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Engineering research

(Redirected from Battleships (technology))

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.1.

This article is for the PC version of Stellaris only.

Engineering Research Engineering research area is comprised mainly of the fields: Industry.png Industry, Materials.png Materials, Propulsion.png Propulsion and Voidcraft.png Voidcraft.

The area provides access to several key points, including: new ship classes and starbase upgrades, strategic resources reveal, kinetic & explosive weapons, buildable pops, machine modification capabilities, improved mineral production & storage, and more.

Contents

Main effectsEdit

A scientist with an expertise in any of these fields will be of benefit in this area enabling fast access to their field's main effects (displayed below).

Field Focus Description
  Industry
  •   Increased mineral storage capacity
  •   Mineral producing buildings
  •   Engineering producing buildings
  •   Buildable pops and associated armies
  •   Increased building construction speed
  •   Machine modification capabilities
  •   Machine/robot modification points
  •   Mineral modifiers
Ingenuity and productivity.
  Materials
  •   Armor components
  •   Strategic resources reveal
The creation and manipulation of materials for increased utility and durability.
  Propulsion
  •   Armor modifiers
  •   Kinetic weapons
  •   Kinetic weapon modifiers
  •   Thruster and afterburner components
  •   Explosive weapons
  •   Explosive weapon modifiers
The study of propulsion and trajectory.
  Voidcraft
  •   Increased mineral storage capacity
  •   Strike craft wings
  •   Strike craft modifiers
  •   New ship classes
  •   New starbase upgrades
  •   Ship and starbase modifiers
Space is the final frontier. To master it is to master the future.

Note: The table is a summary of the most prominent fields and of their effects within the area. This is not an inclusive list.

Table usageEdit

Legend indicators:

  • Colors: Starter , Acquisition , Rare , Dangerous , Repeatable .
  • Icons:   Armies / Attachments ,   Buildings ,   Components ,   Edicts / Policies ,   Feature unlock ,   Starbase,   Resources ,   Ship / Station class .

Notes:

  1. The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
  2. If a tech has been available as a research option in the as part of the last choice then its (total) weight will be halved in the coming choice.
  3. The table denotes the base cost of a tech. Actual in-game tech cost will scale with the empire's size (number of colonized planets and population).
  4. To research techs of higher tiers it is first needed to acquire 8 techs of the preceding tier.
  5. Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
  6. Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.) click on the accompanying icon.

List of engineering technologiesEdit

Technology C Cost T Effects Prerequisites Weight & Modifiers Description
  Industrial Base     Mining Network I The basic industrial infrastructure that is required to become a spacefaring civilization.
  Offworld Construction  
  •   Construction Ship
  •   Mining Station
  •   Research Station
Construction in space presents our engineers with new design challenges that must be solved before we can build orbital stations above other worlds.
  Geothermal Fracking   500 1
  •   +5000 Mineral storage capacity
  •   Mining Network II
  Industrial Base Base: 100
Modifiers
  • 1.25x if scientist expertise is   industry.
New fracking techniques will allow us to tap into previously unattainable pockets of geothermal resources deep beneath the planet's crust.
  Nanomechanics   500 1   Engineering Facility I Base: 100
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   industry.
Advanced instrumentation allows for the study and practical application of physical systems at nanometric scales.
  Powered Exoskeletons   500 1
  •   +5% Army damage
  •   +5% Minerals
  Industrial Base Base: 150
Modifiers
  • 1.25x if scientist expertise is   industry.
Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.
  Mineral Processing   750 1
  •   Mineral Processing Plant I
  •   Nebula Refinery
  Geothermal Fracking Base: 95
Modifiers
  • 1.25x if scientist expertise is   industry.
Optimal processing of mined materials have allowed us to reach new levels of efficiency.
  Assembly Patterns   1000 1   +25% Building construction speed   Nanomechanics Base: 90
Modifiers
  • 1.25x if a degree of   militarist.
Rapid iteration in construction simulations determines the optimal component assembly patterns for each building project ahead of time.
  Robotic Workers   1000 1   Robot
  •   Powered Exoskeletons
  •    Gestalt Consciousness
Base: 135
Modifiers
  • 2x if a degree of   materialist.
  • 1.25x if scientist expertise is   industry.
  • 0.5x if a degree of   spiritualist.
These robotic work units are perfect for menial labor tasks. They are hard-working and capable of following simple vocal instructions, but should not be expected to climb stairs.
  Machine Template System   1500 1
  •   +2 Robot modification points
  •   Mechanical pop templates
  •   Can modify robot pops
  •   Robotic Workers
  •    Gestalt Consciousness
  •    Artificial Intelligence – Outlawed
Base: 85
Modifiers
  • 1.25x if scientist expertise is   industry.
Rewritable assembly templates allow for the creation of bespoke synthetic worker designs.
  Machine Template System   1500 1
  •   +1 Machine modification points
  •   Can modify robot pops
  •   Powered Exoskeletons
  •   Machine Intelligence
Base: 85
Modifiers
  • 1.25x if scientist expertise is   industry.
Standardization of assembly templates allow for improved specialization of the drone population.
(unrecognized string “micro-replicators” for Template:Icon) Micro-Replicators   2000 2   +10% Pop assembly speed   Machine Intelligence Base: 112.5
Modifiers
  • 1.25x if scientist expertise is   industry.
Microscopic tools that can assist our replication units in creating the more complex circuitry needed for new drones.
  Deep Core Mining   2500 2
  •   +10000 Mineral storage capacity
  •   Mining Network III
  •   Colonial Centralization
  •   Geothermal Fracking
Base: 70
Modifiers
  • 1.25x if scientist expertise is   industry.
These massive drills are needed to access the rich mineral deposits that can often be found close to a planet's core.
  Droids   2500 2
  •   Droid
  •   Robotic Assault Army
  •   Colonial Centralization
  •   Robotic Workers
  •    Gestalt Consciousness
Base: 70
Modifiers
  • 2x if a degree of   materialist.
  • 2x if   mechanist (valid civic).
  • 1.25x if scientist expertise is   industry and level is >2.
  • 0.5x if a degree of   spiritualist.
Upgraded robotic workers, these units have an expanded movement range equal to that of most organics. Their neural processors have also been greatly improved.
  Supersolid Materials   2500 2   Engineering Facility II
  •   Colonial Centralization
  •   Nanomechanics
Base: 70
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   industry.
The production and understanding of supersolids are of immeasurable value to any and every space-age civilization.
  Advanced Mineral Processing   4000 3   Mineral Processing Plant II
  •   Colonial Centralization
  •   Mineral Processing
Base: 65
Modifiers
  • 1.25x if scientist expertise is   industry.
Second-stage processing of pseudo-refined minerals allow for more efficient storage and transportation.
  Binary Motivators   4000 3   +1 Machine modification points
  •   Colonial Centralization
  •   Machine Template System
  •   Machine Intelligence
Base: 65
Modifiers
  • 1.25x if scientist expertise is   industry and level is >2.
These advanced motivators are both smaller and lighter than previous versions, allowing robotic units to allocate additional space for subsystems.
  Cross-Model Standardization   4000 2   +1 Robot modification points
  •   Droids
  •   Machine Template System
  •    Gestalt Consciousness
  •    Artificial Intelligence – Outlawed
Base: 65
Modifiers
  • 2x if   mechanist (valid civic).
  • 1.25x if scientist expertise is   industry and level is >2.
Improved production practices allow for greater alterations to synthetic workers without compromising core functionality.
  Construction Templates   5000 3   +50% Building construction speed   Assembly Patterns Base: 30
Modifiers
  • 1.25x if a degree of   militarist.
  • 0.5x if scientist has none of:
    • Expertise is   industry.
    • Trait is   curator.
Standardized pre-fab templates massively reduce on-site facility construction times.
(unrecognized string “self-assembling components” for Template:Icon) Self-Assembling Components   6000 3   +10% Pop assembly speed
  • (unrecognized string “micro-replicators” for Template:Icon) Micro-Replicators
  •   Machine Intelligence
Base: 75
Modifiers
  • 1.25x if scientist expertise is   industry.
Modeled on organic DNA, these microscopic machine intellects are capable of autonomously assembling most components needed for new drones.
  Fungible Circuitry   8000 4   +1 Robot modification points
  •   Cross-Model Standardization
  •   Synthetics
  •    Gestalt Consciousness
  •    Artificial Intelligence – Outlawed
Base: 22.5
Modifiers
  • 4x if has ascension perk   The Flesh is Weak.
  • 2x if   mechanist (valid civic).
  • 0.2x if scientist has none of:
    • Expertise is   industry.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
Improved production practices allow for fundamental changes to synthetic workers without compromising core functionality.
  Nanite Assemblers   8000 4   +1 Machine modification points
  •   Binary Motivators
  •   Galactic Administration
  •   Machine Intelligence
Base: 22.5
Modifiers
  • 0.2x if scientist has none of:
    • Expertise is   industry.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
Using programmable nanites to assist in the construction of new robotic units will allow for more advanced models that are equipped with an even greater array of subsystems.
  Mineral Isolation   10000 4
  •   +10000 Mineral storage capacity
  •   Mining Network IV
  •   Mining Network V
  •   Deep Core Mining
  •   Galactic Administration
Base: 40
Modifiers
  • 1.25x if scientist expertise is   industry.
Advanced spectrometry combines with fracking techniques and chemical flushing to rapidly exploit shallow and mid-depth deposits.
  Superfluid Materials   10000 4
  •   Engineering Facility III
  •   Engineering Facility IV
  •   Galactic Administration
  •   Supersolid Materials
Base: 40
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   industry.
The study of superfluidity promises to marry quantum mechanics with the fundamental interaction of gravity.
  Synthetics   10000 4
  •   Synthetic
  •   Android Assault Army
  •   Droids
  •   Galactic Administration
  •   Positronic AI
  •    Gestalt Consciousness
Base: 20
Modifiers
  • 4x if has ascension perk   The Flesh is Weak.
  • 2x if a degree of   materialist.
  • 2x if   mechanist (valid civic).
  • 1.25x if scientist expertise is   industry.
  • 0.5x if a degree of   spiritualist.
  • 0.2x if scientist has none of:
    • Expertise is   industry.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
Highly advanced robots that are stronger, faster and more durable than the vast majority of organics. With their upgraded neural processors they are fully capable of independent operations.
  Synthetic Personality Matrix   12000 4   Can elect synth leaders
  •   Synthetics
  •    Gestalt Consciousness
  •    Artificial Intelligence – Outlawed
Base: 35
Modifiers
  • 1.25x if scientist expertise is   industry and level is >3.
Equipped with a personality, synthetics will finally be able to interact socially on equal terms with the rest of our citizens. Some units may even assume leadership roles.
  Assembly Algorithms   20000 5   +10% Building construction speed   Construction Templates Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
The application of game and puzzle theory has the potential to greatly optimize modular assembly and construction.
  Extraction Patterns   20000 5   +5% Minerals from jobs (unrecognized string “advanced mineral purification” for Template:Icon) Advanced Mineral Purification Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Changes in how mineral deposits are evaluated relative to each other lead to more efficient boring patterns.
  Nanocomposite Materials     Nanocomposite Armor Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.
  Betharian Refining   750 2   Betharian Power Plant
  •   Offworld Construction
  •   Potential resource exists on an owned planet
Base: 190
Modifiers
  • 2x if scientist expertise is   materials.
The Betharian minerals appear to have originated from singular source, but were scattered across the galaxy millennia ago. The minerals are most often encountered as pebble-sized clusters, and are highly flammable.
  Ceramo-Metal Materials   750 1   Ceramo-Metal Armor   Nanocomposite Materials Base: 118.75
Modifiers
  • 1.25x if scientist expertise is   materials.
A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.
  Exotic Gas Extraction   1500 2
  •     Exotic Gases
  •   Gas Extraction Wells
  •   Offworld Construction
  •   Potential resource exists on an owned planet
Base: 170
Modifiers
  • 1.25x if scientist expertise is   materials.
Pockets of Exotic Gas are rare and often inaccessible by conventional means. Such deposits can only be reached by using special extractor technology.
  Exotic Gas Refining   1500 2   Exotic Gas Refineries   Industrial Base Base: 170
Modifiers
  • 1.25x if scientist expertise is   materials.
  • 0.5x if any owned planet has the potential   resource.
Exotic Gas can be produced artificially, but it is a difficult process that requires advanced refinery equipment.
  Rare Crystal Manufacturing   1500 2   Synthetic Crystal Plants   Industrial Base Base: 170
Modifiers
  • 1.25x if scientist expertise is   materials.
  • 0.5x if any owned planet has the potential   resource.
The crystallization process is complicated and difficult, but synthetic crystals can be manufactured by using specialized industrial plants.
  Rare Crystal Mining   1500 2
  •     Rare Crystals
  •   Crystal Mines
  •   Offworld Construction
  •   Potential resource exists on an owned planet
Base: 170
Modifiers
  • 1.25x if scientist expertise is   materials.
Mining these crystals without damaging or even destroying them is an extremely delicate process. It requires advanced equipment capable of pinpoint precision.
  Plasteel Materials   2000 2   Plasteel Armor   Ceramo-Metal Materials Base: 93.75
Modifiers
  • 1.25x if scientist expertise is   materials.
Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor.
  Crystal-Infused Plating   2500 2   Crystal-Infused Plating   Debris analysis outcome (Crystalline entities) Base: 0
Modifiers
  • +5 if has country flag crystal_armor_1_weight.
This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.
(unrecognized string “nanite transmutation” for Template:Icon) Nanite Transmutation   2500 2   (unrecognized string “nanite transmutation” for Template:Icon) Nanite Transmutation   Potential resource exists on an owned planet Base: 35
Modifiers
  • 1.5x if has ascension perk   Technological Ascendancy.
  • 1.25x if scientist expertise is   materials.
The mass-production of these rare resources require particularly capable nanites.
  Durasteel Materials   5000 3   Durasteel Armor   Plasteel Materials Base: 75
Modifiers
  • 1.25x if scientist expertise is   materials.
This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor.
  Crystal-Forged Plating   8000 4   Crystal-Forged Plating   Debris analysis outcome (Crystalline entities) Introducing Crystalline matter into the forging process further improves the ultra-hard qualities of crystal-infused metals.
  Neutronium Materials   10000 4   Neutronium Armor
  •   Durasteel Materials
  •   Neutronium Extraction
Base: 50
Modifiers
  • 1.25x if scientist expertise is   materials.
This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.
  Artificial Dragonscales   15000 5   Dragonscale Armor   Event chain outcome (Ether Drake) The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures.
  Living Metal   15000 5     Living Metal
  •   Offworld Construction
  •   Event chain outcome (Precursors)
Mining and processing the rare living metals is exceedingly difficult, but successful application of the mutable alloys yields incomparable advantages.
  Matter Compression   20000 5   +5% Ship armor   Plasteel Materials Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Compressing suitable materials into ultra-dense forms is a cheap and efficient way to improve their ability to absorb weapons-grade impacts.
  Chemical Thrusters     Chemical Thruster Simple yet moderately effective chemical thrusters that rely on combustible propellant to function.
  Mass Drivers  
  •   Mass Driver
  •   Gun Battery
These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds.
  Nuclear Missiles  
  •   Nuclear Missiles
  •   Missile Battery
Space-to-space missiles equipped with high-yield nuclear warheads. Although based on old pre-space technology, these crude fire-and-forget weapons can be surprisingly effective at range.
  Afterburners   750 1   Afterburners   Chemical Thrusters Base: 118.75
Modifiers
  • 2x if researched   Ion Thrusters.
  • 2x if researched   Plasma Thrusters.
  • 1.25x if scientist expertise is   propulsion.
These powerful thrusters provide additional combat speed but consume a great deal of power.
  Coilguns   750 1   Coilgun   Mass Drivers Base: 95
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Coilguns are more powerful versions of the early mass drivers, using electromagnetic coils to rapidly accelerate projectiles towards targets.
  Fusion Missiles   750 1   Fusion Missiles
  •   Fusion Power
  •   Nuclear Missiles
Base: 95
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
These updated space-to-space missiles have more powerful fusion warheads and improved flight performance.
  Flak Battery     Flak Battery Gun batteries that fire shrapnel rounds at close range. They are particularly lethal to enemy strike craft, but can also defend against missiles.
  Antimatter Missiles   1500 2   Antimatter Missiles   Fusion Missiles Base: 85
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets.
  Ion Thrusters   1500 2   Ion Thruster   Chemical Thrusters Base: 106.25
Modifiers
  • 2x if researched   Destroyers.
  • 1.25x if scientist expertise is   propulsion.
These electric thrusters use beams of ions to generate thrust without the need for propellant.
  Railguns   1500 2   Railgun   Coilguns Base: 85
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
The latest in electromagnetic accelerators, railguns use twin parallel rails to fire projectiles at incredible speeds.
  Autocannons   2000 2   Autocannon   Coilguns Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
  • 0.5x if not researched   Mass Drivers.
Large-caliber ballistic weapons that fire cased explosive shells. The main advantage of these cannons is their high rate of fire.
  Space Torpedoes   2000 2   Space Torpedoes   Nuclear Missiles Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
These torpedoes are essentially very large, slow-moving missiles. They are equipped with more powerful warheads and shield modulators that let them slip unmolested through energy screens.
  Swarmer Missiles   2000 2   Swarmer Missiles   Fusion Missiles Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems.
  Flak Cannons   2500 2   Flak Cannon   Flak Battery Base: 70
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Upgraded flak batteries with new, more powerful shrapnel rounds.
  Advanced Railguns   4000 3   Advanced Railgun   Railguns Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
A new version of the venerable railgun, with sturdier rails and an enhanced power supply. These weapons are even more powerful and accurate than their predecessors.
  Orbital Trash Dispersal   4000 1   Orbital Trash Dispersal   NPC interaction (Caravaneers) This orbital bombardment management system spams a planet with millions of minute, high-velocity projectiles, overwhelming planetside defensive grids with trash data. Ships equipped with this component will cause more damage during orbital bombardment.
  Plasma Thrusters   4000 3   Plasma Thruster   Ion Thrusters Base: 81.25
Modifiers
  • 2x if researched   Cruisers.
  • 1.25x if scientist expertise is   propulsion.
An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
  Quantum Missiles   4000 3   Quantum Missiles   Antimatter Missiles Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum.
  Ripper Cannons   4000 3   Ripper Autocannon   Autocannon Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
These upgraded rotary autocannons feature improved tracking and fire control systems. This allows them to maintain an even higher rate of fire.
  Advanced Afterburners   5000 3   Advanced Afterburners
  •   Afterburners
  •   Plasma Thrusters
Base: 75
Modifiers
  • 1.25x if scientist expertise is   propulsion.
This improved version of the standard afterburners provide an even greater boost to a ship's combat speed.
  Armored Torpedoes   5000 3   Armored Torpedoes   Space Torpedoes Base: 60
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Upgraded space torpedoes encased in armor, to better withstand enemy point-defense fire. The armor fragments into shards that cause additional damage when the torpedo detonates.
  Kinetic Battery   6000 3   Kinetic Battery   Advanced Railguns Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy.
  Flak Artillery   8000 4   Flak Artillery   Flak Cannons Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Predictive tracking algorithms and even more powerful rounds make these batteries incredibly lethal to enemy strike craft.
  Gauss Cannons   8000 4   Gauss Cannon   Advanced Railguns Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
This updated version of the old coilgun design is even more destructive than the latest railgun designs. It is capable of launching projectiles with incredible accuracy and speed.
  Impulse Thrusters   8000 4   Impulse Thruster   Plasma Thrusters Base: 56.25
Modifiers
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   propulsion.
These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
  Stormfire Cannons   8000 4   Stormfire Autocannon   Ripper Cannons Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Advanced rotary autocannons capable of spewing a cloud of high-explosive shells at a target.
  Devastator Torpedoes   10000 4   Devastator Torpedoes   Armored Torpedoes Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
Advanced torpedoes with very powerful warheads. They have a sleeker design, faster engines and upgraded shield modulators for slipping through energy screens.
  Kinetic Artillery   10000 4   Kinetic Artillery
  •   Gauss Cannons
  •   Kinetic Battery
Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
An even more powerful long-range, ship-based artillery cannon, equipped with a new barrel and an upgraded fire control computer.
  Marauder Missiles   10000 4   Marauder Missiles   Quantum Missiles Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
These highly advanced missiles are equipped with limited onboard AI pilots that substantially improve their performance and ability to track targets.
  Mega Cannon   10000 4   Mega Cannon
  •   Battleships
  •   Advanced Railguns
Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
An enormous mass accelerator cannon that can only be placed in a spinal mount and fires monstrously powerful rounds over vast distances.
  Whirlwind Missiles   10000 4   Whirlwind Missiles   Swarmer Missiles Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
New miniaturization techniques will allow us to equip swarmer missiles with more powerful warheads and improved flight performance.
  Giga Cannon   12000 4   Giga Cannon
  •   Gauss Cannons
  •   Mega Cannon
Base: 35
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   propulsion.
An even more powerful mass accelerator cannon that can rip through even the toughest shields.
  High-Density Munitions   20000 5   +5% Kinetic weapon damage   Railguns Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Ultra-dense slugs can punch through even the strongest of projected shields.
  Loader Efficiency   20000 5   +5% Kinetic weapon attack speed   Railguns Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Minor technical advances combine with improved shipboard routines for handling munitions to provide a noticeable boost in fire rate.
  Miniaturized Pre-Igniters   20000 5   +5% Explosive weapon attack speed   Antimatter Missiles Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Advances in miniaturization allow for more rapid loading and discharging of rocket-propelled payloads.
  Thermodynamic Yield Control   20000 5   +5% Explosive weapon damage   Antimatter Missiles Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
With the chemical reaction tightly controlled by missile-board microprocessors, warhead detonations can be tuned for maximum effect for local conditions at the time of impact.
  Dark Matter Propulsion   25000 5   Dark Matter Thrusters
These thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
  Corvettes     Corvette   Starport The FTL breakthrough allowed early attempts to adapt traditional surface-to-space shuttle frames to military applications to finally create relatively small, fast, and maneuverable vessels with limited firepower.
  Deep Space Defenses     Defense Platform   Starbase Construction This will enable the construction of defensive deep space platforms to protect our Starbases.
  Interplanetary Expeditionary Forces     Assault Army   Planetary Defenses The invasion of another world is a staggering enterprise. There are immense logistical challenges that must be overcome before we can muster our first interplanetary armies.
  Space Exploration     Science Ship   Scientific Method The realization of faster-than-light travel is a new dawn for space exploration. Manned missions to other star systems are now not only possible, but necessary.
  Starbase Construction     Starbase (T1): Outpost   Offworld Construction A centralized space installation built in close orbit around the system primary is necessary to make full use of the resources in a star system.
  Starport     Starbase (T2): Starport   Starbase Construction The earliest starbases were little more than makeshift outposts. Permanent starports will enable us to maintain a firmer grip on star systems.
  Standardized Corvette Patterns   750 1
  •   –5% Corvette build cost
  •   +25% Corvette build speed
  Corvettes Base: 95
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Establishing new standards for the modeling and construction of corvettes greatly improves the efficiency of the production pipeline.
  Carrier Operations   1000 1
  •   Basic Strike Craft
  •   Hangar Bay
  Starport Base: 90
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
These manned strike craft are launched from a mothership and rely on their speed and small size to survive long enough to punch through enemy defenses.
  Improved Corvette Hulls   1000 1   +100 Corvette hull points   Corvettes Base: 90
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Advances in building techniques will allow for the construction of sturdier and more durable corvettes.
  Destroyers   1500 2
  •   +10 Fleet command limit
  •   Destroyer
  Corvettes Base: 85
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2230.
  • 3x if year is >2220.
  • 2x if year is >2215.
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 0.1x if year is <2210.
While larger than Corvettes, Destroyer hull configurations still make for comparatively nimble gunboats.
  Improved Structural Integrity   2000 2   +500 Defense platform hull points   Starhold Base: 75 A reinforced framework and blast shields with enhanced impact absorption will ensure the structural integrity of the platform even under immense pressure.
  L-Gate Insight   2000 2 +1 L-Gate Insights
  •   Encountered an L-Gate
  •   Completed the L-Cluster event chain
Base: 70
Modifiers
  • 0.01x if researching another repeatable tech.
Intensive study within the fields of nanomachinery and subspace phenomena will eventually yield a new §Y$clue$§! into the $lgate_disabled$ mystery..
  Standardized Destroyer Patterns   2000 2
  •   –5% Destroyer build cost
  •   +25% Destroyer build speed
  Destroyers Base: 75
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Establishing new standards for the modeling and construction of destroyers greatly improves the efficiency of the production pipeline.
  Starhold   2000 2   Starbase (T3): Starhold   Starport Base: 75
Modifiers
  • 10x if a neighbor has the tech.
  • 5x if has at least   3 starports.
  • 4x if year is >2240.
  • 3x if year is >2235.
  • 2x if year is >2230.
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 0.1x if year is <2220.
As space traffic increases, larger and more defensible starbases are needed to maintain control over system spacelanes.
  Advanced Corvette Hulls   2500 2   +100 Corvette hull points   Improved Corvette Hulls Base: 70
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
  • 0.25x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   spark of genius.
The latest generation of corvette hulls have optimized structural integrity fields and improved bulkheads.
  Improved Destroyer Hulls   2500 2   +200 Destroyer hull points   Destroyers Base: 70
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
Advances in building techniques will allow for the construction of sturdier and more durable destroyers.
  Improved Strike Craft   2500 2   Improved Strike Craft   Carrier Operations Base: 70
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
The next generation of strike craft, featuring improved avionics, better handling characteristics and more powerful armaments.
  Modular Engineering   2500 2
  •   –25% Starbase building build cost
  •   –25% Starbase module build cost
  Starhold Base: 35
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
  • 0.5x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
Streamlined starbase construction procedures, using modular designs, will halve the present build cost and time.
  Advanced Destroyer Hulls   4000 3   +200 Destroyer hull points   Improved Destroyer Hulls Base: 65
Modifiers
  • 1.25x if adopted   Supremacy tradition tree.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.25x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   spark of genius.
The latest generation of destroyer hulls have optimized structural integrity fields and improved bulkheads.
  Cruisers   4000 3
  •   +10 Fleet command limit
  •   Cruiser
  Destroyers Base: 65
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2240.
  • 3x if year is >2235.
  • 2x if year is >2230.
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 0.1x if year is <2220.
Originally devised as an experimental next-generation colony ship hull configuration, the design's ample hardpoints made it ideal for carrying heavy weapons ordnance.
  Standardized Cruiser Patterns   5000 3
  •   –5% Cruiser build cost
  •   +25% Cruiser build speed
  Cruisers Base: 60
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Establishing new standards for the modeling and construction of cruisers greatly improves the efficiency of the production pipeline.
  Star Fortress   5000 3   Starbase (T4): Star Fortress   Starhold Base: 60
Modifiers
  • 10x if a neighbor has the tech.
  • 5x if has at least   3 starholds.
  • 4x if year is >2270.
  • 3x if year is >2265.
  • 2x if year is >2260.
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 0.1x if year is <2250.
These mighty space forts will provide a focal point for all military activity in a star system, and their presence is sure to deter all but the most stubborn attackers.
  Advanced Strike Craft   6000 3   Advanced Strike Craft   Improved Strike Craft Base: 50
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
A further refinement in strike craft design, these advanced strike craft are a pilot's dream. Their performance far exceeds that of previous models.
  Corps of Engineers   6000 3
  •   –15% Starbase upgrade cost
  •   +25% Starbase upgrade speed
  •   Modular Engineering
  •   Star Fortress
Base: 25
Modifiers
  • 1.25x if a degree of   militarist.
  • 0.25x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
The creation of a dedicated naval engineering corps will greatly benefit the construction of deep space defense platforms, decreasing building costs and increasing durability.
  Improved Cruiser Hulls   6000 3   +500 Cruiser hull points   Cruisers Base: 50
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
Advances in building techniques will allow for the construction of sturdier and more durable cruisers.
  Advanced Cruiser Hulls   8000 4   +500 Cruiser hull points   Improved Cruiser Hulls Base: 45
Modifiers
  • 1.25x if adopted   Supremacy tradition tree.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.25x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   spark of genius.
The latest generation of cruiser hulls have optimized structural integrity fields and improved bulkheads.
  Battleships   8000 4
  •   +10 Fleet command limit
  •   Battleship
  Cruisers Base: 45
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2270.
  • 3x if year is >2265.
  • 2x if year is >2260.
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 0.1x if year is <2250.
The largest of the standard military vessels, Battleships are traditionally heavily armored and sport several gun batteries.
  Citadel   10000 4   Starbase (T5): Citadel   Star Fortress Base: 40
Modifiers
  • 10x if a neighbor has the tech.
  • 5x if has at least   3 star fortresses.
  • 4x if year is >2300.
  • 3x if year is >2295.
  • 2x if year is >2290.
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 0.1x if year is <2270.
Plans for an immense battlestation capable of holding its own against several strike fleets are now being drawn up. If realized, these citadels will become monuments to greatness as much as system hubs.
  Standardized Battleship Patterns   10000 4
  •   –5% Battleship build cost
  •   +25% Battleship build speed
  Battleships Base: 40
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Establishing new standards for how we design and construct massive battleships greatly improves the speed at which they can be assembled.
  Improved Battleship Hulls   12000 4   +800 Battleship hull points   Battleships Base: 35
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
Advances in building techniques will allow for the construction of sturdier and more durable battleships.
  Advanced Battleship Hulls   15000 5   +800 Battleship hull points   Improved Battleship Hulls Base: 30
Modifiers
  • 1.25x if adopted   Supremacy tradition tree.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.25x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   spark of genius.
The latest generation of battleship hulls have optimized structural integrity fields and improved bulkheads.
  Titans   15000 5
  •   +10 Fleet command limit
  •   Ion Cannon defense platform
  •   Titan
  Battleships Base: 30
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2350.
  • 3x if year is >2340.
  • 2x if year is >2330.
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 0.1x if year is <2300.
Modeled after the hulking shadows looming in the core systems of Stagnant Ascendancies, the Titan class can be outfitted with X-size weapons.
  Improved Titan Hulls   17500 5   +2000 Titan hull points   Titans Base: 25
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
Advances in building techniques will allow for the construction of sturdier and more durable titans.
  Advanced Titan Hulls   20000 5   +2000 Titan hull points   Improved Titan Hulls Base: 20
Modifiers
  • 1.25x if adopted   Supremacy tradition tree.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.25x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   spark of genius.
The latest generation of titan hulls have optimized structural integrity fields and improved bulkheads.
  Atmospheric Nanobot Dispersal   20000 5   Colossus: Nanobot Diffuser
  •   Colossi
  •   Driven Assimilator
  •   Has completed the Colossus Project
Base: 10
Modifiers
  • 1.5x if has ascension perk   Technological Ascendancy.
  • 0.2x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   maniacal.
Swarms of nanobots are dispersed in the atmosphere. They infect sapient beings and restructure themselves into cybernetic implants, turning their unwitting hosts into cyborgs slaved to the Machine Intelligence.
  Colossi   20000 5
  •   Colossus
  •   Colossus Assembly Yards
  Titans Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button.
  Core Cracking   20000 5   Colossus: World Cracker
  •   Colossi
  •   Has completed the Colossus Project
  •   Is a degree of   Pacifist
Base: 10
Modifiers
  • 1.5x if has ascension perk   Technological Ascendancy.
  • 0.2x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   maniacal.
A directed feed of thermic energy superheats the atmosphere and agitates the planet's core, setting up disastrous tectonic events. A final and comparatively minute concussive blast is then delivered, cracking the planet open.
  Fortified Core Layers   20000 5   +10% Defense platform health   Improved Structural Integrity Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Additional layers of armor plating within the structure itself improves the resilience of Military Stations.
  Heat Recyclers   20000 5   +10% Strike craft attack speed   Advanced Strike Craft Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Circulating excess heat from weapons discharge in order to prime munitions as they are loaded increases the rate of fire of strike craft weaponry.
  Mega-Engineering   20000 5
  •   +20000 Mineral storage capacity
  •   Can repair damaged Megastructures
  •   Battleships
  •   Citadel
  •   Zero Point Power
Base: 5
Modifiers
  • 20x if has any mega-structure (in any condition) within borders.
  • 2x if has ascension perk   Master Builders.
  • 2x if has ascension perk   Voidborne.
  • 0.5x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   maniacal.
To complete constructing projects of truly staggering scales we must first achieve a fundamental understanding of both the engineering and resource storage requirements for such megastructures.
  Nanite Repair System   20000 5   Auto-Repair Module   Debris analysis outcome (Scavenger Bot) A highly effective hull auto-repair system comprised of billions of microscopic nanomachines was found among the smoking remains of the Scavenger, and has been repurposed for our uses. Whether the Scavenger pilfered this system from an ancient derelict, or was originally constructed with it remains unknown.
  Synapse Interceptors   20000 5   +10% Strike craft damage   Advanced Strike Craft Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Increasing the speed at which fighter pilots can process and act upon enemy positioning data elevates strike craft a few steps up the food chain.
  Synchronized Firing Patterns   20000 5   +10% Defense platform damage   Improved Structural Integrity Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Cross-linking weapon systems to fire in staggered volleys improves the actual damage output of Military Stations over time.

ReferencesEdit