Tech tree

From Surviving the Aftermath Wiki
Jump to navigation Jump to search

One of your long-term objectives is to unlock new technologies from the five branches of the tech tree. In the aftermath, much of mankind’s knowledge was either lost or outright destroyed. Fragments can still be recovered from various locations on the world map to aid the colony. The research locations can be searched for Science points Science points which, unlike other resources, are immediately available for the colony. And the bigger your specialists' research skill is, the faster they can extract all the usable knowledge a particular location has to offer.

Technology branches[edit]

Science points Science points can be spent to unlock technological advancements in the tech tree, which is divided into five branches:

  • Colony adds to your housing and general colonist potential.
  • Food offers both improvements to production speeds and completely new forms of cultivation and animal breeding.
  • Exploration improves your efficiency and possibilities on the World Map.
  • Production increases production capabilities and unlocks new structures.
  • Security adds more options to keep your people safe and sound.

The further down the tree a particular advancement is, the more it costs, so always keep an eye on museums, old radar stations and observatories while exploring the map. Science is what takes your colony to the next level from just surviving into getting back what was lost.

List of technologies[edit]

Technology Category Tier Research Time Science points Unlockables Description
Tech communal living.png Communal Living Colony 2 15h 100
  • Shanty.png Shanty
  • Tenement.png Tenement
Getting people out of tents and into better housing takes some planning. Tenements house several people within the same cramped-up space. A Shanty gives more space per colonist, but is more costly to build. Both of these buildings are safer than Tents and Emergency Shelters, and they offer better protection against radiation.
Simple Decorations Colony 3 8h 50
  • Tiny Pink Flowers Tiny Pink Flowers
  • Tiny White Flowers Tiny White Flowers
  • White Flower Bush White Flower Bush
  • Red Flowers
A modest selection of decorations to cheer up your modest colony.
Tech remembrance.png Remembrance Colony 3 19h 125
  • Memorial.png Memorial
Remembering those who are gone is painful but it is the only way forward. A Memorial allows people to light a candle for those lost to the apocalypse and gain some Happiness in the process.
Pavement Colony 3 8h 50
  • Paved Road.png Paved Road
Caesars and pharaohs figured stone-paved roads the way to bring a bit of civilization to a settlement-and keep their sandals clean

Tech education.png Education Colony 4 23h 150
  • School.png School
Educating future generations at Schools is more important than it has ever been. Educated children gain a permanent Educated trait if they go to school long enough. Education makes them more efficient members of society once they start working.
Impressive Decorations Colony 5 8h 50
  • Brazier
  • Bottle Cactus Bottle Cactus
  • Log Flowers Log Flowers
  • Plastic Flowers Plastic Flowers
  • Plastic Viola Plastic Viola
An impressive selection of decorations to enliven your burgeoning settlement.

Elegant Decorations Colony 5 8h 50
  • Lantern
  • Small Green Bush Small Green Bush
  • Tall Green Bush Tall Green Bush
  • Bottle Tree Bottle Tree
  • Paper Windmills Paper Windmills
A reasonably elegant set of decorations to jazz up your growing Colony.
Tech aggression release.png Aggression Release Colony 5 1d 6h 200 Arena.png Arena For some, the way to relax is to get punched in the face or see someone else knocked silly. The Arena allows colonists to brawl and let off some steam while others enjoy the carnage from the stands. Maybe it's not civilized, but it sure is fun, and Happiness is assured for those who like this sort of things.
Tech knowledge preservation.png Knowledge Preservation Colony 5 1d 6h 200 Library.png Library Preservation of old world texts in a Library is smart for several reasons. That way, you can learn from the past or sometimes just let stories whisk you away from a harsh reality. There is something for everyone in this library, so every visitor will get a small boost of Happiness in their lives.
Construction requires Fun Boxes that can be scavenged from the World Map.

Tech comfortable housing.png Comfortable Housing Colony 6 1d 14h 250
  • House.png House
Move your colonists from cramped and leaky quarters into proper houses. A House offers the pinnacle of post-apocalyptic luxury and comfort, if you can afford to build them.
Supported Walls Colony 6 15h 100
  • Two-story House.png Two-story House
Building more than one floor is not as straightforwards as it sounds. Making them cheap and sturdy at the same time is a real feat of engineering.
Electric Decorations Colony 6 8h 50
  • Small Street Light Small Street Light
  • Medium Street Light Medium Street Light
  • Green Tree Green Tree
  • Large Street Light Large Street Light
Powered-up decorations to finalize your advanced settlement. Electric Lights require a small amount of Energy
Tech couch potato.png Couch Potato Colony 7 1d 21h 300
  • Movie Theater.png Movie Theater
Look, sometimes you just want to sit and enjoy a silly movie or a few relaxing rounds of Ice Lakes. The Movie Theater or a Game Arcade are both good ways to give a big boost of Happiness to every visitor.
Entertainment Boxes are required to build both of these buildings and fill them with fun content.
Cabinets Colony 7 1d 21h 300
  • Game Arcade.png Game Arcade
A selection of classic game aracade cabinets explain why colonists willingly spend hours on end inside this dark, noisy space and come out happier than they went in.
Tech frontier outposts.png Frontier Outposts Exploration 1 15h 100 Building outpost depot.png Outpost Depot Unlocks Outpost Depots used for establishing and maintaining Outposts on the World Map. Expanding your Colony's influence past its borders is essential for the Colony's survival. Outposts allow Specialists to drop off their scavenged resources without travelling back to the Colony. After dropping the resources off at the Outpost, they are automatically transferred to the Colony. One Outpost Depot can support a single Outpost.
Tech bartering.png Bartering Exploration 1 15h 100 Trade Center.png Trade Center Your colony is not the only one in the world. Other Societies are still out there and willing to exchange goods once you have built a Trading Center to coordinate these transactions. Trade offers can be managed from the Trade menu.
Tech exploration.png Exploration Exploration 2 23h 150 Building garage.png Garage Unlocks Garages for repairing and storing cars found on the world map. Found vehicles must first be brought to a Garage to be repaired by a Specialist.
Tech disaster forecast.png Disaster Forecast Exploration 3 1d 6h 200 Radar.png Radar Catastrophes are bad. Catastrophes you did not know were coming are a lot worse. A Radar Station tuned to monitor the weather, airwaves and distant broadcasts can save numerous lives as an early warning system. It won't prevent the catastrophe, but it gives more time to prepare for the next catastrophe.
Extends the early warning period from one to three days.
Tech communal eating.png Communal Eating Food 4 19h 125
  • Cookhouse.png Cookhouse
  • Logging Camp.png Logging Camp
Cookhouse and Logging Camp boost food production in the colony.
The Cookhouse creates and distributes nutritious Meals prepared from raw Food ingredients. Cookhouse is also a gathering place where colonists come to share a warm meal together.
Logging Camp produces Firewood which Cookhouses and some other buildings need to operate.
Tech advanced farming.png Advanced Farming Food 5 23h 150
  • Medium Field Medium Field
  • Large Field Large Field
Takes farming to the next level. Medium and Large Fields afford bigger harvests, feeding even the largest of colonies. Placing them on Fertile soil grants an extra production bonus.
Tech alternative proteins.png Alternative Proteins Food 6 1d 6h 200 Insect Farm.png Insect Farm Post-apocalyptic societies must find new and more efficient sources of protein. Edible insects can provide just that. Insect Farms function similarly to Fields but provide steadier Food production and an alternative to Meat.
Find new types of insect eggs to bolster yields even further.
Tech protected crops.png Protected Crops Food 6 1d 6h 200 Greenhouse.png Greenhouse Greenhouses shield the crops from the elements. They can function even through a Nuclear Fallout, providing security in food production during more difficult times. Although, greenhouses are very fragile and prone to physical damage.
Tech boring methods.png Boring Methods Food 7 1d 14h 250
  • Bore Well.png Bore Well
Clean Water can be hard to come by, especially in dry climates. Bore Wells are drilled as deep as required to tap into water reserves, which allows placing them on any soil type.
Bigger Barrels Food 8 1d 6h 200
  • Large Water Tower.png Large Water Tower
Constructing large, structurally sound and waterproof barrels is surprisingly difficult. Many scientists will get wet researching how this can be achieved.

Tech delicacies.png Delicacies Food 8 1d 21h 300
  • Bakery.png Bakery
  • Mill.png Mill
Even in the aftermath, people crave a bit of luxury. The smell of freshly baked Bread can have a surprisingly large effect on morale.
A Mill grounds Wheat into Flour, which is then turned into Bread at the Bakery.
Tech communal eating.png Chef Training Food 9 2d 5h 350 Mess Hall.png Mess Hall Feeding a large number of people requires discipline and organization. Chef Training unlocks the Mess Hall, where cooks prepare large amounts of Meals for hungry colonists.
Tech energy production 1.png Wind Power I Production 3 15h 100
  • Wind Turbine.png Wind Turbine
Getting the power back on is a major step toward rebuilding civilization. Wind Turbines provide a reliable and steady Energy source.
Tech energy production 1.png Solar Power I Production 3 15h 100
  • Solar Panel.png Solar Panel
Getting the power back on is a major step toward rebuilding civilization. Solar Panels are an efficient way to produce Energy during the day.
Tech energy storage.png Energy Storage Production 4 23h 150
  • Battery Rack.png Battery Rack
Producing Energy without storing it can be a recipe for disaster. Repurposed Battery Racks can hold a decent charge and keep things running even when Energy production has halted.
Street lights make the colony a much nicer place to live even during long dark nights.
Tech junk recycling.png Junk Recycling Production 6 1d 6h 200 Mechanic Shop.png Mechanic Shop Scrapper's side product, Junk is useful and even valuable for those able to recycle it. The Mechanic Shop converts it into mechanical Parts, which are required in advanced construction and item creation.
Tech biofuel.png Biofuel Production 6 1d 6h 200 Building refinery.png Refinery Unlocks Refinery for manufacturing Fuel from Sunflower seeds. Refineries are essential in providing a steady source of Furl for the Colony's exploration needs. Without Fuel, vehicles cannot be repaired.
Tech energy storage.png Battery Stacking Production 7 1d 14h 250
  • Building large battery rack.png Large Battery Rack
Producing Energy without storing it is just a waste. Tinkering with Battery Racks allows them to be chained together for even greater effect. They'll keep things running even when Energy production has halted.
Large four-way street light cover a lot of ground during the night.
Tech energy production 2.png Energy Production II Production 8 1d 21h 300
  • Large Wind Turbine.png Large Wind Turbine
Getting the power back on is a major step toward rebuilding civilization. Large Wind Turbines provide clean Energy in large quantities.
Tech energy production 2.png Energy Production II Production 8 1d 21h 300
  • Large Solar Panel.png Large Solar Panel
Getting the power back is a major step toward rebuilding a civilization. Large Solar Panels provide cheap, clean Energy in moderate quantities. Solar Panels shut down during the night.
Tech industrial mining.png Industrial Mining Production 9 2d 5h 350
  • Building concrete extractor.png Concrete Extractor
  • Building metal extractor.png Metal Extractor
  • Building plastic extractor.png Plastic Extractor
Picking through construction materials by hand will only take you so far. Heavy machinery like Extractors will greatly boost your production but require both constant maintenance and large amounts of Energy to extract Metal, Plastic and Concrete.
Tech general storage.png General Storage Security 4 23h 150 General Storage.png General Storage Valuable goods deserve a proper place to be stored. A General Storage is a converted and reinforced shipping container able to withstand the elements and thieves alike.
Tech hazmat engineering.png Hazmat Engineering Security 5 23h 150
  • Environmental Station.png Environmental Station
  • Building nuclear waste storage.png Nuclear Waste Storage
Clearing heavily polluted soil without proper equipment is a death sentence. An Environmental Station provides both the means to clear Pollution Deposits and store the waste into a Nuclear Waste Storage.
Tech reinforced gate.png Reinforced Gate Security 6 1d 6h 200 Gate2.png The Gate Approaching a reinforced gate makes anyone respect a society living behind it a bit more. Survivor groups are questioned in more detail before letting them join the colony. Sometimes, questioning can reveal important information about the group's conditions.
Tech centralized repairs.png Centralized Repairs Security 7 1d 6h 200 Building maintenance depot.png Maintenance Depot Keeping track of all repairs in a large colony is a hassle. A Maintenance Depot automatically fixes damaged buildings within its work radius provided it is staffed and supplied properly.
Tech medical center.png Medical Center Security 8 1d 14h 250 Field Hospital.png Field Hospital There is no way to keep a large colony healthy with a simple Medic's Tent. A properly managed Field Hospital is both more spacious and effective in treating a wide variety of conditions.