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Technical Zone
The Technical Zone is an Active Special Module in Beyond Humanity Colonies. It features extremely similar features to the infrastructure modules, but is not one, due to having an action socket, and also not contributing to economic state in any measurable way.
Statistics Data and Influences
The Technical Zone is a tall module, and is the fourth and final module to feature the iconic tri-spire design, featuring a flat section with three kidney shaped lights in the roof. Like the other spire modules, it features three corridor connections.
Level 1 Statistics
Economy: Power: (-1) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0) Endorsements: (1)
Build Time: 2
Action Socket: 2 Endorsement
Additional Effects: +2 Technical State
Level 2 Statistics
Economy: Power: (0) Life Support: (0) Gasses: (0) Liquids: (0) Stock (0)
Action Socket: 2 Endorsement and 1 Experience (For a total of three if both endorsements are used.)
Additional Effects: +2 Technical State
Usage Cases and Tactics
The Technical Zone is very useful for any Manager who wants to get a larger project done quickly. Effectively being a 200% efficient action socket for endorsements, it's very desirable for any situation where there's a modifier on endorsements above the standard. It is also very effective at generating experience in later game which can be difficult without large module projects to complete. The impact on technical state is also very measurable. However, there are several reported negative occurrences associated with the Technical Zone.
Notes
During a stream with Sierra Invenio, THM Pawel Suski stated that the Technical Zone is one of the strongest opening module picks, and was his personal favorite.
The Technical Zone serves a completely different purpose than any of the modules which it shares an ascetic with.
The Technical Zone is the only module that provides an action socket related to endorsements.
The Technical Zone also is the only module that provides an increase in Technical State.