Technology

Your race will invest development points to progress the three fields of technology; Ship, Defense and Planet. For each development point you assign to a tech field, you receive 2 tech points (or TP) in that field to spend in any way you wish within that field. Higher levels of tech cost more DP but also provide more TP per rank.

Note that tech follows the same levels and ranks system that other development aspects do. The ranks in any specific technology cannot exceed the maximum ranks in that tech's field. (For example; A race has 4 ranks in Explosive Weapons within their Ship Tech. Their Ship Tech is still at level 1, meaning that the race cannot put any more ranks into that technology until they reach level 2 Ship Tech, at which point they will be able to buy it up to rank 8).

The technology of your race is unique, and you should re-flavor it as such. For example; two races may have Energy Weapons, but one race may use photon pulses while the other uses plasma launchers.

Ship Tech
Energy Weapons (attacks are energy based, ship damage equal to assigned ranks)
Explosive Weapons (attacks are explosive, ship damage equal to assigned ranks)
Solid Weapons (attacks are solid, ship damage equal to rank)
Hull (each rank assigned to a ship increases hull value by 1)
Shields (reduces incoming damage by an amount equal to assigned ranks, but if the shield takes damage equal to or exceeding its value in one pass, it collapses the following pass, not able to recharge during combat)
Engine (each rank increases the ship's movement speed by 1 hex/turn, improves combat maneuvering, every 4 ranks reduces incoming damage by 1 from attacks)
Warp Drive (each rank assigned allows the ship to warp up to 2 hexes per turn, but only the ship is only able to jump once per turn, and it must be in a straight line)
Sensors (ranks in sensors improve their effectiveness, for every 2 ranks, the range of the ship sensors increases by 1 hex; one rank can only scan within the same hex as the craft)
Stealth (makes ships difficult to detect by reducing the ship's apparent size to sensors, possibly making the craft invisible to them entirely, distance affects stealth effectiveness as does ship size)

Level 2 Ship Tech provides 3 TP/rank

Level 3 Ship Tech provides 4 TP/rank

(note that all ships need at least hull 1 and engine 1 to be functional)

Planet Tech
Terraforming: You may spend 3 ore or 3 gas (whichever is highest on the world) to increase the infrastructure cap of the world by 2. Doing so is treated as though you were building a structure, construction time based on your world's overall construction value. Each time you do this on a world, the cost is cumulatively increased by 1. You may do this a number of times on each world equal to the ranks you have of terraform.
Advanced Mining: You may spend 2 ore and 2 gas to increase a world's ore output by 1. Doing so requires that the planet have at least 2 base ore, and requires 1 infrastructure. This is treated as though you were building a structure, it's construction time is based on your world's overall construction value. Each time you do this on a world, the cost is cumulatively increased by 1. You may do this a number of times on each world equal to the ranks you have of Advanced Mining.
Advanced Refining: You may spend 2 ore and 2 gas to increase a world's gas output by 1. Doing so requires that the planet have at least 2 base gas, and requires 1 infrastructure. This is treated as though you were building a structure, it's construction time is based on your world's overall construction value. Each time you do this on a world, the cost is cumulatively increased by 1. You may do this a number of times on each world equal to the ranks you have of Advanced Refining.
Alternative Energy Research: You may spend 2 gas on a world to increase it's energy by 1, this does not take any time, but may may only be done once per world per turn, and only at the start of the turn. The number of times you may do this on each world is limited by your ranks in Alternative Energy Research.
Subterranean Cities: You may reduce a world's ore output by 1 to increase the infrastructure cap by 3. This may only be done on worlds with at least 3 base ore. This requires a full turn to complete, but has no other cost. It may be upgraded by further reducing the ore output of the world by 1 each time, and may done a number of times on each world equal to your ranks in Subterranean Cities.
Floating Cities: You may reduce a world's gas output by 1 to increase the infrastructure cap by 3. This may only be done on worlds with at least 3 base gas. This requires a full turn to complete, but has no other cost. It may be upgraded by further reducing the gas output of the world by 1 each time, and may done a number of times on each world equal to your ranks in Floating Cities.
Communications: Allows long range communications, distance of communications for your worlds is 1 hex/rank, ship and station range is 1 hex per 2 ranks.

Level 2 Planet Tech provides 3 TP/rank

Level 3 Planet Tech provides 4 TP/rank

Defense Tech
Long Range Sensors (can aid in detecting fleets and habitable planets near your systems, first rank allows you to scan within your own hexes, each rank thereafter increases total range by 1 hex.)
Energy Weapons (attacks are energy-based, defense damage equal to assigned ranks)
Explosive Weapons (attacks are explosive, defense damage equal to assigned ranks)
Solid Weapons (attacks are solid, defense damage equal to assigned ranks)
Defense Hull (each assigned rank increases hull value by 1)
Defense Shields (reduces incoming damage by an amount equal to assigned ranks, but if the shield takes damage equal to or exceeding its value in one pass, it collapses the following pass, not able to recharge during combat)
Security Forces/Systems (reduces opponents subterfuge against you, and increases boarding strength and planetary attack/defense strength)

Level 2 Defense Tech provides 3 TP/rank

Level 3 Defense Tech provides 4 TP/rank

(note that defenses require hull 1 to be functional)

Reverse Engineering

Your race will likely come across alien technology they wish to duplicate. To do so, you require a fully functional system on a world (or a ship/station with a science lab). The amount of time required to reverse engineer is based on the level of the tech.

-Tech is more than 2 levels higher than your own: This technology is far too advanced for your people to understand, reverse engineering is not possible.

-Tech is 1-2 levels higher than your own: Reverse engineering will be difficult, but will provide invaluable knowledge to your people. Reverse engineering will take 2 full turns and provide up to 2 ranks in that field (example, reverse engineering ship shields would provide up to 2 ranks in ship shields for you). These bonus ranks cannot push you to a total beyond the rank of the tech being reverse engineered.

-Tech is less than 1 level higher than your own: Reverse engineering will be easy, your people already understand the basic concepts behind this technology. Reverse engineering will take 1 full turn and provide 1 rank in that field, though this cannot push you to a total beyond the rank of the tech being reverse engineered.

You can also reverse engineer tech traits, though these are far harder to duplicate. As with other tech, you require access to something that bears the trait (note that this allows a player who has conquered an alien world to possibly reverse engineer developmental traits). The time it takes to reverse engineer the trait it based on the level of the trait and your race's aptitude with that field of development.

Base time required: 1 turn/level of the trait
-If your race is not at least level 2 in that field of technology/development, you cannot reverse engineer traits from that category.
-If your race is at level 3 in that field of technology/development, you may reduce the required time to reverse engineer the trait by 1 turn (to a minimum of 1 turn).