Colony
From Beyond Protocol
Contents |
Command Point Limit
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Regulated Command Studies | CP Limit 400 | Our scientists have devised a better command structure enabling our empire to utilize more units at once. | Common |
| Command Principles | CP Limit 500 | New procedures have been implemented to give our officers better command abilities in any situation. | Common |
| Intermediate Command Structures | CP Limit 600 | A new rank structure has been created allowing our empire to delegate more tasks to our sub-officers, we can now command more units at one time. | Common |
| Advanced Command | CP Limit 800 | A new officers training school will give our officers better proficiency in command. With these new graduates we can marshal larger forces with ease. | Common |
| Outlying Command Restructuring | CP Limit 900 | With a reorganization of our command charts we have discovered a new way to give orders, we can now support more troops in any given environment. | Common |
| Core Command Restructuring | CP Limit 1000 | Promoting certain generals and ousting the old has given us the opportunity to control more units at once. Our new generals have more combat experience than the older ones who grew up in peaceful times. | Common |
Colony Boosts
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Applied Anatomy | All Colony Morale Boost 1 | With the help of our empires leading biologist and sociologist, science teams have found a way to make our citizens happier. | Common |
| Advanced Ecological Engineering | All Colony Morale Boost 5 | A pharmaceutical company has created a drug that will make people very happy. Government officials quickly bought the recipe and are now requiring all citizens to get their shots. | Common |
| Food Synthesis and Replication | Growth Rate Bonus 1 | Food synthesizers have been created which virtually eliminate hunger in our empire, the population should start to climb quite rapidly. | Common |
| Biogenetics | Growth Rate Bonus 3 | Genetic enhancements make our citizens live longer, meaning people can have more babies over time. | Common |
| Cloning Theories | Growth Rate Bonus 5 | Cloning our most productive citizens should allow us to prosper even more! | Common |
| Socio-Economic Pattern Recognition | Controlled Morale | Controlling every aspect of our citizens lives would be very tedious so we have conditioned them to respond to money in certain ways. By controlling the money we control the population. | Ultra-rare |
Residents Per Hull
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Applied Sociology | Better Hull ratio for Residentials - 10 hull per resident instead of 12 | The space required to keep our people happy is smaller than originally planned. Cutting back on their space allows us to clear up more room for other things. | Common |
| Advanced Residential Planning | Better Hull ratio for Residentials - residents per hull 9 | Smaller and more comfortable beds have been created to save more room and allow us to fit more people in any given place. | Common |
| Regulated Residential Planning | Better Hull ratio for Residentials - residents per hull 8 | Scientists figure that installing bunk beds will allow us to fit more people into less space. | Common |
| High-Density Living Quarters | Improved Cargo/Colonist Size 1 | It has been determined that we waste a lot of space because we do not stack things on top of each other so from now on we will start placing cargo crates on top of each other and requiring our citizens to use bunk beds whenever possible. | Rare |
Personnel
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Trainer Training Programs | BaseEnlistedPerTraining - Enhanced Enlisted Production Rate 12 | Giving each soldier a personal trainer will insure that more of them can pass the fitness exams which are the only bar to becoming an enlisted member of this empire. | Common |
| Advanced Training Programs | BaseEnlistedPerTraining - Enhanced Enlisted Production Rate 14 | Designing a more sophisticated training facility will allow us to better train our recruits and yield a larger graduating class. | Common |
| Wargames Simulations | BaseOfficerPerTrainer - Enhanced Officer Production Rate 6 | With the introduction of war games to the officers school we now graduate more officers than before. This helps them grasp the concepts of battle when it comes time for finals. | Common |
| Advanced Tactical Studies | BaseOfficerPerTrainer - Enhanced Officer Production Rate 7 | Putting veteran commanders in the teachers chair will help teach and to inspire new officers to achieve more. We expect larger graduate classes in our officers school. | Common |
| Institutionalized Nationalism | Enlisted's Colonists Cost 10 | Your citizens are born and bred to fight. Its not just required to join, its programmed into them. | Common |
| Military Draft | Enlisted's Colonists Cost 11 | It is required of all your citizens to join the military and serve some time in service. | Common |
| Advanced Military Training | Enlisted's Colonists Cost 12 | New courses in advanced tactics and weaponry draw more citizens into the service since they see the opportunity to use modern weapons in combat. | Common |
| Induced Military Training | Enlisted's Colonists Cost 13 | Scholarships are being offered for any new recruit. Your citizens flock to the enlistment offices. | Common |
| Modified Military Training | Enlisted's Colonists Cost 14 | Training has been updated and enhanced to allow more recruits to become enlisted. | Common |
| Enhanced Military Training | Enlisted's Colonists Cost 15 | More military officers have been moved into training positions which helps encourage citizens to join up. | Common |
| Self-Aware Training Machines | EnlistedTrainingFactor - Enhanced Enlisted Production Rate 4 | AI Droids are being used to help our new recruits. With these in place we can train more grunts than ever before. | Common |
| Nationalistic Command | Officer's Enlisted Cost 10 | War heroes have been recruited to be the new teachers at the officer training facilities. With these heroes of your empire in place, anyone who signs up will be inspired to graduate and become officers themselves. | Common |
| Advanced Command Training | Officer's Enlisted Cost 12 | New simulators have been installed at the officers school but there are not enough to go around, so we only take twelve enlisted at a time now. Due to the excellent training these sims give our students, we graduate more than ever before. | Common |
| Enhanced Command Training | Officer's Enlisted Cost 15 | New textbooks and field guides have been introduced to the officers school which allows more graduates. Class sizes have been reduced to accommodate a shortage of the new books. | Common |
Battlegroups
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Direct Command System | Max Battlegroups 5 | Assigning one Admiral to each battlegroup should be enough to get us five battlegroups. | Common |
| Single Tier Hierarchy Command | Max Battlegroups 10 | Placing two battlegroups under each Admiral then allowing them to designate their own commanders means we should have ten battlegroups going at once. | Common |
| Multi-Tier Heirarchy Command | Max Battlegroups 20 | A Full Admiral and their general staff will be able to manage and maintain up to twenty battlegroups at once. | Common |
| Command Structuring | Max Battlegroup Units 20 | A command structure for battlegroups would allow a flagship to control up to 20 units. | Common |
| Advanced Battlegroup Command | Max Battlegroup Units 30 | Experienced officers will be able to handle more units than a newbie straight out of the academy. | Common |
| Applied Command Structuring | Max Battlegroup Units 40 | Using captains instead of lieutenants for commanding battlegroups will allow us to command more units at once. | Common |
| Tactical Battlegroups | Max Battlegroup Units 50 | Putting a Major in charge of the battlegroup will enable us to put more units under their command. | Common |
| Advanced Battlegroup Command Practices | Max Battlegroup Units 60 | Placing a colonel in command of battlegroups should enable more units to be controlled at any given time. | Common |
| Engaged Tactical Battlegroups | Max Battlegroup Units 70 | Colonels that have seen action are less likely to crack under pressure and should be able to handle a battlegroup command much easier than a newly promoted one. | Common |
| Engaged Strategic Battlegroups | Max Battlegroup Units 100 | Admirals are the ranking officers in the space corps so its only right for them to assume command. They have more authority so its only fair. | Common |
| Strategic Battlegroups | Max Battlegroup Units 255 | Assigning full admirals with their general staff to battlegroup command slots will enable your battlegroups to command as many people as they need. | Common |
Trade
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Regional Trading Bureau | Trade Board Range 3 | Our scientists have located and hacked into the GTC relay station network that will update us with information on trades outside our systems. | Common |
| Galactic Trade Guild | Trade Board Range 4 | After stealing the designs for the GTC relay stations, our scientists searched for a way to plant them in subspace to improve their range. They managed to make a prototype that far exceeded their wildest imaginations. We can now set up trade lanes anywhere in the galaxy. | Common |
| GTC Networked Route Membership | Trade Costs 5 | Using our connections in the GTC we have applied for membership in the private GTC network. With a membership we would have access to the best lanes and the lowest rates possible. | Uncommon |
| GTC Trade Route Registration | Trade Costs 10 | Our contacts in the GTC have notified us that it is possible to register for certain trade lanes which can significantly reduce the tax on our trades. | Uncommon |
| GTC Appropriations | Trade Costs 15 | Our lawyers want to make a deal with the GTC that will end up lowering our trade tax across the board if we follow certain rules. | Rare |
| Improved GTC Connections | Trade GTC Speed 300 | We have become very popular with certain GTC officials by offering them some money under the table. They have agreed to jump our places in the shipment queue lanes which will make our trades go faster. | Rare |
| GTC Membership Upgrade | Trade GTC Speed 500 | Through our many connections we have found a way to get a spot in the GTC. With this position we will be able to negotiate trade deals much faster than before. | Rare |
| GTC Preferred Trader Status | Trade GTC Speed 800 | Our empire has traded so much that the GTC feels obligated to give us a preferred status. Our shipments will receive the highest priority since they earn so much money from our taxes. | Rare |
| Point to Point Transporters | Transporters 1 | Teleportation devices have been created that allow us to teleport anything between planets instantly. | Rare |
| Orbital Transporters | Transporters 2 | We have improved the targeting systems in our teleporters to be able to target any object located in space that does not have its own gravity. We can now teleport whatever we want to any point in a solar system from any planet we choose. | Ultra-Rare |
| Mass Driver | Mass Driver | Super-accelerating our minerals and launching them to other planets will allow us to transport our materials much faster than conventional means. Be sure to build something capable of catching the incoming materials or you might end up severely damaging your target. Maybe we should think about using this as a weapon as well. | Ultra-Rare |
| Organized Trade Efficiencies | Buy/Sell Order Slots ENUM 1 | Our bean counters have come up with a method of organizing our trading charts that allows us to sell and track more products at once. | Uncommon |
| Improved Trade Balances | Buy/Sell Order Slots ENUM 2 | With new systems to help balance the work load of moving and selling our materials we should be able sell more things at once. | Uncommon |
| Automated Trading and Marketing | Buy/Sell Order Slots ENUM 3 | Computer assisted trading allows us to manage our portfolios a lot better than before so we can sell more things at any given time. | Uncommon |
| Neural Trade Market Interface | Buy/Sell Order Slots ENUM 4 | An AI has been created to keep track of all our inventory and what is currently on the market which enables us to do more trades simultaneously. | Uncommon |
Homeless/Unemployment
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Social Programs | Homeless Allowed Before Penalty 1% | Special homes have been erected for the homeless to take shelter in which makes them more content with their situation. | Rare |
| Social Program Reform | Homeless Allowed Before Penalty 2% | Larger bridges are being built to accommodate the homeless who shelter under them. | Rare |
| Efficient Social Programs | Homeless Allowed Before Penalty 3% | Food stamps are being handed out to the homeless to help keep them happy. | Rare |
| Adaptive Social Programs | Homeless Allowed Before Penalty 4% | A large welfare system has been put into place that helps to provide for the homeless and needy. | Rare |
| Social Growth Management | Adjustable Colonist Growth 1 | Colony-wide birth control measures have been developed to help us control the growth of our colonies. | Ultra-Rare |
| Recreation Services | Unemployment Without Penalty 3% | City planners have devised a means to keep the jobless happy by installing free arcade games around all public buildings. | Rare |
| Advanced Recreation Services | Unemployment Without Penalty 4% | Our analysts have projected that giving everyone a free laptop with some games on them will keep people out of work in a better mood. | Rare |
| Holographic Simulators | Unemployment Without Penalty 5% | New holographic game systems are being erected in every building to help keep the jobless entertained. With so much fun stuff to do they wont worry about their lack of a job. | Rare |
| Regulated Community Services | Unemployment Upkeep
Reduct 5% | A community service schedule has been drawn up to allow the unemployed to clean the city for tips. | Rare |
| Private Sector Social Policies | Unemployment Upkeep
Reduct 10% | Colonies have new laws requiring all unemployed persons to help with cleaning the city any any money they find on the ground they can keep. This should aleviate some upkeep problems. | Rare |
Upkeep
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Modified Aerial Maintenance Plans | Aerial Upkeep Reduction 1% | Switching around maintenance schedules has allowed us to save some money on upkeep. With enough extra credits, we might even start paying our engineers more. | Rare |
| Revised Aerial Maintenance Plans | Aerial Upkeep Reduction 2% | Firing some engineers and extending the work schedules of the rest should save us money on our maintenance costs. | Rare |
| Aerial Maintenance Corps | Aerial Upkeep Reduction 3% | New plans for a Corp of engineers devoted to fixing aerial units has been put into effect. All members of the Corp get paid the same low rate saving us a bunch of money! | Rare |
| Aerial Maintenance Corps | Aerial Upkeep Reduction 4% | The maintenance corps has grown to epic proportions so we decided to only keep the very best engineers. They do the same work only better and its not costing us as much. | Rare |
| Robotic Aerial Maintenance | Aerial Upkeep Reduction 5% | New repair drones have been created to replace the maintenance corps in the aerial unit field. Half the engineers were fired and the rest were kept to keep the drones in good shape. | Rare |
| Production Maintenance Concepts | Factory Upkeep Reduction 3% | If we capture enemy engineers and put them to work on our factories we should be able to save money on upkeep since we dont have to pay them. | Rare |
| Production Maintenance Schedule | Factory Upkeep Reduction 5% | Cutting back the hours of our highest paid employees and hiring a bunch of new ones at starting salary will get more work done and cost us less in the long run! | Rare |
| Proactive Production Maintenance | Factory Upkeep Reduction 7% | Keeping engineers on station 24/7 means no waiting till the next day for the fix. With this round the clock repairing we end up saving a lot of money. | Rare |
| Improved Production Maintenance | Factory Upkeep Reduction 10% | We have sent our engineers back to school to learn new methods of fixing the various parts in our factories. They should be much more efficient now. | Rare |
| Revised Vehicle Maintenance Plans | Non-Aerial Upkeep Reduction 2% | The maintenance plans and procedures have been updated for efficiency. The new procedures will end up saving us money in the long run. | Rare |
| Vehicle Maintenance Corps | Non-Aerial Upkeep Reduction 3% | An organization started by undergraduates at a prestigious academy in your empire have volunteered a create and maintain their own maintenance corps. We dont have to pay them or the people we had hired before to do the work. The cost for maintaining our units should start going down. | Rare |
| Robotic Vehicle Maintenance | Non-Aerial Upkeep Reduction 5% | Robotic repair drones have been assigned to all our ground units which should be able to fix any minor problems with no cost to us. | Rare |
| Social Cost Reduction | Population Upkeep Reduction 5% | With upgraded plumbing and water treatment plants we do not have to pay as much to keep our citizens healthy. | Rare |
| Advanced Social Cost Reduction | Population Upkeep Reduction 10% | State of the art equipment for trash disposal, schools, and cheaper gas means we pay even less for each citizen. | Rare |
| Improved Research Supply Planning | Research Fac Upkeep Reduction 5% | Planning ahead has always been hard for scientists so the government will start doing it for them and making sure they have what they need before they know they even need it. This should cut down on the costs of trying to buy everything at the last minute for a new project. | Rare |
| Self-Generated Research Supplies | Research Fac Upkeep Reduction 10% | All our research facilities now come equiped with a small machine that can generate any supplies they might need. | Rare |
| Improved Intra-Empire Trades | Spaceport Upkeep Reduction 5% | Taxing our colonists for using the spaceport trading systems should decrease the amount our government has to pay for spaceports. | Rare |
| Government-regulated Intra-Empire Trades | Spaceport Upkeep Reduction 10% | Government officials have been placed in all our spaceports to help regulate all the trade going through the spaceports. They will levy taxes on everyone to keep the upkeep costs down. | Rare |
| Aquatic Robotic Repair Units | Underwater Fac Upkeep Reduct 5% | Small andriods have been developed that can repair underwater facilities so we no longer have to hire huge teams of divers. This should free up some money in our colony. | Rare |
| Advanced Aquatic Maintenance | Underwater Fac Upkeep Reduct 10% | With the invention of small nanite repair submersibles it will cost us practically nothing for underwater facility upkeep. | Rare |
| Regulated Community Services | Unemployment Upkeep Reduct 5% | A community service schedule has been drawn up to allow the unemployed to clean the city for tips. | Rare |
| Private Sector Social Policies | Unemployment Upkeep Reduct 10% | Colonies have new laws requiring all unemployed persons to help with cleaning the city any any money they find on the ground they can keep. This should aleviate some upkeep problems. | Rare |
Taxes
| Technology | Effect | Description | Rarity |
|---|---|---|---|
| Patriotism | Tax Rate Without Penalty 3% | Our scientists have found a way to put subliminal messages in commercials to promote patriotism. If it works then our citizens wont mind paying a little higher taxes. | Rare |
| Nationalism | Tax Rate Without Penalty 5% | New subliminal messages have been put into commercials that should instill nationilism in our populance. Hopefully we can tax them even more before they become unhappy. | Rare |
| Social-Brainwash Practices | Tax Rate Without Penalty 8% | New teaching methods have been put into place to brainwash our citizens when they are children that taxes are good and the higher the better. So long as these new citizens can still buy food they should be happy with whatever taxes we charge. | Rare |
