Sins of a Solar Empire
Sins of a Solar Empire
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The Civilian Tree is the noncombat research tree for the TEC.

Industry[]

Provides improved extraction methods for metal and crystal mines, trade ports for commerce, orbital refineries, plus general improvement to building rates.

Name Tier Prerequisites Effect
(Per level)
Cost
(Credits/Metal/Crystal)
Deep Core Metal Mining 0 Increases the metal production of your mining facilities by 6.7%. 400 / 0 / 25
Orbital Commerce 1 Unlocks a new orbital Logistic improvement: Trade Port 600 / 50 / 100
Rapid Hydrometallurgy 1 Deep Core Metal Mining Further increases the metal production of your mining facilities by 6.7%. 600 / 50 / 100
Efficient Crystal Sorting 1 Increases the crystal production of your crystal mining facilities by 6.7%. 600 / 50 / 100
Rapid Development 2 Planetary improvement construction time is reduced by 25.0%. 800 / 100 / 175
Automated Mining Rigs 2 Efficient Crystal Sorting Further increases the crystal production of your crystal mining facilities by 6.7%. 800 / 100 / 175
Huge Cargo Holds 3 Orbital Commerce, Orbital Refinement Increases the credit production of your trade vessels by +7.5%. 1000 / 150 / 250
Nuclear Smelting 3 Rapid Hydrometallurgy Further increases the metal production of your mining facilities by 6.7%. 1000 / 150 / 250
Orbital Refinement 3 Unlocks a new orbital Logistic improvement: Orbital Refinery 1000 / 150 / 250
Shockwave Pulverization 4 Automated Mining Rigs Further increases the crystal production of your crystal mining facilities by 6.7%. 1200 / 200 / 325
Immense Cargo Holds 5 Huge Cargo Holds Further increases the credit production of your trade vessels by 7.5%. 1400 / 250 / 400
Industrial Juggernaut 6 Reduces the time required to construct ships by 16.7%. 1600 / 300 / 475
Pervasive Economy 7 Immense Cargo Holds Further increases the credit production of your trade vessels by 7.5%. 1800 / 350 / 550

Engineering[]

Gives access to orbitial sensor drones, planet expolitation and colonization technologies, PSIDAR for detecting incoming ships, planetary shields, and improved phase jump engines.

Name Tier Prerequisites Effect
(Per level)
Cost
(Credits/Metal/Crystal)
Modular Architecture 0 ? 400$ 0m 25c
Sensor Drones 0 400$ 0m 25c
High Density Zoning 0 +7.5% Terran planet pop 400$ 0m 25c
Improved Arid Colonies 0 +7.5% Desert planet pop 400$ 0m 25c
Arctic Exploitation 1 Allows Ice planet colonization 600$ 50m 100c
Volcanic Exploitation 1 Allows Volcanic planet colonization 600$ 50m 100c
Basic PSIDAR 1 Detects incoming enemies 1 jump away 600$ 50m 100c
Long Range Jumps 2 Allows inter-system travel 800$ 100m 175c
Advanced Civic Design 2 High Density Zoning +7.5% Terran planet pop 800$ 100m 175c
Advanced Arctic Colonies 3 Arctic Exploitation 7.5% Ice planet pop 1000$ 150m 250c
Planetary Shields 4 1200$ 200m 325c
Enhanced PSIDAR 4 Basic PSIDAR Detects incoming enemies 2 jumps away 1200$ 200m 325c
Worm Hole Navigation 4 Allows passage through wormholes 1200$ 200m 325c
Quick Jump Calculation 5 15.0% faster phase jump charge time 1400$ 250m 400c
Superior Planet Shields 6 Planetary Shields 1600$ 300m 475c

Policy[]

Includes technologies for broadcasting propaganda to far-off worlds, improving the happiness of citizens, and general improvement to both ships and planets.

Name Tier Prerequisites Effect
(Per level)
Cost
(Credits/Metal/Crystal)
Expedited Permits 1 +16.7% structure build rate 600$ 50m 100c
Interstellar Networks 2 800$ 100m 175c
Civilian Ship Safety Act 2 800$ 100m 175c
Favored Client Discount 3 7.5% better black market prices 1000$ 150m 250c
Skilled Diplomats 3 +15% quest happiness, -10% quest failure happiness 1000$ 150m 250c
Addictive Consumerism 3 Interstellar Networks +5.0% culture spread, +37.5% antimatter regen when in culture 1000$ 150m 250c
Catastrophe Recovery 4 +12.5% planet health regen 1200$ 200m 325c
Critical Mass 4 Addictive Consumerism -25.0% culture decay 1200$ 200m 325c
Cultural Monopolization 5 Addictive Consumerism 5.0% culture spread, +37.5% antimatter regen when in culture 1400$ 250m 400c
Basic Crew Training 5 +2 -> +3 trainable capital ship levels 1400$ 250m 400c
Development Mandate 5 +4 logistics slots 1400$ 250m 400c
Foreign Sabotage 6 Cultural Monopolization -50.0% enemy build rate in your culture 1600$ 300m 475c
Insurgency 7 Cultural Monopolization "RebellionLevel" +100.0% 1800$ 350m 550c
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