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Type: Technology


See Also: Biotic Technologies | Propulsion Technologies | Warfare Technologies

Basic Technology[]

Sarween Tools[]

Starting Tech: The Emirates of Hacan, The Mentak Coalition, The Naalu Collective, The Universities of Jol-Nar, The Yin Brotherhood

Sarween Tools

Req.
  • When 1 or more of your units use Production, reduce the combined cost of the produced units by 1
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Graviton Laser System[]

Starting TechThe Xxcha Kingdom

Graviton Laser System

Req.
  • You may exhaust this card before 1 or more of your units uses Space Cannon; hits produced by those units must be assigned to non-fighter ships if able
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Transit Diodes[]

Transit Diodes

Req.
  • You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
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Integrated Economy[]

Integrated Economy

Req.
  • After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet’s resource value.
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Faction Technology[]

The Barony of Letnev[]

L4 Disruptors[]

L4 Disruptors

Req.
  • During an invasion, units cannot use Space Cannon against your units.
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The Emirates of Hacan[]

Quantum Datahub Node[]

Quantum Datahub Node

Req.
  • At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods.  If you do, give 1 of your strategy cards to that player and take 1 of their strategy cards.
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The L1Z1X Mindnet[]

Inheritance Systems[]

Inheritance Systems

Req.
  • You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
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The Mentak Coalition[]

Salvage Operations[]

Salvage Operations

Req.
  • After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
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Mirror Computing[]

Mirror Computing

Req.
  • When you spend trade goods, each trade good is worth 2 resources or influence instead of 1.
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The Universities of Jol-Nar[]

E-Res Siphons[]

E-Res Siphons

Req.
  • After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
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The Winnu[]

Hegemonic Trade Policy[]

Hegemonic Trade Policy

Req.
  • Exhaust this card when 1 or more of your units use PRODUCTION; swap the resource and influence values of 1 planet you control until the end of your turn.
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The Xxcha Kingdom[]

Nullification Field[]

Nullification Field

Req.
  • After another player activates a system that contains 1 or more of your ships, you may exhaust this card and spend 1 token from your strategy pool; immediately end that player's turn.
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The Yin Brotherhood[]

Impulse Core[]

Impulse Core

Req.
  • At the start of a space combat, you may destroy 1 of your cruisers or destroyers in the active system to produce 1 hit against your opponent's ships; that hit must be assigned by your opponent to 1 of their non-fighters ships if able.
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Technology introduced in Prophecy of Kings[]

Scanlink Drone Network[]

Starting TechThe Titans of Ul

Scanlink Drone Network

Req.
  • When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units
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Predictive Intelligence[]

Starting TechThe Mahact Gene-Sorcerers

Predictive Intelligence

Req.
  • At the end of your turn, you may exhaust this card to redistribute your command tokens
  • When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card
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The Nomad[]

Temporal Command Suite[]

Temporal Command Suite

Req.
  • After any player's agent becomes exhausted, you may exhaust this card to ready that agent; if you ready another player's agent, you may perform a transaction with that player
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The Argent Flight[]

Aerie Hololattice[]

Aerie Hololattice

Req.
  • Other players cannot move ships through systems that contain your structures
  • Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit
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Technology introduced in The Codex Volume III: Vigil[]

The Council Keleres[]

I.I.H.Q Modernization[]

I.I.H.Q Modernization

Req.
  • You are neighbors with all players that have units or control planets in or adjacent to the Mecatol Rex system.
  • Gain the Custodia Vigilia planet card and its legendary planet ability card. You cannot lose these cards, and this card cannot have an X or Y assimilator token placed on it.
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Agency Supply Network[]

Agency Supply Network

Req.
  • Whenever you resolve one of your PRODUCTION abilities, you may resolve an additional one of your PRODUCTION abilities in any system; the additional use does not trigger this ability.
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