Ahrens Lab
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New FrontiersHandbook
Player Manual · Live Catalog · v0.68.6

Technology and Eras

Prerequisites, research pacing, unlocks, and the expandable technology tree.

← Player GuidesCatalog ID: technology_and_eras

Research one decision at a time

Choose a technology whose prerequisites, research-city tier, local material cost, and shared Knowledge cost you meet. Research continues offline. The tree is divided into knowledge, discovery, agriculture, engineering, commerce, society, military, and maritime branches.

Capital first, University later

The permanent capital is the default research seat. Only while that city is selected can you add or remove research orders. Universities unlock in the Age of Exchange; completing the civilization's one University transfers research authority to its city. The tree remains viewable from every city, but orders and local Timber, Stone, and Food costs belong to the active research seat.

Ages change the rules

Ten playable Earth eras keep the tree readable: Founding, Agricultural, Classical, Medieval, Exploration, Exchange, Industrial, Machine, Modern, and Information. Every era contains four to seven technologies and progressively unlocks institutions, transport, resources, units, industry, intelligence, and planetary systems.

Space remains visibly later

The Space Era appears grayed out with preview-only technologies so the tree can grow without promising active interstellar gameplay. Earth-linked satellites, launch programs, and orbital projects belong to the modern Earth game and do not start the later FTL colony game.

The catalog is authoritative

The Technologies page is generated directly from the server tree, including prerequisites, era, branch, effects, resource cost, readiness, and production-profile duration.