperity virtues.

Artificial Intelligence

  • Cost: 770 Science
  • Prerequisite: Fabrication or Computing
  • Leads To: Hypercomputing, Synthetic Thought, Swarm Intelligence

Unlocks alien preserve (building), +1 Culture from Paddocks

This worthwhile Technology helps with spying, military matters, and Culture, so it's all over the board. The surveillance web is a godsend if you're having trouble keeping spies from tearing up your cities. This isn't usually a problem against the computer, but it can be common while playing against other humans.

The CEL cradle is a Supremacy building that has a very nice quest reward. That alone makes this Technology a solid pick for midgame Supremacy types. Other players should invest in Artificial Intelligence somewhat later, unless they're having the spy problems mentioned above.

Astrodynamics

  • Cost: 2480 Science
  • Prerequisite: Mechatronics
  • Leads To: Orbital Automation, Dark Networks

Unlocks alien preserve (building), +1 Culture from Paddocks

This Technology is a powerful defensive choice in the late game. The Planet Carver is a devastating orbital unit, while neoplanetariums and the skycrane assist with orbital Production and general Production, respectively.

If you get enough Orbital Coverage, you can use Planet Carvers to help break through enemies who are especially well fortified along a border. Keep that in mind if you have a stalemate brewing.

Augmentation

  • Cost: 2480 Science
  • Prerequisite: Bionics
  • Leads To: Surrogacy

Unlocks alien preserve (building), +1 Culture from Paddocks

This Technology comes late in the tree, on the Supremacy side. Its augmentaries are incredibly expensive and can't be produced by most non-Supremacy players. They are well rounded and make your key cities that much nicer at almost everything, so they're perfect when you've exhausted your primary building queues.

The generator bonus is okay, but not a big game changer by the time it arrives. The Daedalus Ladder is also a minor benefit; it's better for farming points as a wonder than for actually improving the city that it goes into.

Autogyros

  • Cost: 3216 Science
  • Prerequisite: Cybernetics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This is primarily a Supremacy selection due to its Experience and unique unit. CARVRs are tough melee assault troops, reliable but very expensive. Only prioritize them if you have massive Firaxite supplies that you are ready to invest.

Autonomous Systems

  • Cost: 770 Science
  • Prerequisite: Computing
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Supremacy players are going to push for this because of its solid Experience and the mix of additional perks. Even non-Supremacy players may prioritize Autonomous Systems because of the Master Control; this wonder makes your workers much more effective because of their increased movement. They waste fewer turns, and that adds up greatly when you're moving them around large empires or into rough terrain. Master Control is excellent for expansive nations, while it's not as impressive for anyone who is mostly holding their borders. Their cities are already getting massive attention and don't need much more worker efficiency.

Nodes let you heal on nearby tiles. They're superb to set up along militarized borders. They make your defenders so much more annoying to kill. If you find yourself fighting defensive wars often, this is a wonderful improvement to grab.

Ballistic LEV

  • Cost: 1820 Science
  • Prerequisite: Mechatronics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

You only get the Mass Driver out of this Technology. It gives the constructing city a crazy amount of Range for its anti-orbital work. If you share a nearby border with an enemy who loves their orbitals (such as Harmony players), then this is a useful wonder. Otherwise, it's not that important.

Ballistics

  • Cost: 249 Science
  • Prerequisite: Physics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This Technology is useful for everyone who needs more defensive options. Rocket batteries make your cities hit harder and survive longer. They're great for anyone who must defend their lands, but they aren't that major for people who have huge militaries or good Diplomacy.

The Stellar Codex is wonderful for your nation's best orbital city. You can launch far better orbital strikes because of it, which is wonderful for defense and sometimes good for offense, as well.

Biochemistry

  • Cost: 249 Science
  • Prerequisite: Chemistry
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

If you have access to decent Petroleum, you should get Biochemistry quickly: it's a necessary Technology for getting more from your Petroleum resources. Water-based nations need Biochemistry even more. Water refineries are first-tier buildings for any city with more than a few water tiles. You can't get much better resource improvement for such a low Production cost.

Bioengineering

  • Cost: 2480 Science
  • Prerequisite: Biology or Organics
  • Leads To: Industrial Ecology, Biometallurgy

Unlocks alien preserve (building), +1 Culture from Paddocks

Bioengineering has gifts for all types of players. Though expensive, it leads to a wide range of nice buildings and perks. The molecular forge is a nifty Harmony Growth building. The bioglass furnace is a high-end Supremacy building, and the Xenomalleum is a nifty Energy wonder for any player.

Beyond that, the leaf Technologies under Bioengineering are powerful for additional affinity Experience and global bonuses. If you can afford Bioengineering, you probably want it, especially in times of peace, when you can do the most development.

Biology

  • Cost: 770 Science
  • Prerequisite: Chemistry
  • Leads To: Vertical Farming, Bioengineering

Unlocks alien preserve (building), +1 Culture from Paddocks

Biology is good for a number of players. Domes are great Culture improvements that let you focus cities on high-end Culture output instead of just general points here and there.

Biofuel plants are best for naval powers that have multiple coastal cities. They can get serious Energy out of those plants.

Growlabs are the most specific reward for this tech. They are great for Food but require both moderate Harmony Experience and local Fungus to get their best output.

Note that Purity players and big farmers love to push toward Biology earlier than most. Purity players get Experience from Vertical Farming, the leaf under Biology. And everyone loves the Energy and Food boost gained from that tech, as well. If you have a large Growth-based nation, you really should get Biology and then Vertical Farming ASAP.

Biometallurgy

  • Cost: 3216 Science
  • Prerequisite: Bioengineering
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Take this tech if you still need Supremacy Experience while late in the game. It's good for everyone with its generator and Mine bonuses, but these won't have too much time to influence the game, so Biometallurgy sometimes gets pushed to the side while people race for victory Technologies or items with ultimate unique units.

Bionics

  • Cost: 770 Science
  • Prerequisite: Physics
  • Leads To: Augmentation, Servomachinery, Tissue Engineering,

Unlocks alien preserve (building), +1 Culture from Paddocks

Institutes are located here; they're one of the best Science buildings for larger cities. Though they don't have any innate Science until their quest is done, they have multiple slots for scientist specialists. That's quite useful for cities that want to invest in greater Science yields.

Biowells are tile improvements that act like upgraded farms. They add Health and Food to a tile, though they have upkeep and won't benefit from Technologies that upgrade farms. If you're pushing for an especially large nation, these are worth putting down because the added Health can make a big difference in the midgame (or even late game if you aren't pushing for Prosperity virtues).

Bionics labs are good for Health, too, but they're locked unless you have a moderate amount of Purity. Even then, they're better for large cities that already have a number of Health buildings completed.

Biospheres

  • Cost: 1160 Science
  • Prerequisite: Terraforming
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This Technology is great for Growth-based nations. You get more Food carried over and, thus, faster development for your cities. The bonus Energy from domes makes it easier to strengthen your economy while boosting Culture. If that isn't enough, you get Purity Experience, as well, so there's a lot to grab here for almost any player.

This is best researched slightly earlier in the game because the improved Growth rates really shine when given plenty of turns to take effect.

Chemistry

  • Cost: 95 Science
  • Prerequisite: Habitation
  • Leads To: Biochemistry, Biology, Organics

Unlocks alien preserve (building), +1 Culture from Paddocks

Go after Chemistry very early so that you get your Science and Production pumping. This is true for all player types.

Chemistry gets you a couple basic but important buildings. Recyclers are used by everything. They're great early buildings for Production and are especially powerful for nations that engage in heavy trade. Laboratories get your Science going.

Petroleum access isn't critical until midgame for most players, as it's used in orbital construction. You likely won't have orbital options in the early game, so that isn't as big a part of this tech.

Civil Support

  • Cost: 1160 Science
  • Prerequisite: Fabrication
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Civil Support pumps your Purity Experience and gets you access to a strong Culture orbital. The Holomatrix somewhat protects cities from the effects of covert operations, but its more important function is to raise Culture under its skirt. Use this on your best Culture cities to get a major boost.

Climate Control

  • Cost: 1160 Science
  • Prerequisite: Terraforming
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Climate Control is a Technology for people who need Supremacy Experience or even better Growth. The Weather Controllers are orbitals with good Food bonuses. They'll add resources to your nation, as well (basic resources only). This is doubly useful if you have other Technologies or virtues that build off of that. Prosperity and Industry players get even more from Climate Control than most because they get additional bonuses from their basic resources.

Cognition

  • Cost: 770 Science
  • Prerequisite: Genetics or Organics
  • Leads To: Collaborative Thought, Social Dynamics

Unlocks alien preserve (building), +1 Culture from Paddocks

Cognition is a very solid Supremacy choice, despite the fact that it's in the upper portion of the web. You gain access to Collaborative Thought (which has Supremacy Experience), neurolabs (a Supremacy Science building), and holosuites (which aren't usable without Firaxite).

The only wonderful item here for non-Supremacy players is the academy improvement. This adds major Science bonuses to a tile and is a great way to bring a Science city to the forefront.

Collaborative Thought

  • Cost: 1160 Science
  • Prerequisite: Cognition
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Speaking of Collaborative Thought, here it is. While still primarily useful for Supremacy players and those who want Supremacy Experience (perhaps to try to get up to the free roads and magrails tier), this tech is also great for defensive players. You get access to the Precog Project, a wonder with quite good combat bonuses against anyone inside your territory. It's a great way to deter or fend off conquerors who are near and might attack your civilization.

Communications

  • Cost: 770 Science
  • Prerequisite: Computing
  • Leads To: Field Theory, Orbital Networks

Unlocks alien preserve (building), +1 Culture from Paddocks

Communications has quite a few unlocks under its name. Defensively, you benefit from Tacnet Hubs, orbitals that greatly improve the damage and survivability of your units that are under their skirts. Combine this with the command center, and you can fortify your nation quite well.

Feedsite hubs are great for Culture and for players who are engaging heavily in international trade. Though they require a modest amount of Supremacy, you should still consider them a universally good building. You won't need more than a couple Supremacy Experience techs to use them.

Arrays are more situational. They're a tile improvement that expands a city's Orbital Coverage. Only use them in cities that have tricky border situations to work with, as with neighbors that you're planning to conquer in the somewhat near future. Don't use arrays deeper into your territory.

Computing

  • Cost: 380 Science
  • Prerequisite: Engineering or Ecology
  • Leads To: Artificial Intelligence, Autonomous Systems, Communications, Transcendental Math

Unlocks alien preserve (building), +1 Culture from Paddocks

Computing is a Technology on the first circle of the tech web, and it's incredibly worth your time. The military units you get (artillery and cruisers) help to bust cities and control the seas. However, they're still secondary to the Spy Agency. This national wonder starts your spy program, and it's a major facet of your offense and defense throughout the game. Don't wait too long to get this; your opponents won't.

Finally, you get a good Science building: the network. It's fairly cheap for the raw volume of Science it adds to a city.

Cybernetics

  • Cost: 2480 Science
  • Prerequisite: Fabrication
  • Leads To: Autogyros, Metamaterials

Unlocks alien preserve (building), +1 Culture from Paddocks

Cybernetics are primarily military in function. This isn't a tech for people who aren't heavily using orbitals or defensive structures because that's all you're going to get.

The Orbital Laser is a moderate-strength orbital with damaging capabilities. It's useful for local defense or for short-range campaigns against other nations' cities.

The Phasal Transporter is even more interesting. It allows your units to teleport from friendly cities to the area under its skirt. This is great for repositioning forces before, during, or after a campaign.

Node banks are a late-game defensive structure for cities.

Dark Networks

  • Cost: 3216 Science
  • Prerequisite: Astrodynamics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Only research Dark Networks if severe enemy spy activity is plaguing you. The orbital you get here protects a city completely from Intrigue and covert operations. This is often overkill, but it's always nice to have options.

Defense Grid

  • Cost: 249 Science
  • Prerequisite: Engineering
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Players get military options out of this Technology, so it's either an early grab for defensive operations or a later choice for people who are expanding peacefully.

The defense perimeter is one of the best defensive structures you can buy. It's excellent for extending city survival times during a siege.

The Panopticon is a wonder that extends the sight range of your military units. It's perfect if you love raiding or hate when people raid you. Being able to see what's coming always gives you an edge when planning your actions. Combine this with the Optical Surgery quest reward, and you can see for miles.

Designer Lifeforms

  • Cost: 3216 Science
  • Prerequisite: Synergetics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This is only a useful Technology for Harmony players. They enjoy the additional affinity Experience and use of the Pocktopus. This is a unit that can enter orbit, provide coverage, and upgrade into a unit that spreads miasma. It's wonderful for Harmony campaigns outside of their territory.

Ecology

  • Cost: 95 Science
  • Prerequisite: Habitation
  • Leads To: Alien Sciences, Geophysics, Terraforming, Alien Biology

Unlocks alien preserve (building), +1 Culture from Paddocks

Ecology is one of the best early Technologies for a number of player types. Vivariums are a good way to kick-start Growth in your cities. Miasmic Repulsors take care of miasma problems that are too thick to handle, and they're easy to make.

The most interesting thing here is the ultrasonic fence. Able to prevent approach by aliens, this avoids confrontations between your nation and the local fauna. If you have allies that don't want to hurt the aliens, this can help avoid serious diplomatic issues. Additionally, there is a quest reward after you start using ultrasonic fences that protects your trade convoys from alien attacks. This is incredibly useful for land-based trade nations. You save so much time and Production because of this.

Engineering

  • Cost: 95 Science
  • Prerequisite: Habitation
  • Leads To: Computing, Defense Grid, Fabrication, Power Systems, Robotics

Unlocks alien preserve (building), +1 Culture from Paddocks

Engineering is an early tech that is most desirable for nations that are pushing for a strong economy or more aggression. It's useful for all players to get this at some point in their early game.

This tech gets you thorium reactors; they're one of the best ways to have a strong early game economy that isn't dependent on trade.

Combat Rovers are fast, heavy hitters. They have the Combat Strength to win fights, and they get into and out of trouble quite hastily. Though lacking defensive options as they upgrade into later-game units, these rovers never lose their offensive edge.

Repair facilities help you build units. They're situational for military Production cities.

Euthenics

  • Cost: 3216 Science
  • Prerequisite: Social Dynamics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Only grab this tech for the Supremacy Experience, as needed. The Human Hive wonder is good for points, and it protects a city from almost all Intrigue, but it isn't crucial toward any major strategies.

Exotic Matter

  • Cost: 3216 Science
  • Prerequisite: Field Theory
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Exotic matter earns you Harmony Experience, but it's well off the beaten path for a Harmony player. This is a secondary tech that you are only likely to get in the super late game while backfilling things after you've gotten all of your core research done.

This Technology gets you access to the Ansible, a modest Energy and Science wonder. Construct it in large cities for a decent boost to their base yields.

Fabrication

  • Cost: 770 Science
  • Prerequisite: Engineering, Mechatronics, Artificial Intelligence
  • Leads To: Civil Support, Cybernetics

Unlocks alien preserve (building), +1 Culture from Paddocks

Everyone is eventually going to want Fabrication because it's a universally effective Technology. This tech is heavily about projecting your force around the world. Carriers let you send aircraft to distant shores to aid in conquest. Magrails bring your nation closer together and make it easier to defend even with a smaller force. Alloy foundries are decent Production buildings for cities that have access to Titanium.

Field Theory

  • Cost: 2480 Science
  • Prerequisite: Communications
  • Leads To: Exotic Matter

Unlocks alien preserve (building), +1 Culture from Paddocks

Field Theory is about high-end buildings. This isn't essential tech for most players, but it's reliable for powering a large late-game civilization with improved yields in their cities.

The field reactor is an economic powerhouse for any large city and any playstyle. Mantles require a huge investment in Purity, so they're not usually good for anyone who isn't playing with Purity as their primary affinity.

The Quantum Computer is a wonder with strong base Science and a free Technology on completion. It's worth constructing for almost any nation once you get access to it.

Genetic Design

  • Cost: 380 Science
  • Prerequisite: Genetics
  • Leads To: Alien Genetics, Social Dynamics, Transgenics

Unlocks alien preserve (building), +1 Culture from Paddocks

This inexpensive second-circle Technology is one of the best techs to grab quickly for several reasons. If you're a fast expander with Purity Experience, you get gene gardens. They're very useful for keeping Health up. Cloning plants require Xenomass, so they're hard to use until you have time to get Alien Sciences, but they're good for Growth afterward.

And, as the best in show, you have a chance to secure the Ectogenesis Pod. This wonder is good for its city but also boosts your farm yields. That's a massive benefit for a growing nation. If you think that you can handle the Growth, this is one of the strongest wonders to race for.

Genetic Mapping

  • Cost: 249 Science
  • Prerequisite: Genetics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Genetic mapping is a purity staple for the early game. It sets you up to use the gene gardens from genetic design, and it also lets you construct the Gene Vault, a wonder with a great Food bonus locally and a Growth bonus globally. If you can get both the Gene Vault and the Ectogenesis Pod, you're in Growth heaven throughout the game.

This is possible for any player; you don't need to devote all of your life and resources toward Purity. Going toward a different affinity will take slightly longer because of this early push, but it's still totally doable.

Genetics

  • Cost: 95 Science
  • Prerequisite: Habitation
  • Leads To: Alien Lifeforms, Alien Sciences, Cognition, Genetic Design, Genetic Mapping

Unlocks alien preserve (building), +1 Culture from Paddocks

Everyone must get Genetics fairly early on. You need the Health and Science that pharmalabs and cytonurseries provide. Even people who aren't expanding benefit from these because it keeps their capitals growing comfortably for a very long time. There is such a thing as too much good Health in this game, but you won't likely hit that point any time before the late stages.

Geophysics

  • Cost: 249 Science
  • Prerequisite: Ecology
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This tech is a small gamble. Unless you have scanners to look for resources before the Technology is available, you won't know how rich your nation is in Geothermal sites. When you want to take the plunge, research this to reveal and then start exploiting them. Geothermals are good for your economy, and they help with various wonders, too.

Geoscaping

  • Cost: 3216 Science
  • Prerequisite: Planetary Engineering
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Geoscaping would be wonderful if you could get it early in the game, but it's way too deep in the web for that. This tech gets you Supremacy Experience and access to an orbital that raises Production and seeds the area with strategic resources. You can never have too many strategic resources, even (or especially) in the late game. Thus, the Orbital Fabricator remains viable even toward the final stages of the game.

Habitation

  • Cost: 50 Science
  • Prerequisite: None
  • Leads To: Chemistry, Ecology, Engineering, Genetics, Pioneering, Physics, Planetary Survey

Unlocks alien preserve (building), +1 Culture from Paddocks

You start each game with Habitation, so there isn't any concern about when to research it.

Human Conservation

  • Cost: 3216 Science
  • Prerequisite: Social Dynamics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Purity players aren't the only ones who might enjoy this Technology. It's costly to reach, so you can't grab it casually. However, it unlocks Deep Memory, a wonder that yields two instant virtues to its creator. If you are having a major problem and need a leap forward in virtues to solve it, this route can be easier than waiting for new buildings to cure the issue. This could be for Health trouble, financial woes, or just about anything.

Human Idealism

  • Cost: 3216 Science
  • Prerequisite: Social Dynamics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

You get one wonder from this Technology: the New Terran Myth. This adds Culture to a city. Most players are going to take this tech very late in their careers because there are so many more vital elements on the third circle of the tech web.

Hypercomputing

  • Cost: 2480 Science
  • Prerequisite: Artificial Intelligence
  • Leads To: Hyperconductors, Neural Uploading

Unlocks alien preserve (building), +1 Culture from Paddocks

This is practically locked for non-Supremacy players. Hypercomputing gets Supremacy people to their victory project and also grants them access to very powerful Science buildings. This should be one of the first techs you grab on the third circle if you're playing as a Supremacy nation. Otherwise, it's not anything you need to worry about.

Hyperconductors

  • Cost: 3216 Science
  • Prerequisite: Hypercomputing
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Despite the Purity Experience, this isn't really a tech item for non-Supremacy players. You can't get there quickly enough to have it be valuable. Instead, it's more of a way for Supremacy players to unlock additional Purity bonuses or get access to Purity buildings.

The Holon Chamber adds high base Science to a city. It's perfectly nice, but there isn't much to say about it.

Industrial Ecology

  • Cost: 3216 Science
  • Prerequisite: Bioengineering
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This tech has global bonuses and nothing else to worry about. You get even better farms and a boost to your Purity Experience, so that's all great. You should get this early in the third circle if you are a large Growth nation or if you still need Purity Experience for your master plan. Otherwise, this is solid but can wait for a little while longer.

Mechatronics

  • Cost: 1160 Science
  • Prerequisite: Robotics or Fabrication
  • Leads To: Ballistic LEV, Mobile LEV, Astrodynamics

Unlocks alien preserve (building), +1 Culture from Paddocks

Mechatronics is a must-have tech for Purity players and a strong choice for Supremacy nations. The LEV plant is a Purity Production building with high costs but strong stats. Optical surgeries are high enough in the Supremacy line that many other nations can't use them. If you can, you get awesome quest rewards and a good Health building out of it.

The Crawler is a wonder that helps you construct other wonders. It gives you a Production boost that cuts major turns off of the costly end-game wonders that you're about to unlock. If you're hunting for extra points, that's a good way to get them.

Nanorobotics

  • Cost: 3216 Science
  • Prerequisite: Nanotechnology
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Nanorobotics is only valuable for Harmony players, despite the bonus to manufactories that you get from it. The real deal here is that Harmony players must come all the way out to this end of the tech web so that they can move toward the Mind Flower and get their victory.

Nanotechnology

  • Cost: 2480 Science
  • Prerequisite: Robotics
  • Leads To: Nanorobotics, Tactical LEV

Unlocks alien preserve (building), +1 Culture from Paddocks

Purity and Harmony players both must get this branch to unlock their victory conditions. Fortunately, both of them get other perks from this Research. Purity players go on to get Tactical LEV, which is great for their military. Harmony players move on to Nanorobotics.

Either way, nanopastures are very powerful for Growth. If you get these early enough, they make a large difference in the speed of your late-game cities' development. Nanothermite is a wonder to make a tough city even tougher.

The Exodus Gate itself is the Purity victory project. You have to construct it, protect it, and let the people of Old Earth come through to the promised land. It's not as quick as you'd expect, so be ready for other nations to come calling.

Neural Uploading

  • Cost: 3216 Science
  • Prerequisite: Hypercomputing
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Take this to unlock the ultimate Supremacy unit. ANGELs are costly but quite scary. They'll be the center of your attack forces, breaking through even some of the best end-game units while you try to defeat your rivals.

Orbital Automation

  • Cost: 3216 Science
  • Prerequisite: Astrodynamics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

You're probably going to get Orbital Automation well after collecting tons of other third-circle Technologies, unless you want to achieve a Contact victory. The Deep Space Telescope is a key component for that victory method. Despite its major Science bonuses, it's still not heavily pursued by other types of players because they have victory methods that they're already working on.

Orbital Networks

  • Cost: 1160 Science
  • Prerequisite: Communications
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Purity and Supremacy players both go after orbital networks fairly aggressively. This Technology gets you the Lasercom Satellite; those need to fly before you're able to pursue either of the affinity victories for Purity or Supremacy. Lasercom satellites are also good for city Science, so they're mandatory and effective for these players!

The Memetwork is a top-tier Culture wonder for anyone who can get their hands on it. As long as you can get enough Production into your best Culture city, you should build it there. The bonuses are synergistic with all other Culture buildings and tiles around that city.

Organics

  • Cost: 770 Science
  • Prerequisite: Chemistry, Biology, or Cognition
  • Leads To: Photosystems, Bioengineering, and Synergetics

Unlocks alien preserve (building), +1 Culture from Paddocks

Organics is going to be tricky. Either you want it quickly because it has something that you need, or you're going to ignore it for a good while because the buildings and bonuses it has are fairly specific.

The biofactory is a Production building that is usually for Harmony players. It's low enough in requirements that you can get to it if needed, but that's an iffy proposition because its bonuses aren't that major for most cities.

The mass digester offers major Food potential through specialists and raises Energy yields on tundra. Basically, it makes tundra cities a fair bit more viable. They're still not great, but you take what you can get sometimes, especially if you're in dire need of strategic resources in a tundra area.

The flat generator bonuses are the best part of Organics, but they're dependent on the number of generators you've deployed. Big economists and Contact victory players can use this perk more than most others.

Photosystems

  • Cost: 1160 Science
  • Prerequisite: Chemistry
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Harmony players and those same Contact victory folks mentioned before are going to be interested in Photosystems. The Harmony Experience speaks for itself, and anyone can enjoy the bonus Food on Plantations, even if that's not a core bonus for most people.

The Solar Collector is the big prize because that helps your economy. Use them extensively to boost Energy output around your empire. These orbitals don't need Titanium or Petroleum, so spam the heck out of them in areas where you don't need more specific satellites. The extra output seriously helps when it's time to complete the Contact victory.

Physics

  • Cost: 95 Science
  • Prerequisite: Habitation
  • Leads To: Ballistics, Bionics, Robotics

Unlocks alien preserve (building), +1 Culture from Paddocks

Most players take this Technology when they start needing the services of Rangers. These units are the first that you normally get with missile attacks. They help protect cities or assist during sieges against cities. The more danger you're in from aliens or early-game conquerors, the sooner you need to take Physics.

Observatories help your Science output, so they're required first-tier buildings in any locations with Firaxite.

Pioneering

  • Cost: 80 Science
  • Prerequisite: Habitation
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

You can't do much settling without this Technology, so it should be one of the first few things that you go after. Your colonists found outposts in new areas for future Growth, and trade is just as important. You get all of your primary trade items through this tech, so it's something that all players must have.

Planetary Engineering

  • Cost: 2480 Science
  • Prerequisite: Terraforming
  • Leads To: Geoscaping, Seismic Induction

Unlocks alien preserve (building), +1 Culture from Paddocks

Usually, this is a Purity tech or Supremacy Technology. It leads to leaves with affinity Experience for both of them. Planetary Engineering itself improves your generator output, which is useful for most players in varying degrees. However, the main draw is the borehole, which adds major Production in Purity players' cities.

Planetary Survey

  • Cost: 80 Science
  • Prerequisite: Pioneering
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

As soon as you want to start exploring over water or developing coastal cities, you'll want this tech. It's invaluable for exploration in areas with any substantial water content. If you're totally landlocked, let this wait for a long time.

Power Systems

  • Cost: 249 Science
  • Prerequisite: Engineering
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

It's great to have multiple global bonuses in one piece of Technology, but Power Systems are still somewhat secondary for non-Supremacy players. Geothermal Wells and Mines aren't as common as some of the other tile improvements, so raising their yields is nice but not vital to your nation.

However, this is a great source of early Supremacy Experience. If you need that, it's waiting right here, and the tile bonuses aren't going to hurt.

Protogenetics

  • Cost: 1820 Science
  • Prerequisite: Transgenics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Though a small tech with few bonuses, Protogenetics is quite nice if you're trying to get a few more late-game virtues and need to squeeze more Culture out of your best Science cities. Build extra academies there to raise your Science and get plenty of additional Culture, too.

Science and Culture are well linked in this game anyway, and this is doubly true for players who invest well in the Knowledge line of virtues. They are the most likely to grab this tech, while others can afford to let it wait.

Robotics

  • Cost: 380 Science
  • Prerequisite: Physics or Engineering
  • Leads To: Bionics, Mechatronics, Tactical Robotics, Swarm Robotics, Nanotechnology

Unlocks alien preserve (building), +1 Culture from Paddocks

Robotics are useful for many independent reasons. Traders need the autoplants for gaining an extra trade route (through the building's quest reward). Attackers and defenders both need Tacjets so that they can start building an air force. On top of that, you can start making super Production cities with manufactories. This Technology has it all.

That is even more the case for Supremacy players, who need to start getting Firaxite early and aggressively. Expect them to hurry after this Technology.

Seismic Induction

  • Cost: 3216 Science
  • Prerequisite: Planetary Engineering
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Come after this end-game Technology for the Purity boost or to grab the Archimedes Lever. This wonder adds massive survivability to a city, and if you're working on a non-Domination victory, you probably need to stave off at least one rival who is marauding around the map.

Servomachinery

  • Cost: 1160 Science
  • Prerequisite: Bionics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This is a given for Purity players. Their Battlesuits are unlocked here, and they get additional affinity Experience by researching Servomachinery. It's perfect for them but somewhat lackluster for anyone else (unless you're really close to a Purity bonus and want that as a secondary affinity).

Social Dynamics

  • Cost: 2480 Science
  • Prerequisite: Cognition or Genetic Design
  • Leads To: Euthenics, Human Conservation, Human Idealism

Unlocks alien preserve (building), +1 Culture from Paddocks

You get buildings galore out of Social Dynamics. Only the terra vault is Purity-specific; the others are good for everyone. Though not required for any victories, this is still a good tech to get late game when developing cities for extra points and resources. The Soma distillery is a super building for turning Health problems into a non-issue.

Surrogacy

  • Cost: 3216 Science
  • Prerequisite: Augmentation
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Watch Purity people hurry here after they get a couple of their other unique units. The Aegis units they gain are reliable ranged attackers. Quite nice. Non-Purity players don't really need anything here. Even the worker speed boost isn't too important because it's late enough in the game that those workers can finish as many projects before the game ends.

Swarm Intelligence

  • Cost: 1160 Science
  • Prerequisite: Artificial Intelligence
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Come for the Bytegeist. This wonder helps you finish a number of virtues even in the late game. That's a great way to get additional bonuses when you desperately need them. Combine this with the Deep Memory wonder to make sure that your nation gets tons of virtues while other players languish.

Swarm Robotics

  • Cost: 770 Science
  • Prerequisite: Robotics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This isn't just a Harmony staple because of its end-game requirement. Indeed, the Harmony Experience and Drone Sphere are both wonderful in addition to Swarm Robotics' place in the Transcendence victory.

The Drone Sphere aids in healing your units; this is something that Harmony already does well, and getting even more bonuses ensures that their units survive under any light- or moderate-strength assault.

Synergetics

  • Cost: 2480 Science
  • Prerequisite: Organics
  • Leads To: Designer Lifeforms

Unlocks alien preserve (building), +1 Culture from Paddocks

Harmony and Supremacy players get big boosts from Synergetics. The microbial mine is a great Production building for larger cities. Use manufactories to get places like that chugging away. Supremacy players get the organ printer, which adds a heavy Science boost to places that are already well developed.

Anyone can go after the Armasail, a wonder that makes a city incredibly hard to siege and conquer.

Synthetic Thought

  • Cost: 1160 Science
  • Prerequisite: Artificial Intelligence
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Straight down the Supremacy line, you won't find too many other player types researching this Technology. The SABR is the best artillery unit in the game for range and raw firepower. It's incredible. However, it is limited by slow movement and must be used defensively or with careful planning. Workers should prepare roads toward enemy territory in advance of a war so that SABRs can participate. Note that humans will know what's going on, and they won't quietly wait for you to approach, set up, and begin your bombardments.

The Cynosure gives your army a sudden surge of Veterancy, which is perfect if used in the middle of a major war. That's tough to time but well worth the attempt.

Tactical LEV

  • Cost: 3216 Science
  • Prerequisite: Nanotechnology
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

Come, Purity players, and collect your LEV Destroyer. Now lay waste to the world.

Tactical Robotics

  • Cost: 770 Science
  • Prerequisite: Robotics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This is a Supremacy tech. It gives affinity Experience and unlocks CNDR units.

Terraforming

  • Cost: 770 Science
  • Prerequisite: Ecology
  • Leads To: Biospheres, Climate Control, Planetary Engineering

Unlocks alien preserve (building), +1 Culture from Paddocks

This is a major Purity tech because it gets those players a good Energy building and the Floatstone Quarries that are vital for their nations. However, other players get much out of Terraforming, too. Terrascapes cost a great deal of Energy and some Health, and they take forever to build, but they're the best tile improvements in the game. Make your best cities even better with them.

Prosperity players get even more out of Terraforming because of their Terrascape bonuses.

Tissue Engineering

  • Cost: 1160 Science
  • Prerequisite: Bionics
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

This tech is useful for any type of player because of its global Healing bonus. Harmony players get even more out of it because of their need for Harmony affinity Experience and due to their playstyle (Harmony units are kind of made to take more damage but heal quickly).

Transcendental Math

  • Cost: 770 Science
  • Prerequisite: Computing
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

If you aren't trying to get the Contact victory, you don't need to worry about this Technology. It's one of several steps that you must take to win the game in that manner.

Transgenics

  • Cost: 1160 Science
  • Prerequisite: Genetic Design
  • Leads To: Artificial Evolution, Alien Hybridization, Protogenetics

Unlocks alien preserve (building), +1 Culture from Paddocks

Harmony players are going to push for this Technology fairly quickly; it's one of the techs that they need for a Transcendence victory.

Other players can gain loads of good Health by researching Transgenics and putting gene smelters throughout the world. The Promethean is powerful in the same way; it adds good Health, as well as a free virtue.

Vertical Farming

  • Cost: 1160 Science
  • Prerequisite: Biology
  • Leads To: None

Unlocks alien preserve (building), +1 Culture from Paddocks

If you have developed a large number of farms in the early game, this is a tech that you can't ignore. The bonus makes farmland viable even with higher-tier improvements like biowells. You can get massive amounts of Food and then grab Energy, too. This is amazing when combined with flood plains.

In any event, Purity players enjoy the affinity from Vertical Farming, but everyone should seriously consider taking it when they reach the second circle of techs.