Technology Tree

The technology tree shows all the technologies that you can research to increase your power at Hyperiums.
Each technology takes time and money to be researched. Only one research at a time can be done by one planet. Once a technology has been found out, it is owned by you, as player, not by the planet which worked on it; thus, even if you lose all your planets, you do not lose your technologies.
Note that some technologies can only be researched by a specific population race.

The tech tree is always accessible by clicking on the yellow tree on the top left.

Infiltration technologies

All infiltration technologies bring cost reductions, for infiltrating and for fighting enemy infiltrations.

Genetic malleability level 1: Decreases the infiltration costs by 40% for target planets up to civilization level 6; decreases the counter-infiltration costs by 7%.

Genetic malleability level 2: Decreases the infiltration costs by 40% for target planets up to civilization level 7; decreases the counter-infiltration costs by 15%. Researchable only by the Human race.

Mind duplication: Decreases the infiltration costs by 40% for target planets up to civilization level 9; decreases the counter-infiltration costs by 25%. Researchable only by the Azterk race.

Mind control: Decreases the infiltration costs by 40% for target planets up to civilization level 11; decreases the counter-infiltration costs by 35%. Researchable only by the Xillor race.

Infiltration tech. level N: Decreases the infiltration costs by 40% for target planets up to civilization level N+7.


Exploitation technologies

All exploitation technologies bring a 30% cost reduction for building new exploitations on your planets, up to a certain civilization level, as follows.

Workers productivity level 1: concerns any planet up to civilization level 4.

Workers productivity level 2: concerns any planet up to civilization level 5.

Cybernetics technologies level 1: concerns any planet up to civilization level 7.

Cybernetics technologies level 2: concerns any planet up to civilization level 9.

Agro exploit. level N: concerns Agro exploitations only, up to civilization level N+5. Researchable on Agro planets only.

Minero exploit. level N: concerns Minero exploitations only, up to civilization level N+5. Researchable on Minero planets only.


Techno exploit. level N: concerns Techno exploitations only, up to civilization level N+5. Researchable on Techno planets only.


War technologies

Fundamental technologies bring the possibility to build scouts, and opens the way to all the war and scanning technology tree.

Entropic shield offers camouflage capability to your fleets and your armies. As long as they are camouflaged, the other players can not detect the owner of your military units, wherever they are. This technology can be used, for example, for anonymous attacks. While camouflaged, your fleets and armies are 25% less powerful at fight.
If you take a planet with camouflaged armies, you gain
anonymous control of the planet for 21 days.

Cryogenic travel: allows construction of Destroyers and opens the way to research the Cruisers and Bombers technology.

Improved targetting systems: allows construction of Cruisers

Space/ground missiles: allows construction of bombers. Bombers are used to carry armies and to bomb the enemy planets. When the "massive bombing" mode is activated, they can destroy the population, exploitations and factories of the target planets, but they become easy targets for enemy ships (especially scouts).

Hypermathematics bring the very powerful stasis field. Once enabled on your planet, the stasis field slows down, by a factor of 3, any battle that may start in the future around the planet. It also decreases the build speed of factories and military units by 66%.
The stasis field can not be enabled if enemy ships are already present and if their Avgp is greater than 1% of the defending ships' Avgp.
Enabling a stasis field costs 2 energy units; then, its upkeep cost is 1 energy unit per hour, with an additional cost of 1 energy unit per hour if a battle is raging and the attacking forces are superior.

Energy magmas bring the possibility to increase the energy storage capacity of your planets. Once a research level completed, you can increase the storage capacity of your planets on a per planet basis; the increase cost depends on the current storage capacity of each planet.

Black hole confinement: four levels must be researched before you get access to this ultimate weapon, which gives you the possibility to completely annihilate one of your planets and everything surrounding it (including all stationed ships and ships that have left the planet less than 2 hours ago, except those gone through Hypergate). Three of these levels are race specific.
The upkeep cost of a black hole is 1 energy unit per hour. Its preparation takes 48 hours. Once prepared, it can be activated (resulting in instantaneous annihilation of the planet) or cancelled at any time. The use of black holes is only allowed on dictatorial planets.
Annihilating a planet this way increases the delay to get a new planet from Hyperiums by 7 (cumulative) days for the player who activated it.
Any fleet moving to a black holed planet will be absorbed (destroyed) at arrival.

Teleportation allows instant teleportation of armies from one planet to any other planet of the galaxy, for the cost of one energy unit per army.
The different research levels of this technology bring greater teleportation capacity for the same energy consumption.

Human/Azterk/Xillor ships level N: increases the fire power of the ships of the concerned race by up to 30%, depending on the average ships tech level of each side of the battle:
- if side A has an average tech level N, and side B has an average tech level N+D, all ships of side B get a power bonus of 3xD%, where 3xD can not be greater than 30.
- exemple 1: the attacking side has an average tech level of 10, the defending side has an average tech level of 17 => all defending ships get a power bonus of 21%.
- exemple 2: the attacking side has an average tech level of 100, the defending side has an average tech level of 60 => all attacking ships get a power bonus of 30%.

Only the ships built after the tech level N has been researched will benefit from this tech level. When merging fleets of different tech levels, an average tech level is computed for the whole.

Human/Azterk/Xillor armies level N: increases the fire power of the armies of the concerned race by up to 30%, depending on the average armies tech level of each side of the battle. The algorithm is the same as for the ships (see above).
As for ships, only the armies generated after the tech level N has been researched will be of tech level N.

Scanning technologies

Scanning technologies give the possibility to get instant information about any distant planet of the galaxy. All scans take 4 hours to complete and cost 80,000.
There are three different scanning modes:
- basic scan: the target planet is warned and knows which planet did it; it costs 1 unit of energy.
- anonymous scan: the target planet is just warned that a scan occured, but is unable to know which planet did it; it costs 2 units of energy. Approximately 5% of the anonymous scans actually fail to be anonymous and act as basic scans.
- stealth scan: the target planet is not informed that a scan occured; it costs 4 units of energy. Approximately 5% of the stealth scans actually fail to be stealth, and act as anonymous scans.

Universal relativity concept: opens the way to the research of all scanning technologies.

Stasis field scan detects if the stasis field is enabled on the target planet.

Fleets scan gives an approximate report of the overall power of all space ships around target planet.

Ground armies scan gives an approximate report of the overall power of all ground armies on the target planet.

Trading scan gives information on the most important trading relations of the target planet.

Hypertravel

The Hypertravel technology gives your fleets the possibility to "jump" from one point to any another point of the galaxy for a small and constant travel time.

An Hyperjump is done between two Hypergates connected to the same Hypernetwork. When setting up your Hypergate, you provide the name and the password of the network you want it to be connected to (if such a network does not exist, your own network will be initiated). The connection time depends on the number of planets already connected or being connecting to the network (it can take several days in a huge network composed of hundreds of planets).

Once your Hypergate connected, you can send your fleets from this gate to any other gate of the network. The travel time is 10 hours, whatever the real distance between the two gates and whatever the size of the fleet. If a gate closes or disconnects from the network while some fleets are jumping to this gate, these fleets will be randomly dispersed in the galaxy.

If you take a planet with an Hypergate connected to a network, you can use it to send your fleets to any other gate of this network.

The upkeep cost of an Hypergate is 1 energy unit per hour.

Other technologies

Improved cryogenic technologies
Allows massive migration of populations between two planets of the same race, via dedicated space ships (the player does not have to build these ships). Starting a migration can be done from the planet overview page.
- Both planets must be of the same race and controlled by the player.
- The population of the origin planet must be greater than 5000M.
- The population of the destination planet can be larger than the population of the origin planet, but in this case the migration speed is reduced.
- If both planets are in the same Supercluster, the origin planet's population can not be leeched lower than half (50%) of the destination planet's population size; if the planets are not in the same Supercluster, this limit raises to 75%.
- The migration is stopped or can not be initiated when one of the two planets is under blockade.
- The migration is suspended during the player's vacation mode.
- If the population of the origin planet is larger than the population of the destination planet, some of its civilization level is also transferred in the process.

Energy Blast
With this advanced technology, you can disrupt and remove the energy on neighbouring planets, and destroy their fortifications. Depending on the quantity of energy you can spend, the Energy Blast will impact all planets within a certain distance from your own planet. For instance, a 40 energy units Blast will empty the energy storage of all planets of the local solar system; a 80 units Blast will impact all planets within distance 1; 160 units will be needed to Blast at distance 2, and so on...
Impacted planets also have their fortifications destroyed down to the 30% bonus level.


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