Laser Tech is a gate, not a weapon. Researching it does not make a single gun of yours hit harder. What it does is open the door to six other things: two defenses, two techs and two ships. That is the whole job.
You research it from the Research page like anything else. The level is account wide, so you research it once and every planet you own has it, including colonies you found later.
What it does
Nothing on its own. Laser Tech has no combat effect at all. It does not add damage to a Laser Cannon, it does not add damage to anything else, and it does nothing for hull, shields, speed, cargo, fuel or energy. The tech that raises weapon damage is Weapons Tech, and that one adds 10 percent per level to every gun you own, lasers included.
The in-game description says Laser Tech is used for "advanced engines and weaponry". The engines half is leftover text from the old game. SFC2 has three engines, Jet Drive, Pulse Drive and Warp Drive, and not one of them looks at your Laser Tech level.
Requirements
A Research Lab at level 1, on the planet you start the research from. That is the only requirement, at every level.
The game data also lists Energy Tech level 2, but every new player starts with Energy Tech already at 3, so that one is met the day you sign up and the game does not even show it. Build a lab and you can start Laser Tech straight away.
What it unlocks
| Laser Tech | Unlocks | Also needs |
|---|---|---|
| 2 | Laser Cannon | Shipyard 2 |
| 5 | Particle Tech | Research Lab 4, Energy Tech 4 |
| 6 | Pulse Cannon | Shipyard 4 |
| 10 | Plasma Tech | Research Lab 4, Energy Tech 8, Particle Tech 5 |
| 12 | Hades Class Battleship | Shipyard 8, FTL Tech 5, Warp Drive 5 |
| 14 | Zeus Class | Shipyard 12, Energy Tech 11, Plasma Tech 9, Weapons Tech 11, Warp Drive 8, FTL Tech 9, A.I. Tech 12 |
The two techs on that list are why anyone researches this. Particle Tech at 5 and Plasma Tech at 10 sit in front of most of the good weapons and most of the good defenses, so a stalled Laser Tech quietly stalls half your tech tree. The two ships are the other end of the same story: the Hades needs 12 and the Zeus needs 14, and 14 is the highest level anything in SFC2 asks for.
The More Info button on any Research page card opens that list, with a green dot next to everything you already qualify for.
Cost
Level 1 costs 200 ore and 100 crystal. Every level after doubles both. Laser Tech never costs hydrogen, and there is no level cap.
| Level | Ore | Crystal | Ore spent so far | Crystal spent so far |
|---|---|---|---|---|
| 1 | 200 | 100 | 200 | 100 |
| 2 | 400 | 200 | 600 | 300 |
| 3 | 800 | 400 | 1,400 | 700 |
| 4 | 1,600 | 800 | 3,000 | 1,500 |
| 5 | 3,200 | 1,600 | 6,200 | 3,100 |
| 6 | 6,400 | 3,200 | 12,600 | 6,300 |
| 7 | 12,800 | 6,400 | 25,400 | 12,700 |
| 8 | 25,600 | 12,800 | 51,000 | 25,500 |
| 9 | 51,200 | 25,600 | 102,200 | 51,100 |
| 10 | 102,400 | 51,200 | 204,600 | 102,300 |
| 11 | 204,800 | 102,400 | 409,400 | 204,700 |
| 12 | 409,600 | 204,800 | 819,000 | 409,500 |
| 13 | 819,200 | 409,600 | 1,638,200 | 819,100 |
| 14 | 1,638,400 | 819,200 | 3,276,600 | 1,638,300 |
| 15 | 3,276,800 | 1,638,400 | 6,553,400 | 3,276,700 |
Doubling does what doubling always does. Levels 1 through 8 put together cost less than level 9 on its own, and the last two levels before the Zeus cost more than everything under them combined.
Research time
Research time counts ore and crystal only, and Laser Tech is the same 2 to 1 ore and crystal mix at every level.
Hours = (Ore + Crystal) ÷ (2000 × (Research Lab level + 1))
| Level | Lab 1 | Lab 3 | Lab 6 | Lab 10 | Lab 15 |
|---|---|---|---|---|---|
| 1 | 4m 30s | 2m 15s | 1m 17s | 49s | 34s |
| 2 | 9m | 4m 30s | 2m 34s | 1m 38s | 1m 08s |
| 3 | 18m | 9m | 5m 09s | 3m 16s | 2m 15s |
| 4 | 36m | 18m | 10m 17s | 6m 33s | 4m 30s |
| 5 | 1h 12m | 36m | 20m 34s | 13m 05s | 9m |
| 6 | 2h 24m | 1h 12m | 41m 09s | 26m 11s | 18m |
| 7 | 4h 48m | 2h 24m | 1h 22m | 52m 22s | 36m |
| 8 | 9h 36m | 4h 48m | 2h 44m | 1h 44m | 1h 12m |
| 9 | 19h 12m | 9h 36m | 5h 29m | 3h 29m | 2h 24m |
| 10 | 1d 14h | 19h 12m | 10h 58m | 6h 58m | 4h 48m |
| 11 | 3d 4h | 1d 14h | 21h 56m | 13h 57m | 9h 36m |
| 12 | 6d 9h | 3d 4h | 1d 19h | 1d 3h | 19h 12m |
| 13 | 12d 19h | 6d 9h | 3d 15h | 2d 7h | 1d 14h |
| 14 | 25d 14h | 12d 19h | 7d 7h | 4d 15h | 3d 4h |
| 15 | 51d 4h | 25d 14h | 14d 15h | 9d 7h | 6d 9h |
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.
Quests
Four quests pay out for Laser Tech levels.
| Quest | Needs | Pays |
|---|---|---|
| Firing My Laser I | Level 2 | 800 ore, 600 crystal |
| Firing My Laser II | Level 6 | 5,000 ore, 4,000 crystal, 3,000 hydrogen |
| Firing My Laser III | Level 10 | 1,400 ore, 41,000 crystal, 47,600 hydrogen |
| Firing My Laser IV | Level 14 | 247,000 ore, 61,000 crystal, 42,000 hydrogen |
The first one is free money: it pays 1,400 for two levels that cost 900. After that the tech doubles and the rewards do not, so by level 14 all four quests together have handed back about a tenth of what you spent. Take them as a nudge to keep the tech moving, not as a way to pay for it.
Worth knowing
Get to 2 early. It is the cheapest tech in the game at the bottom end, and level 2 costs 600 ore and 300 crystal all in. That buys you Laser Cannons, which are the wall you put up before you have anything better.
Then 5, then 10. Those are Particle Tech and Plasma Tech. Getting stuck under either of them holds up more of your account than the Laser Tech levels themselves cost.
Stop where your plan stops. Levels 13 and 14 exist for one thing, the Zeus Class. If you are not building a Zeus, 12 gets you the Hades and 10 gets you Plasma Tech, and the two levels you skip cost more than every level below them.
There is no reason to go past 14. Nothing in SFC2 asks for a higher level and the tech does nothing by itself, so the only thing more levels buy is the resources counting toward your rank. There are cheaper ways to buy rank.
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