Master of Orion Wiki
Advertisement

Tech achievements are general upgrades unlocked as the empire progresses through the technology tree, providing major benefits.

List of achievements[ | ]

The list is ordered by the RP cost of the unlocking technology.
Image Name Unlocking technology RP cost Effect
SpaceScanner
Space scanner Space travel 0 Scanner range: 2.5
DeepScanner
Deep scanner Electronics 65 Reveals the entire system upon entering
Xeno diplomacy
Xeno diplomacy Xeno relations 65 Unlocks Research Treaty, Establish Embassy, Alliance and Trade Treaty
Microbiotics
Microbiotics Genetic engineering 120 +15% population growth
Telephatic training
Telepathic training Genetic engineering 120 +50% to spy exp
Heightened intelligence
Heightened intelligence Genetic mutations 240 +1 Research Points generation per researcher
Tachyon comunications
Tachyon communications Tachyon physics 240 +2 Command Points per star base
TachyonScanner
Tachyon scanner Tachyon physics 240 Scanner range: 4
Biomorphic fungi
Biomorphic fungi Astro biology 650
Multistate insulator
Multistate insulator Electromagnetic refraction 650 Allows ships to travel through Unstable Warp Points.
Stealth suit
Stealth suit Electromagnetic refraction 650 +25% spy bonus
Microlite construction
Microlite construction Nano technology 950 -25% Production cost
Subspace comunications
Subspace communications Subspace physics 950 +3 Command Points per star base
Megafluxers
Marine pods Advanced tactics 1250 6 marines per troop transport
Megafluxers
Megafluxers High energy distribution 1250 +15% ship space
Universal antidote
Universal antidote Artificial life 1250 +25% population growth
Advanced city planning
Advanced city planning Galactic economics 2250 +5 tiles in every colony
Neural scanner
Neural scanner Artificial intelligence 2250 +15% to the empire security
Hyperspace comunications
Hyperspace communications Multi-dimensional physics 2900 +5 Command Points per star base
HyperspaceSensors
Hyperspace sensors Multi-dimensional physics 2900 Scanner range: 5
Cyber security link
Cyber security link Artificial consciousness 3250 +50% espionage rating
Virtual reality network
Virtual reality network Galactic networking 3250 +10% Morale


Hardcoding[ | ]

  • techachievement_xeno_diplomacy in Backend.Diplomacy.AcceptEmbassy.GetUnavailableReasons(Relationship)
  • techachievement_heightened_intelligence twice in Backend.Civilizations.Civilization.CalculateResearchPointsFromPopulation(), twice in TooltipGenerator.GetTooltipColonyResearch(Colony), twice in TooltipGenerator.GetTooltipEmpireResearch(Civilization), once in Civilization.GetResearchYieldBonus()
  • techachievement_deep_scanner in Backend.Civilizations.Civilization.IsUsefulToExploreStar(Fleet, Star) and OnNavigationNodeVisited(NavigationNode, Fleet), Backend.Fleets.Fleet.Fleet(Civilization, NavigationNode, List<Ship> initialShips), twice in Backend.Civilizations.MajorCivilization.OnNavigationNodeDetection(NavigationNode, IPositionScanner), in Backend.Civilizations.MajorCivilization.RunAutoExplore(Fleet), in T_Explore.Run()
  • techachievement_survival_pods in Backend.Civilizations.Civilization.OnShipDestroyed(Ship, Fleet, Civilization, Fleet.DestroyReason)
  • techachievement_cyber_security_link twice in Backend.Civilizations.MajorCivilization.GetStartingSpyLevel() andBackend.Espionage.SpyAgent.OnCyberLinkAcquired()
  • techachievement_advanced_navigation in Backend.Galaxy.NavigationNode.CacheCanTravelRegion(NavigationNode, Civilization), VerifyPath(Civilization, List<NavigationNode>, Civilization), VerifyPathForFleet(Fleet, List<NavigationNode> path, Civilization), and Backend.Galaxy.Warpgate.IsAvailableTo(Civilization)
  • techachievement_biomorphic_fungi in Backend.Galaxy.ProductionGrid.GetTotalTilesForBiome(Planet, PlanetBiomeType, Civilization), in Backend.AI.T_Explore.Run()
  • techachievement_virtual_reality_network thrice in TooltipGenerator.GetTooltipColonyMorale(Colony), and once in Backend.Civilizations.Civilization.GetMoraleBonus()
  • techachievement_hyperspace_communications, techachievement_subspace_communications, and techachievement_tachyon_communications thrice each in TooltipGenerator.GetTooltipEmpireCommandPoints(Civilization) and once each in Backend.Civilizations.Civilization.GetFleetSupportBonus()
  • techachievement_universal_antidote and techachievement_microbiotics both in Civilization.GetPopulationGrowthMultiplierBonus()
  • techachievement_megafluxers in Civilization.GetShipSpaceMultiplier()
  • techachievement_troop_pods in Civilization.GetTransportInfantryCapacity(ShipBlueprint)
  • techachievement_microlite_construction in Backend.Settlements.Colony.GetProductionCost(IBuildable)
  • techachievement_advanced_damage_control in Backend.Fleets.Fleet.RepairFleet() and Backend.Settlements.Settlement.OnTurn()
  • techachievement_hyperspace_sensors, techachievement_tachyon_scanner, techachievement_neutron_scanner, and techachievement_space_scanner in Backend.Civilizations.MajorCivilization.CalculateBaseScannerRange()
  • techachievement_telepathic_training in MajorCivilization.GetExperienceModifier() and in MajorCivilization.GetOffensiveEspionageTechBonus()
  • techachievement_stealth_suit in MajorCivilization.GetOffensiveEspionageTechBonus()
  • techachievement_neural_scanner, techachievement_psionics, and techachievement_omnitron in MajorCivilization.GetTencologicSecurityBonus() (yes, it is spelled "tencologic" in the code)
  • techachievement_advanced_city_planning in Backend.Galaxy.ProductionGrid.GetAvailableTiles(Planet, SquareType, Civilization) and twice in ProductionGrid.MakeSquares(Planet, Civilization)
Advertisement