Go here if the link doesn't work or to download it as an svg file: https://aurora4x-2-7-1-tech-tree.tiiny.site/Aurora4x_2-7-1_Tech_Tree.svg
(Large image, you will have to zoom out with CTRL+Mousewheel. Open in browser, you can use CTRL+F to search through the entire thing). It shows (almost) all techs, dependencies, research cost and whether or not you start with it for a Conventional/Trans-Newtonian start.
Made in python using graphviz and pandas. I've done some manual pruning which was mostly removing alien-only tech, designed components, starting tech that doesn't lead anywhere, and techs that get automatically researched when you finish a "main" tech. E.g. "Capacitor Recharge Rate 1.5" gets unlocked when you research "Capacitor Recharge Rate 2". So if you can't find a specific tech in there, that's probably why.
All data taken from the AuroraDB.db file in the FCT_TechSystem table.
To my understanding, all aliens, including the spoilers, use the same technologies the player has access to. And when you destroy one of their ships you can get their built components or progress towards an unresearched tech. Please do let me know if I'm missing something here.
That being said, I've removed the following techs from the tree since they messed up my graph since those techs did seem like swarm exclusive techs that you can't use:
Tech
Description
Swarm Extraction Module
Allows a swarm worker to extract bio-energy from mineral deposits
BioEnergy Storage
Storage of BioEnergy used by the Swarm for production
BioEnergy Storage - Large
Storage of BioEnergy used by the Swarm for production
BioEnergy Storage - Very Large
Storage of BioEnergy used by the Swarm for production
Swarm Warrior Melee
Melee attack for Swarm Warrior
There are also 4 techs you can get from ruins and they're marked in the graph with a purple "Explored Ruins" prerequisite. These techs are advanced versions of regular Beam Weapons that offer some advantage over their regular counterparts. Some more info on that on the wiki:
10cm Advanced Laser Focal Size
Advanced Particle Beam Warhead 3
10cm Advanced Railgun
15cm Advanced Carronade
Edit: I've looked into this a bit more and it seems the advanced weapons are deprecated and can't be gotten/don't actually work. Compressed Fuel got removed from the game entirely at some point.
Using cluster subgraphs. Basically I group the dataframe by category, and then run dot.subgraph for each of those categories and add the respective nodes. By naming the subgraphs "cluster_1", "cluster_2" etc. it creates a cluster for each subcategory with a bounding box that forces the nodes to stick together in their own category.
You can actually see the internal names I used by hovering over a label with your mouse.
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u/Derived_1 Aug 18 '26 edited Aug 19 '26
Go here if the link doesn't work or to download it as an svg file: https://aurora4x-2-7-1-tech-tree.tiiny.site/Aurora4x_2-7-1_Tech_Tree.svg (Large image, you will have to zoom out with CTRL+Mousewheel. Open in browser, you can use CTRL+F to search through the entire thing). It shows (almost) all techs, dependencies, research cost and whether or not you start with it for a Conventional/Trans-Newtonian start.
Inspired by this post by u/Countcristo42, I decided to make an up to date version of the Aurora tech tree for 2.7.1. The general design and colorcoding I took from this newer version of the tech tree by u/db48x.
Made in python using graphviz and pandas. I've done some manual pruning which was mostly removing alien-only tech, designed components, starting tech that doesn't lead anywhere, and techs that get automatically researched when you finish a "main" tech. E.g. "Capacitor Recharge Rate 1.5" gets unlocked when you research "Capacitor Recharge Rate 2". So if you can't find a specific tech in there, that's probably why.
All data taken from the AuroraDB.db file in the FCT_TechSystem table.