====== Technologies ======

Technologies break or bend the regular rules in specific ways, allowing you to create zones that are more productive than regular zones, start special projects not available to most factions or gain special advantages.

  * [[technologies#Using technologies]]
  * [[technologies#Getting Technologies|Trading & Researching technologies]]
  * [[technologies#Available Technologies|List of technologies]]


===== Using Technologies =====

To use a technology, your world only needs to have the technology. It is not necessary to have a technology's prerequisites to use it, nor do you have to pay the research costs to use a technology. If your world has it, you can use it.

The effect of a technology is described on the technology page. This page will also link to any special projects are other rules you need to be aware of when using the technology. Some technologies have a direct effect, or offer you additional options. Other technologies are used to unlock [[special projects]], and a few technologies are only there as fundamental developments, that allow you access to a wider spectrum of technological advances.

See [[#Available Technologies]] for a list of technologies that are currently in the game.


===== Getting Technologies =====

Your world can get existing technologies by [[#Researching Technologies|researching them]], or by [[#Trading Technologies|buying them]] from other worlds.


==== Trading Technologies ====

A world that knows a technology can transfer it to others. So, your world can acquire technologies by trading with other worlds who already have the technology available.

Because of cultural and scientifical diversity between worlds, the world receiving the technology has to pay a technology adaptation cost. The world receiving the technology has to spend 25% of the technology's research cost as on a technology adaptation project as they have to improve their understanding of the background knowledge and specifics of the technology.

Both the sending and the receiving player should note the technology transfer in their turn report. In addition, 
  * The player that sends the technology should note to whom they transfer the technology,
  * The player receiving the technology should note the taxes paid for the technology adaptation project under their expenses

The technology adaptation cost can be paid over multiple turns, just like other projects. The adaptation cost must be paid in full before the technology can be used or transferred on to a third party.

For example: suppose your world trades a technology costing 2000 (:tax) to another world. Before they can use the technology, they must pay a transfer cost 500 (:tax) to get access to the technology themselves.


==== Researching Technologies ====

//This is about IC research to get a technology, see [[#Designing Technologies]] for the OOC aspect of getting new technologies into the game.//

By researching technologies, your world can gain access to new technologies.

Before a world can research a technology, they must have all prerequisite technologies. When a world has acquired all prerequisite technologies, they can start a research project.

Each technology has a research cost in both (:tax) and (:turns). The research cost in (:tax) is the total amount of resources that need to be put into research and development to acquire this technology. The research time is the minimum number of (:turns) it takes to develop the technology.

A world can research multiple technologies at the same time. Like other projects, research should be noted on your turn report.

You are allowed to send the technology to someone else in the same turn that you complete the research project. [[#Trading technologies]] explains the rules on technology transfers in detail.


==== Collaboratively Researching Technologies ====

There are special rules for doing research in collaboration with other worlds.

Before a group of worlds can research a technology, they must have all prerequisite technologies. It doesn't matter which worlds have the prerequisites, only that each prerequisite is known by at least a single world in the group. Once the prerequisite knowledge is available, the collaborative research can start.

Each world will have to do a part of the research. The total research cost is calculated from the technology cost by //[cost + cost * 0.15 * (number of collaborators - 1) ]//. Each collaborator only has to pay their share (//[total cost / number of collaborators]// rounded up) to complete their research project. The minimum number of (:turns) remains unchanged from the normal rules.

Once committed, all collaborators that start the technology together must finish the technology together. This means that once the work has started each world does their own slice of the research. On their turn report they note their own payment and their own turn ticking.

The technology is finished when all the collaborators have finished their work. After the turn report is approved, every collaborator gets the technology.

For example, if three collaborators work together to develop a technology of 2000 (:tax) that takes at least 5 (:turns). The total development cost is 2600 (:tax) (which is 2000 + (2000 * 15%) * 2); each collaborator has to do their share of 867 (:tax) taking at least 5 (:turns). The technology is finished once all three collaborators have finished their part, and everyone receives technology at the same time.


===== Available Technologies =====

The following technologies are available:

<table ?tech [imagelink] "" ?tech [ref] "Technology" ?description ?tags>
?tech is a: technology
?tech Description [wiki]: ?description
optional {
  ?tech Tags: ?tags
}

group {
  ?tech
  ?description
}

ui {
  Tags {
    filter: select
  }
  Description {
    filter: text
  }
  Technology {
    filter: text
  }
}
</table>

===== Designing Technologies =====

If you wish to design your own technology, have a look at {([forum]:1144)}, or contact a [[Storyteller]]. 