An American F-22 Raptor being assembled in a factory
An American F-22 Raptor being assembled in a factory

Economic Pathways
Resource, Production, and Espionage


Resource Technologies:

Advanced Recycling
Cost: 80 points
Min. Time: 3 turns

This technology allows the recycling of most types of plastics. In addition to the commonly-available techniques for recycling paper and metals, this allows the implementation of a large-scale recycling program that will reduce your dependence on resources like steel and oil. It reduces your resource needs by 3 points (one point reduction each turn for 3 turns, all permanent), but the cost of setting up and running these recycling programs also reduces your cash income by one point (at the first turn, also permanent).

Energy Conservation
Cost: 80 points
Min. Time: 3 turns

This technology allows the more efficient use of electricity and gasoline, which reduces the need for resources such as oil and coal. It costs an additional 5 cash points to set up the conservation methodology (market and produce efficient light bulbs and fuel injection technology, for example), but it reduces your resource demand by 2 points (one point permanent reduction each turn for 2 turns).

Fusion Power
Cost: 100 points
Min. Time: 5 turns

This technology allows the construction of Fusion Power plants, which replace fossil-fuel power plants. It reduces your resource demand by 1 point for each plant built, and each plant costs 2 cash points to build. You can get a maximum of 5 points of demand reduction.

Resource Exploration
Cost: 10-100 points, varies
Min. Time: 2-5 turns, varies

This technology is really the exploration for new resources and research into more efficient ways of exploiting existing resources such as oil fields and copper mines.

Solar Power
Cost: 70 points
Min. Time: 3 turns

This technology allows the construction of Solar Power plants, which replace fossil-fuel power plants. It reduces your resource demand by 1 point for each plant built, and each plant costs 1 cash point to build. You can get a maximum of 3 points of demand reduction.


Production Technologies:

Industrial Automation
Cost: 50 points
Min. Time: 2 turns

This technology increases your industrial efficiency with new types of industrial robots and manufacturing techniques. Once this technology is developed, for each 3 additional cash points you spend, your Unit Production limit increases by 1 point, and for each 2 points your UPL increases, your cash income increases by 1 point. There is a maximum of 4 points UPL increase and 2 points of increased income using this technology.

Electronic Fund Transfers
Cost: 30 points
Min. Time: 1 turn

This technology introduces increased electronic banking and use of credit cards and electronic transfers for larger transactions. After this technology has been developed for 2 turns, there is an automatic 1-point increase in your economy. It will not increase further.

Hybrid Crops
Cost: 50 points
Min. Time: 2 turns

This technology introduces advanced hybrid crop strains the increase yield for your agricultural sector. After this technology has been developed for 3 turns and 2 additional cash points have been spent on subsidies, your resource supply and cash income both increase by 1 point, but it will not increase further.


Espionage Technologies:

Offensive Computer Virus
Cost: 20-60 points depending on effect and target
Min. Time: 2 turns

These are computer viruses that are designed to infect an enemy's computer systems and shut them down. Each virus must have a defined target and effect. For example, a virus can be designed to infect the Crimson Commonwealth's central computer system and allow industrial espionage via computer hacking, or to prevent or delay the launch of Jade's ICBM's. Each virus must be introduced to the target computer network by espionage agents at an additional cost, which varies depending on target and desired effect.

Defensive Anti-Virus Software
Cost: 50 points
Min. Time: 2 turns

This software is included in all your computer systems to reduce the effectiveness of enemy computer viruses. This is much more than Norton or McAffee Anti-virus software, which simply scans for pre-defined virus code, this is an adaptive AI program that looks for anything that looks remotely like a virus program. On the other hand, the fact that this software has to pass and approve all new data and commands entering your computer network tends to slow down your command structure, especially for nuclear launches.

Advanced Polygraphs
Cost: 40 points
Min. Time: 2 turns

This technology enables the development of better lie-detector tests that improve your efforts to catch traitors and enemy spies. It effectively boosts all your spending on counter-intelligence by 50%.

Advanced Hypnosis
Cost: 60 points
Min. Time: 3 turns

This technology enables you to use advances techniques of hypnosis to send out sleeper agents to infiltrate enemy governments. These sleeper agents are almost impossible to catch, since they honestly don't know they are spies or what their mission is. When you want to activate them, you call them on the telephone and speak a code phrase that triggers their post-hypnotic suggestion. These secret instructions can range from sabotage missions to assassinations to a return to your territory to spill all they have learned. The longer these sleeper agents are left in place, the more they can learn, but if their mission is sabotage, the longer they are in place, the more likely their assigned target will become outdated and no longer worth blowing up. Also, the longer they are left in place, the more likely their code phrase is to come up in everyday conversation and cause a premature triggering of their hypnotic instructions.

Designing New Unit Types
Cost: 10-50 points, depending on type
Min. Time: 1-3 turns, depending on type

This technology is only here because it really belongs in all fields, but isn't worth typing in several times. If you do not already possess a type of ship or aircraft, you have to design one before you can build it, or buy someone else's design. You can design new ships and planes, or new types of army units. These can allow production of new units of already-defined types or even produce new unit types using existing technology, like AEGIS arsenal ships, CVX stealth carriers, CVB Battle-carriers, and NX stealth VSTOL aircraft. Cost will be determined by the moderator and will vary depending on individual circumstances, discuss any new unit type you want to design with the Moderators and get their approval before you waste any cash trying to design a "Giant Squeaky Duck" to be your new fleet flagship.


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