Unlock power, not decoration. Ancient Technology Points and regular tech should buy tempo: better tools, spheres, automation, then weapons/armor.
Priority tiers
S-tier unlocks (take these ASAP)
- Better axes/pickaxes/weapons for your level band
- Sphere crafting upgrades
- Core production buildings (farms, furnaces, benches)
- Mount-enabling progression where applicable
- Storage and key logistics buildings
A-tier (soon after stability)
- Armor upgrades for new biomes
- Advanced crafting stations you’ll actually staff
- Comfort buildings that protect SAN
- Breeding-related structures when ready
B-tier (flex / later)
- Cosmetic furniture
- Nice-to-have stations with no current recipe demand
- Duplicate vanity variants
Decision rule for every unlock
Ask: Does this reduce time-to-spheres, time-to-ingots, or time-to-safe exploration? If no, it can wait.
| If you are stuck on… | Unlock / build toward… |
|---|---|
| Catching | Sphere tiers + materials production |
| Building speed | Tools + Lumbering/Mining economy |
| Crafting queues | Handiwork stations + higher benches |
| Deaths in new biome | Armor + temperature solutions + food |
| Boss DPS | Weapons + combat Pal gear pathway |
Ancient Technology Points
Spend scarce ancient points on structurally unique power—not on something you can substitute with normal tech. If an unlock permanently changes your production ceiling or exploration access, it is a candidate. If it only looks cool in a base tour, it is not.
Common tech-tree mistakes
- Spreading points across every branch equally
- Unlocking stations you cannot staff yet
- Ignoring spheres until “later”
- Buying armor two biomes too late
