Game Manual 2.0/Technology
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Technology Edit
Through the game you and your opponents will race to discover ever more powerful technologies, which enhance your own civilizations while menacing those of each other. A few advances provide immediate benefits, such as making new actions available to your units; many introduce new units or buildings you can construct; and most are also gateways to further technology. Beware that some advances also make things obsolete. While obsolete units merely become impossible to make — leaving the ones you have already made intact — obsolete buildings are immediately sold, and obsolete wonders lose their effect. Worse yet, your wonders can be obsoleted by an advance made by another player!
There are a few ways to gain advances from other civilizations: you will sometimes discover enemy technology when you capture a city; you can steal advances with Diplomats and Spies; the Great Library wonder, while it lasts, gives its owner every advance that two other civilizations have reached; and another player might grant technology in the terms of a pact. But otherwise advances must be discovered through the efforts of your own people.
By default, each player starts without any technology at all (this can be changed with a server option). From there you each direct your research toward one advance at a time, deciding which technology you need most quickly and which you can afford to attain later. Research progress is measured in research points (bulbs), which can be generated both through trade and by scientists. The cost for each technology is fixed and depends on the number of its 'parent techs'. With r the total number of required techs for a given technology, the number of bulbs that will be needed for researching this technology is (r+2)*sqrt(r+2)*10 with default rules. See below the total cost (including parents' cost) for each technology. (Unlike previous versions of Freeciv, the research cost no longer doubles at 1AD.)
Instead of selecting each new advance manually, you can establish a longterm goal that is several technologies away, and your scientists will work through all the prerequisite advances automatically. If you ignore technology completely then your scientists choose the next advance on their own.
You can ask the game for a report on your science progress, or simply watch the lightbulb on the client which gets brighter as the next advance nears. The online help system displays a very helpful technology tree for every item and technology in the game, allowing you to explore the advances they require.
The Space Race Edit
As described in the overview with which
this manual opened, the game may be won peacefully by building a
spacecraft and becoming the first civilization to reach Alpha Centauri.
One civilization must start the space race by completing
the Apollo Program wonder, which allows every civilization with the
necessary technology to begin building spacecraft components:

 

The skeleton of your spacecraft consists of structural components, each of which can hold in place either a component or module. Components provide fuel and propulsion systems, and decrease the amount of time your craft will require to reach Alpha Centauri; you can install up to sixteen, though they must be installed in pairs. Modules themselves come in three flavors: a habitation module provides living space for ten thousand colonists; a life support module can keep ten thousand colonists alive; and a solar panel provides the power required by any two other modules.
Use the spaceship window to observe your progress as you build your spacecraft. You may manufacture spacecraft elements anywhere; they will automatically be assembled in your capital city. As you add components you improve the craft's probability of success and travel time; you may launch as soon as you find these satisfactory. If several civilizations are building spacecraft, they are faced with the decision of whether to launch quickly and start their craft on its way, or continue building in the hopes of launching a faster spacecraft later, or one with a higher probability of success.
Both during construction and after its launch, the spacecraft is considered a building of your capital city, and will be lost if your capital is taken or destroyed.
Specific Technologies Edit
Here each technology is shown, together with any prerequisite advances and with a summary of its effects.
For a graphical technology tree, see Image:technologies.png.
Tech requirements  Description  Allows (Units, Buildings, Techs) / Obsoletes (Units, Buildings) 

Advanced Flight  Total techs requirements: 55
Total bulbs required: 44,370 

Alphabet  Total techs requirements: 0
Total bulbs required: 28  
Amphibious Warfare  Total techs requirements: 36
Total bulbs required: 12,889  
Astronomy  Total techs requirements: 5
Total bulbs required: 400 

Atomic Theory  Total techs requirements: 17
Total bulbs required: 3,633 

Automobile  Total techs requirements: 44
Total bulbs required: 28,118


Banking  Total techs requirements: 8
Total bulbs required: 928 

Bridge Building  Total techs requirements: 6
Total bulbs required: 552


Bronze Working  Total techs requirements: 0
Total bulbs required: 28 

Ceremonial Burial  Total techs requirements: 0
Total bulbs required: 28 

Chemistry  Total techs requirements: 14
Total bulbs required: 2,298 

Chivalry  Total techs requirements: 7
Total bulbs required: 729 

Code of Laws  Total techs requirements: 1
Total bulbs required: 79 

Combined Arms  Total techs requirements: 58
Total bulbs required: 56,104  
Combustion  Total techs requirements: 39
Total bulbs required: 19,155 

Communism  Total techs requirements: 31
Total bulbs required: 10,004


Computers  Total techs requirements: 56
Total bulbs required: 50,380 

Conscription  Total techs requirements: 25
Total bulbs required: 6,470 

Construction  Total techs requirements: 3
Total bulbs required: 218


Currency  Total techs requirements: 1
Total bulbs required: 79 

Democracy  Total techs requirements: 15
Total bulbs required: 2,540


Economics  Total techs requirements: 15
Total bulbs required: 2,405  
Electricity  Total techs requirements: 28
Total bulbs required: 7,550


Electronics  Total techs requirements: 38
Total bulbs required: 17,914 

Engineering  Total techs requirements: 6
Total bulbs required: 523 

Espionage  Total techs requirements: 33
Total bulbs required: 12,774  
Explosives  Total techs requirements: 23
Total bulbs required: 5,180 

Feudalism  Total techs requirements: 5
Total bulbs required: 431 

Flight  Total techs requirements: 41
Total bulbs required: 22,442 

Fusion Power  Total techs requirements: 53
Total bulbs required: 54,353  
Genetic Engineering  Total techs requirements: 35
Total bulbs required: 13,908 

Guerilla Warfare  Total techs requirements: 42
Total bulbs required: 20,397 

Gunpowder  Total techs requirements: 14
Total bulbs required: 1,980 

Horseback Riding  Total techs requirements: 0
Total bulbs required: 28 

Industrialization  Total techs requirements: 29
Total bulbs required: 7,883


Invention  Total techs requirements: 11
Total bulbs required: 1,232 

Iron Working  Total techs requirements: 2
Total bulbs required: 136 

Labor Union  Total techs requirements: 55
Total bulbs required: 45,896  
Laser  Total techs requirements: 51
Total bulbs required: 46,307  
Leadership  Total techs requirements: 19
Total bulbs required: 3,536 

Literacy  Total techs requirements: 3
Total bulbs required: 241 

Machine Tools  Total techs requirements: 44
Total bulbs required: 23,516 

Magnetism  Total techs requirements: 17
Total bulbs required: 2,711 

Map Making  Total techs requirements: 1
Total bulbs required: 79 

Masonry  Total techs requirements: 0
Total bulbs required: 28 

Mass Production  Total techs requirements: 45
Total bulbs required: 31,340


Mathematics  Total techs requirements: 2
Total bulbs required: 136 

Medicine  Total techs requirements: 10
Total bulbs required: 1,186 

Metallurgy  Total techs requirements: 20
Total bulbs required: 3,760 

Miniaturization  Total techs requirements: 48
Total bulbs required: 32,350  
Mobile Warfare  Total techs requirements: 52
Total bulbs required: 37,526 

Monarchy  Total techs requirements: 3
Total bulbs required: 218


Monotheism  Total techs requirements: 9
Total bulbs required: 1,018 

Mysticism  Total techs requirements: 1
Total bulbs required: 79


Navigation  Total techs requirements: 9
Total bulbs required: 954


Nuclear Fission  Total techs requirements: 48
Total bulbs required: 36,171 

Nuclear Power  Total techs requirements: 50
Total bulbs required: 42,449


Philosophy  Total techs requirements: 6
Total bulbs required: 546


Physics  Total techs requirements: 13
Total bulbs required: 1,747 

Plastics  Total techs requirements: 63
Total bulbs required: 76,083
 
Polytheism  Total techs requirements: 2
Total bulbs required: 136 

Pottery  Total techs requirements: 0
Total bulbs required: 28 

Radio  Total techs requirements: 45
Total bulbs required: 29,166


Railroad  Total techs requirements: 25
Total bulbs required: 5,549


Recycling  Total techs requirements: 47
Total bulbs required: 35,470  
Refining  Total techs requirements: 36
Total bulbs required: 14,640 

Refrigeration  Total techs requirements: 32
Total bulbs required: 10,856
 
Robotics  Total techs requirements: 58
Total bulbs required: 58,995 

Rocketry  Total techs requirements: 57
Total bulbs required: 51,430  
Sanitation  Total techs requirements: 16
Total bulbs required: 2,393 

Seafaring  Total techs requirements: 3
Total bulbs required: 218


Space Flight  Total techs requirements: 62
Total bulbs required: 70,843 

Stealth  Total techs requirements: 65
Total bulbs required: 80,885  
Steam Engine  Total techs requirements: 21
Total bulbs required: 3,813 

Steel  Total techs requirements: 36
Total bulbs required: 14,957 

Superconductors  Total techs requirements: 52
Total bulbs required: 50,275 

Tactics  Total techs requirements: 30
Total bulbs required: 9,808 

The Corporation  Total techs requirements: 33
Total bulbs required: 11,243 

The Republic  Total techs requirements: 4
Total bulbs required: 387
 
The Wheel  Total techs requirements: 1
Total bulbs required: 79 

Theology  Total techs requirements: 13
Total bulbs required: 1,922


Theory of Gravity  Total techs requirements: 11
Total bulbs required: 1,671 

Trade  Total techs requirements: 4
Total bulbs required: 304 

University  Total techs requirements: 9
Total bulbs required: 1,018 

Warrior Code  Total techs requirements: 0
Total bulbs required: 28 

Writing  Total techs requirements: 1
Total bulbs required: 79 

Next: Wonders