FTL Tech is the science of moving faster than light. In SFC2 it does nothing on its own. It is a gate: six other things in the tech tree stay locked until your FTL Tech is high enough, including Warp Drive, the Zeus Class and the Warp Gate.
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.
What it does
Nothing directly. FTL Tech has no combat bonus, it does not make ships faster, it does not change cargo or fuel, and it does not touch resource production. Every level you buy is paying for the unlocks below and nothing else.
The speed part comes one step later. FTL Tech 3 lets you research Warp Drive, and Warp Drive is the tech that actually adds 30% speed per level to ships running warp engines.
Requirements
Three of them, and they do not change as the level climbs:
- Research Lab level 7
- Shield Tech level 5
- Energy Tech level 5
Until all three are done, FTL Tech does not appear on the Research page at all. After that the lab still matters: you have to press Upgrade from a planet whose own Research Lab is at 7 or better. A level 7 lab sitting on some other planet does not count until you own the Advanced Research Communication Network.
The lab is the expensive part of that list. Shield Tech 5 and Energy Tech 5 are small change next to a level 7 Research Lab, and Energy Tech starts at 3 for free.
What it unlocks
| FTL Tech | Unlocks |
|---|---|
| 3 | Warp Drive |
| 5 | Hades Class Battleship, Prometheus Class Destroyer |
| 7 | Advanced Research Communication Network, Warp Gate |
| 9 | Zeus Class |
That list comes from the More Info button on the Research page, which shows the same thing for any tech. It leaves the Warp Gate out because the Warp Gate is a moon building and moon buildings are not in that list. It is real all the same: FTL Tech 7 plus a Lunar Base and you can build one.
Everything in the table has its own requirements on top of the FTL level. The Zeus is the worst of them: seven other techs and a level 12 Shipyard, so FTL 9 is only a small slice of that bill.
Cost
Level 1 costs 4,000 crystal and 2,000 hydrogen. Every level after that doubles both. FTL Tech never costs ore, and there is no level cap.
| Level | Crystal | Hydrogen | Crystal spent so far | Hydrogen spent so far |
|---|---|---|---|---|
| 1 | 4,000 | 2,000 | 4,000 | 2,000 |
| 2 | 8,000 | 4,000 | 12,000 | 6,000 |
| 3 | 16,000 | 8,000 | 28,000 | 14,000 |
| 4 | 32,000 | 16,000 | 60,000 | 30,000 |
| 5 | 64,000 | 32,000 | 124,000 | 62,000 |
| 6 | 128,000 | 64,000 | 252,000 | 126,000 |
| 7 | 256,000 | 128,000 | 508,000 | 254,000 |
| 8 | 512,000 | 256,000 | 1,020,000 | 510,000 |
| 9 | 1,024,000 | 512,000 | 2,044,000 | 1,022,000 |
| 10 | 2,048,000 | 1,024,000 | 4,092,000 | 2,046,000 |
| 11 | 4,096,000 | 2,048,000 | 8,188,000 | 4,094,000 |
| 12 | 8,192,000 | 4,096,000 | 16,380,000 | 8,190,000 |
Level 9 is as high as anything in the game asks for, and getting there costs 2,044,000 crystal and 1,022,000 hydrogen all in. Levels 8 and 9 on their own are three times what levels 1 through 7 cost put together, so the back half of the climb is the whole climb.
Research time
Research time is worked out from the ore and crystal in the bill only. FTL Tech costs no ore, so the clock runs entirely off the crystal half and the hydrogen is free time-wise.
Hours = Crystal ÷ (2000 × (Research Lab level + 1))
The lab can never be below 7 here, because a lab under 7 does not meet the requirement in the first place.
| Level | Lab 7 | Lab 8 | Lab 10 | Lab 12 | Lab 15 | Lab 20 |
|---|---|---|---|---|---|---|
| 1 | 15m | 13m 20s | 10m 55s | 9m 14s | 7m 30s | 5m 43s |
| 2 | 30m | 26m 40s | 21m 49s | 18m 28s | 15m | 11m 26s |
| 3 | 1h | 53m 20s | 43m 38s | 36m 56s | 30m | 22m 52s |
| 4 | 2h | 1h 46m | 1h 27m | 1h 13m | 1h | 45m 43s |
| 5 | 4h | 3h 33m | 2h 54m | 2h 27m | 2h | 1h 31m |
| 6 | 8h | 7h 06m | 5h 49m | 4h 55m | 4h | 3h 02m |
| 7 | 16h | 14h 13m | 11h 38m | 9h 50m | 8h | 6h 05m |
| 8 | 1d 8h | 1d 4h | 23h 16m | 19h 41m | 16h | 12h 11m |
| 9 | 2d 16h | 2d 8h | 1d 22h | 1d 15h | 1d 8h | 1d |
| 10 | 5d 8h | 4d 17h | 3d 21h | 3d 6h | 2d 16h | 2d |
| 11 | 10d 16h | 9d 11h | 7d 18h | 6d 13h | 5d 8h | 4d 1h |
| 12 | 21d 8h | 18d 23h | 15d 12h | 13d 3h | 10d 16h | 8d 3h |
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. Only labs at level 7 or better get added to FTL Tech's total, because that is its requirement.
- 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.
That is level 6 off a level 7 lab: eight hours, or 32,236 credits to skip what was left of it.
Quests
Three quests pay out along the way.
| Quest | FTL Tech | Reward |
|---|---|---|
| Lightspeed I | 3 | 15,200 ore, 3,800 crystal, 2,000 hydrogen |
| Lightspeed II | 6 | 58,300 ore, 25,000 crystal, 1,700 hydrogen |
| Lightspeed III | 9 | 9,400 ore, 75,300 crystal, 315,300 hydrogen |
Worth knowing
- Nothing in the game asks for FTL Tech above 9, so 9 is where it stops being worth anything. There is no cap if you want to keep buying levels, but you get nothing back for them.
- Get to 3 early. It is 28,000 crystal and 14,000 hydrogen all in, and it opens Warp Drive, which is the tech that actually makes your ships faster.
- Level 7 earns its keep even if the Zeus is a long way off, because it opens ARCNet. ARCNet adds your labs together, and after that every research in the game gets quicker.
- Levels 8 and 9 exist for one reason, which is the Zeus. If you are not building a Zeus, stopping at 7 costs you nothing.
- FTL Tech never asks for ore. That makes it a good thing to queue when crystal and hydrogen are piling up and your ore is not.
- Like everything else you spend, the resources sunk into FTL Tech count toward your rank.
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