Energy Tech


Last edited about 2 hours ago by Chad.

Energy Tech is the science of power. In SFC2 it does two jobs: it is the gate on a large slice of the tech tree, and it is the only research that changes how much energy a Nuclear Power Plant makes.

Every new player starts with Energy Tech already at level 3, so the first three levels are free. You research it from the Research page like any other tech, and the level is account wide: research it once and every planet you own has it, including colonies you found later.

energy_tech_research_card.jpg 93 KB

What it does

Two things, and nothing else.

  • It unlocks things. Eleven techs, ships and defenses list an Energy Tech level as a requirement, from Jet Drive at 1 up to the Zeus at 11. Full list below.
  • It feeds the Nuclear Power Plant. Your Energy Tech level sits inside the reactor's output formula, so every level makes the same reactor produce more energy for the same hydrogen.

It does nothing in combat, nothing for the Solar Array or for solar satellites, and nothing for ship speed, cargo or fuel.

The reactor payoff

Nuclear Power Plant energy per hour = 30 × Level × (1.05 + 0.01 × Energy Tech)Level, rounded up.

The tech level sits in the base of an exponent, so the bigger the reactor the more each level is worth. One more level of Energy Tech buys roughly a tenth more energy on a level 10 reactor, roughly a fifth on a level 20 reactor and roughly a third on a level 30 reactor. The exact figure eases off a little as the tech level climbs.

Reactor level Energy Tech 3
(starting level)
5 8 10 13 16 20
5221242277302344390458
106487791,0191,2141,5712,0192,794
151,4281,8802,8153,6625,3897,85312,790
202,7974,0376,9149,82016,43627,15652,042
255,1378,12715,92324,69047,00288,044198,524
309,05715,70535,20559,591129,034274,034727,015

Energy per hour, at 100% capacity.

The hydrogen bill does not move. That is 10 × Level × 1.1Level per hour, rounded up and then doubled, and it depends only on the reactor's level: 520 an hour at level 10, 2,692 at level 20, 10,470 at level 30. The in-game description says the plant "consumes more hydrogen and produces more energy for each level of energy tech", which is a leftover from the old game. In SFC2 only the energy side moves, so every level of Energy Tech is free extra power on a reactor you are already feeding.

nuclear_power_plant_energy.jpg 120 KB

That is a level 20 reactor at Energy Tech 13: 16,436 energy an hour off 2,692 hydrogen. The same reactor at Energy Tech 3 would make 2,797 for exactly the same hydrogen.

One landmark worth knowing. At Energy Tech 5 the reactor's base hits 1.1, which is the same growth curve the Solar Array uses, but with a multiplier of 30 instead of 20. From Energy Tech 5 up a reactor beats a same-level Solar Array by half again and keeps pulling away. Below 5 it grows slower than solar, and at the starting level of 3 a same-level Solar Array overtakes it at level 23. See Energy for how the whole power economy fits together.

Requirements

Research Lab level 1, on the planet you start the research from. That is the only requirement, at every level.

What it unlocks

Energy Tech Unlocks
1Jet Drive, Pulse Drive
2Laser Tech
3Shield Tech, Pulse Cannon, Zagreus Class Recycler, Nuclear Power Plant
4Particle Tech
5FTL Tech
6Gauss Cannon
8Plasma Tech
11Zeus Class

Levels 1, 2 and 3 are already done the moment you sign up, so the first gate you have to research toward is Particle Tech at 4. The Nuclear Power Plant's Energy Tech 3 requirement is real but never bites for the same reason, which is why the game's own Enables list leaves it out. Each of those unlocks has other requirements of its own on top of the Energy Tech level.

energy_tech_enables.jpg 156 KB

The More Info button on the Research page opens that list for any tech, with a green dot next to everything you already qualify for.

Cost

Level 1 costs 800 crystal and 400 hydrogen. Every level after doubles both. Energy Tech never costs ore, and there is no level cap.

Level Crystal Hydrogen Crystal spent so far Hydrogen spent so far
1800400800400
21,6008002,4001,200
33,2001,6005,6002,800
46,4003,20012,0006,000
512,8006,40024,80012,400
625,60012,80050,40025,200
751,20025,600101,60050,800
8102,40051,200204,000102,000
9204,800102,400408,800204,400
10409,600204,800818,400409,200
11819,200409,6001,637,600818,800
121,638,400819,2003,276,0001,638,000
133,276,8001,638,4006,552,8003,276,400
146,553,6003,276,80013,106,4006,553,200
1513,107,2006,553,60026,213,60013,106,800

Doubling adds up in the obvious way: levels 1 through 8 put together still cost less than level 9 on its own.

Research time

Research time counts ore and crystal only. Energy Tech costs no ore, so the clock runs entirely off the crystal half of the bill and the hydrogen is free time-wise.

Hours = Crystal ÷ (2000 × (Research Lab level + 1))

Level Lab 3 Lab 6 Lab 10 Lab 15 Lab 20
16m3m 26s2m 11s1m 30s1m 09s
212m6m 52s4m 22s3m2m 17s
324m13m 43s8m 44s6m4m 35s
448m27m 26s17m 28s12m9m 09s
51h 36m54m 52s34m 55s24m18m 17s
63h 12m1h 49m1h 09m48m36m 35s
76h 24m3h 39m2h 19m1h 36m1h 13m
812h 48m7h 18m4h 39m3h 12m2h 26m
91d 1h14h 37m9h 18m6h 24m4h 52m
102d 3h1d 5h18h 37m12h 48m9h 45m
114d 6h2d 10h1d 13h1d 1h19h 30m
128d 12h4d 21h3d 2h2d 3h1d 15h
1317d 1h9d 18h6d 4h4d 6h3d 6h
1434d 3h19d 12h12d 9h8d 12h6d 12h
1568d 6h39d24d 19h17d 1h13d

Four things change that number:

  • The lab that counts is the one on the planet you start from. Once you have the Advanced Research Communication Network, your labs are added together instead, one to start with plus one more for every ARCNet level, and it stops mattering where you press the button.
  • The Research Relay alliance perk divides the time, up to half at the top level.
  • Only one research runs at a time across your whole account, and you cannot start one while a Research Lab is upgrading on any of your planets.
  • Cancelling a research in progress refunds the full cost to the planet that paid. You can also finish it instantly with credits, which costs 1.12 credits per second remaining and is free once there are under five minutes left.

Worth knowing

  • The usual pattern is to push Energy Tech to 5 or 6 early, because that is where FTL Tech and the Gauss Cannon sit, then leave it alone until you either want the Zeus at 11 or your planets run out of fields and you need reactor levels instead of Solar Array levels.
  • A reactor buys you fields, not cheap energy. Level for level it costs far more than a Solar Array and it burns hydrogen forever, so it earns its keep on a planet that has run out of room and needs a lot of power off a few fields. The higher your Energy Tech, the better that trade gets.
  • Energy Tech is pure crystal and hydrogen. It is one of the few big sinks that never asks for ore, which makes it a handy thing to queue up when crystal is piling up and ore is not.
  • Like everything else you spend, the resources sunk into Energy Tech count toward your rank.

See also

Comments

No comments yet.

Sign in to leave a comment.