|This article relates to content added by the Royalty DLC. Please note that it will not be present without the DLC enabled.|
The physical form of techprints can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role. They give your researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Your researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can your researchers work out the fine details of how to make use of the technology in your particular situation. Applying techprints to a satisfied project fulfills half the remaining research progress. In addition, researchers always gain a boost to their intellectual skills when applying techprints, even on already-completed technologies.
- Exotic item
- Stack Limit
- Deterioration Rate
- Path Cost
Techprints are exotic consumable items associated with a specific research project and which must be consumed to unlock access to that research project.
Techprints can be consumed to unlock the specific research project it is associated with for research and completion. The associated project will be mentioned in the techprint's name and projects that require techprints will note that information in the Research menu. Most projects require only a single techprint but some require two. For this purpose, all techprints of the type are interchangable - any two techprints of the right type will function.
Upon use, a researcher will bring the techprint to a research bench of any sort and proceed to consume it, gaining 2000 Intellectual XP in the process. This XP is affected by the researcher's passion.
Applying the techprint does not require that any prerequisite research be finished, or even the appropriate structures (e.g. hi-tech research bench, multi-analyzer) to be used, however using the techprint to unlock a project does not complete the project, it only allows it to be researched as normal. If the project has prerequisites or required structures, they will still be necessary to research the project.
Applying a techprint of a project that is already unlocked will grant progress on the project equal to half of the remaining points to complete the project. This will still grant the Intellectual XP to the researcher, and will do so even if the project has been completed.
There are reports that due to rounding errors, a finite number of techprints will actually unlock a project however these reports are unconfirmed, and even if true, it is unclear if this will allow "sequence breaking" by unlocking a project before the prerequisites have been completed.
These are the different technologies you can obtain techprints for with the Royalty DLC active:
- Artificial Metabolism
- Brain Wiring
- Cataphract Armor
- Circadian Influence
- Compact Weaponry
- Flesh Shaping
- Healing Factors
- Jump packs
- Molecular Analysis
- Neural Computation
- Poison Synthesis
- Specialized Limbs
- Skin Hardening
- 1.1 - Added
- 1.1.2647 - It has been changed to no longer work without the Royalty DLC. Previously mods could add research requiring techprints, even without the DLC.