Society research
Version

This article is for the PC version of Stellaris only.
Society research area is composed mainly of the fields:
Biology,
Military Theory,
New Worlds,
Statecraft and
Psionics. If the
Ancient Relics DLC is installed it also includes the
Archaeostudies field.
The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities, new armies, improved food and unity production, and more.
Table usage[edit | edit source]
Color indicators: Starter, Acquisition , Rare , Dangerous , Repeatable .
Notes:
- The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
- 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.
- 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).
- To research techs of higher tiers it is first needed to acquire 6 techs of the preceding tier.
- Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
- Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.) click on the accompanying icon.
- Weights from scientist expertise traits are doubled with the
Technocracy civic.
Biology[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 3.7. |
The Biology tech tree focuses on
Food production, genetic modification and unlocking armies.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & modifiers | Description | |
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Industrial Agriculture | 0 | ![]() |
Large-scale industrial farms growing nutrient-rich produce allows a civilization to grow its population manifold. | |||
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Eco Simulation | 2000 | 1 | ![]() |
Base: 100 | Farming techniques can be further refined through sophisticated computer simulations of different environments and weather patterns. This allows for more predictable crop yields. | |
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Gene Crops | 4000 | 2 | ![]() |
Base: 85 | Sophisticated genetic engineering of crops helps increase yield and further improves both taste and nutrient levels. | |
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Nano-Vitality Crops | 8000 | 3 | ![]() |
Base: 65 | Infusing crop strands with small amounts of nano-machines help create a type of produce that is ultra resilient, and the chemical composition of which can be tailored and altered during its entire lifetime. | |
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Nutrient Replication | 24000 | 4 | Base: 35
Modifiers
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The process of synthetically replicating crops requires a lot of collected waste to create a small amount of produce, but nevertheless provides a significant boost to agricultural output. | ||
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Hydroponics Farming | 2000 | 1 | ![]() |
Base: 100
Modifiers
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Hydroponics Farming in a controlled environment allows for crops to be grown in climates where farming would normally be impossible. | |
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Food Processing | 2500 | 1 | ![]() |
Base: 95 | Improved food processing techniques will lead to better preservation methods and less spoilage. | |
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Advanced Food Processing | 10000 | 3 | Base: 130
Modifiers
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New cryopreservation and protein resequencing methods will make food processing much more efficient. | ||
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Transgenic Crops | 50000 | 5 | ![]() |
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Base: 12.5
Modifiers
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Transgenic crops offer the nutritional elements of several standard food crops in one convenient package. |
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Genome Mapping | 2000 | 1 | ![]() |
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Base: 150 | Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies. |
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Vitality Boosters | 5000 | 2 | ![]() |
Base: 112.5 | Where the body fails, science intervenes. | |
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Cell Revitalization | 20000 | 5 | ![]() |
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Base: 12.5
Modifiers
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Regimens of periodic cell revitalization treatments keep the leader class spry and active beyond traditionally expected lifespans. |
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Selected Lineages | 10000 | 3 | ![]() |
Base: 30 | Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies. | |
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Capacity Boosters | 24000 | 4 | ![]() |
Base: 17.5 | We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow. | |
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Gene Tailoring | 8000 | 3 | Base: 130 | Making gene-editing tools widely available is sure to have a positive impact on our development as a species. | ||
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Glandular Acclimation | 12000 | 3 | ![]() |
Base: 75 | Through glandular biological tailoring we can change the environmental tolerance of a species to suit our needs. | |
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Botanical Transgenesis | 15000 | 5 | ![]() |
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Base: 30 | With some artificial encouragement, the evolutionary adaptations found in botanical species can be replicated in other forms of life. |
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Silicate Transgenesis | 15000 | 5 | ![]() |
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Base: 30 | The similarities between silicon based and carbon based life allow us to synthesize Lithoid evolutionary traits in carbon based species. |
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Leviathan Transgenesis | 15000 | 5 | ![]() |
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Base: 30
Modifiers
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Galactic fauna have remarkable adaptation to life in interstellar species. Mastery of these traits will be our genetic triumph. |
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Targeted Gene Expressions | 12000 | 3 | ![]() |
Base: 50 | Stricter control of RNA and protein production on the cellular level. | |
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Gene Seed Purification | 16000 | 4 | ![]() |
Base: 45
Modifiers
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Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits. | |
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Epigenetic Triggers | 5000 | 2 | ![]() |
Base: 75 | Advanced DNA methylation techniques allow for functionally significant alterations to be made to arbitrary genomes. | |
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Morphogenetic Field Mastery | 16000 | 4 | ![]() |
Base: 22.5
Modifiers
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From its cradle as a purely pharmaceutical venture, advancements in our understanding of the morphogenetic field allow for direct, subconscious interfaces with organic units. | |
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Cloning | 5000 | 2 | ![]() |
Base: 112.5 | Breakthroughs in enucleation and artificial womb technology allows for the mass-production of individuals based on a common genetic template. | |
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Gene Banks | 6000 | 2 | ![]() |
Base: 35 | Gene Banks filter and curate available genomes for deployment in clones. | |
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Subdermal Stimulation | 5000 | 2 | ![]() |
Base: 37.5 | Deep-tissue implants are the latest innovation in the revolutionary overlapping of sensory engineering and entertainment experiences. "Where we're going, we won't need skin to feel!" | |
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Tracking Implants | 20000 | 4 | ![]() |
Base: 20 | Mandatory subdermal implants record movement and actions, greatly enhancing our empire's internal security. Loyal citizens have nothing to hide from the government. | |
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Biodiversity Studies | 2000 | 1 | ![]() |
Base: 100 | Studying the different forms of life that appear on our world helps us better understand ourselves and the life that surrounds us. | |
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Xenobiology | 6000 | 2 | ![]() |
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Base: 70 | Studying the life that arises on other worlds and beyond allows us to understand fundamental aspects of Biology that were previously beyond our reach. |
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Secrets of Life | 20000 | 4 | ![]() |
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Base: 40 | Having the opportunity to study the multitudes of life lets us find some common ground for all living beings. The foundational building blocks of life. |
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Genetic Healthcare | 2500 | 1 | Gene Clinics | Base: 190 | The colonization of alien worlds has opened up an entirely new field of biomedical research. | |
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Cyto-Revitalization | 6000 | 2 | Cyto-Revitalization Centers | Base: 70 | As our empire grows, so does our understanding of our own Biology. Advanced medical treatments on a cellular level have allowed for significant advancements in population health. | |
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Xenology | 2500 | 1 | Alien Zoo | Base: 95 | Studying the fauna of other worlds gives insight into alien behaviors, allowing us to identify and domesticate docile entities. | |
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Biomechanics | 20000 | 4 | ![]() |
Base: 40 | Millions of years of organic evolution will sometimes, through sheer persistence, produce elegant solutions that can also be applied to machine designs. | |
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Frequency Tuning | 3000 | 1 | ![]() |
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Adapting the Tiyanki method of siphoning energy from gaseous matter, it is possible to construct weapons draining energy from enemy ships. | |
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Regenerative Hull Tissue | 10000 | 3 | ![]() |
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A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials. | |
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Amoeba Breeding Program | 5000 | 2 | ![]() |
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By breeding Space Amoebas in captivity, we can program their symbiotic flagella to act as organic strike craft for our navy. | |
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Scourge Missiles | 48000 | 5 | ![]() |
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By analyzing the biological weaponry employed by the Swarm we can create self-propelled projectiles weapons spreading the very same horrific destruction. | |
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Swarm Spawning Pools | 48000 | 5 | ![]() |
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Collecting specimens from defeated Prethoryn enables us to clone and genetically program a war-brood of our own. | |
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Gargantuan Evolution | 8000 | 1 | ![]() |
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Voidspawn eggs have evolved to withstand the harsh conditions of space by absorbing and conserving energy from their nearest star. | |
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Neural Tissue Engineering | 20000 | 4 | ![]() |
When tailored to a species’ genome, this form of tissue engineering has intensive neuroregenerative properties, significantly increasing the development of neurons, axons, and synapses in its recipient. |
Military Theory[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 3.7. |
The Military Theory tech tree focuses on armies and the size of fleets.
New Worlds[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 3.7. |
The New Worlds tech tree focuses on improving planets and starbase capacity.
Statecraft[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 3.7. |
The Statecraft tech tree focuses on various empire bonuses.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
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Planetary Government![]() ![]() |
0 |
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Once a colony has been firmly established and pioneers turn into citizens, the need for a strong local government providing stability trumps the colonial need for flexibility. | |||
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Planetary Unification![]() ![]() |
2000 | 1 |
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Base: 400 | Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble. |
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Adaptive Bureaucracy![]() |
2500 | 1 | ![]() |
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Base: 95 | The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits. |
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Effective Bureaucracy | 4000 | 2 | ![]() |
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Base: 85 | Improved algorithms for processing and organizing vast amounts of data has streamlined decision-making and information-sharing throughout the empire. |
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Colonial Bureaucracy | 4000 | 2 | Base: 85 | Local administrative developments allow for closer supervision of colonial affairs without excessively burdening central decision-making. | ||
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Galactic Bureaucracy | 8000 | 3 | Base: 65 | Multiple administrative strata efficiently surface only the most vital information to the upper levels of government. | ||
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Galactic Administration | 12000 | 3 |
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Base: 200 | The administrative needs of a star empire are as numerous as they are complex. We will rise to the occasion. |
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Improved Production | 6000 | 2 | ![]() |
Base: 70 | As our planets become more developed, we can gain significant improvements to our throughput. | |
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Efficiencies of Scale | 12000 | 3 | Base: 70 | Increased population density gives us an opportunity to further increase productivity. | ||
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Maximized Productivity | 24000 | 4 | Base: 70 | Continued advancements in technology allow our most developed planets to reach productivity levels unheard of in earlier times. | ||
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Holo-Entertainment | 0 | Holo-Theatres | ![]() ![]() |
The latest in holographic entertainment. Entire worlds built out of photons and energy fields. | ||
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Hyper-Entertainment Forum | 3000 | 1 | Hyper-Entertainment Forums | Base: 90 | These massive entertainment complexes is where dreams come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it – we are it! | |
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Interplanetary Commerce | 0 | Commercial Zones | ![]() ![]() |
With new planetary markets comes new opportunities for commerce. Business will be booming. | ||
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Offworld Trade Companies | 3000 | 1 | ![]() |
Base: 90 | Trade across interstellar distances presents a new set of challenges to overcome. It is critical to achieve the transfer of goods from one system to another in a timely and above all cost efficient manner. | |
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Interstellar Economics | 8000 | 3 |
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Base: 130 | As we journeyed into the cosmos and ventured beyond our home system, we also entered a new era of economics. New markets are appearing a startling rate, and economic theorists are struggling to keep up. | |
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Sociocultural History | 0 |
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An understanding of a shared past is necessary in order to make any significant strides into the future. | |||
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Heritage Sites![]() ![]() |
3000 | 1 | Tier 2 Monuments | Base: 90 | Physical reminders of how far we have come both instill a reverence for past achievements and bolster ambitions for the future. | |
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Local Hypercommunication![]() |
8000 | 3 | Tier 2 Monuments | Base: 65 | Not all research into faster-than-light communication channels produces useful results, but some outcomes may find new purpose in bringing our people together. | |
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Holographic Rituals | 5000 | 2 | Tier 2 Temples | Base: 95 | Seeing is believing, and belief begets reality. | |
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Consecration Fields | 10000 | 3 | Tier 3 Temples | Base: 60 | Through our understanding of physics and field manipulation, our holy places shall we seen and felt by all. | |
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Metacognitive Faith | 20000 | 4 | Citadel of Faith | Base: 40 | Leaving our planetary cradle has opened us up to a new understanding of faith, and its place in a wider context. | |
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Synaptic Structures | 0 |
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Through the development of macroscopic synaptic nodes, the will of the Hive will be strengthened. | ||
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Clustered Synapses | 5000 | 2 |
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Base: 75 | By clustering networks of macroscopic synaptic nodes, maximum meganeuron transmission per available surface area can be attained. |
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Confluence of Thought | 10000 | 3 |
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Base: 60 | The will of the Hive will be further strengthened and coordinated with the expansion and development of a massive nervous center of meganeurons. |
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Xeno Diplomacy | 5000 | 2 | Base: 170 | Advancing our understanding of interactions with – and manipulations of – the xeno is a necessary step in forming more permanent interstellar alliances. | ||
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Xeno Relations | 10000 | 3 | Base: 130 | The complexities of interstellar diplomacy necessitate the forming of bonds with foreign powers in order to further one’s goals. | ||
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The Living State | 6000 | 2 | Base: 70 | The Empire lives, the Empire breathes. We may make up its body, but it is not for the left hand to know what the right hand is doing. | ||
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Autonomous Agents | 6000 | 2 | Base: 70 | Semi-independent units have proved critical to the success of the greater whole. | ||
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Embodied Dynamism | 12000 | 3 | Base: 50 | Initiative and some measure of ambition must be promoted in our autonomous leader units, while still making certain that they do not stray too far from the directives of the core intelligence. | ||
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The Collective Self | 12000 | 3 | Base: 50 | Finding aspects of the self within the group is natural and inevitable; eventually those shared aspects must be valued higher than individual identities. | ||
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Neural Implants | 3000 | 1 | ![]() |
Base: 90 | Cognition is little but the processing of sensory input. It can be altered. Free will is nothing more than a sensory illusion. | |
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Thrall-Worlds | 6000 | 2 | ![]() |
Base: 35 | Through the creation of special slave-breeding worlds, we can ensure that we will always have a steady supply of disposable laborers. | |
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Artificial Moral Codes | 6000 | 2 | ![]() ![]() |
Base: 105 | It is circumstance that dictates what is moral. Define the circumstances, and ethics is like clay in your hands. | |
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Synthetic Thought Patterns | 12000 | 3 | ![]() |
Base: 75 | Thinking outside the box merely places you into another, somewhat larger box. | |
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Penal Colonies | 8000 | 3 | ![]() |
Base: 32.5 | Through the development of special penal worlds, criminals can be rehabilitated through honest, hard labor. Some may be in need of permanent rehabilitation. | |
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Resort Worlds | 8000 | 3 | ![]() |
Base: 32.5 | With careful study devoted to landscaping, climate control, and the science of fun, construction of entire worlds dedicated to leisure can be made possible. | |
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Unity of Purpose | 6000 | 2 | ![]() |
Base: 105 | The purpose of one is the purpose of all. Together, we are greater than the sum of our parts. | |
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Collective Production Methods | 12000 | 3 | ![]() |
Base: 65 | Together, we build the future. | |
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Resource Processing Algorithms | 8000 | 3 | ![]() |
Base: 65 | Efficiency in all things. | |
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Global Production Strategy | 8000 | 3 |
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Base: 65 | Planets are big and production sites are often separated by vast distances. A coherent strategy for making certain that everyone is pulling in the same direction is often needed. | |
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Automated Curation Algorithms![]() ![]() |
8000 | 3 | Base: 65 | Continuous, asynchronous analysis of disparate data sets allows for the accurate modeling of hitherto-unpredictable fluctuations in social currents. | ||
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Galactic Markets | 16000 | 4 | Galactic Stock Exchange | Base: 22.5 | By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs. | |
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Idyllic Architecture | 8000 | 3 |
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Base: 65 | With the latest advances in architecture, landscaping and holographic technology, we shall build the homes of the future. | |
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Ascension Theory | 40000 | 5 |
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Base: 12.5 | Our history is a repeating cycle of dramatic technological, political, and cultural leaps; these leaps are often preceded by periods of upheaval and followed by times of relative stability. By identifying the core, recurring premises of these leaps, we may be able to effectively short-circuit the cycle for our own benefit. | |
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Agrarian Utopias | 8000 | 3 | ![]() |
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Base: 97.5 | Through the establishment of weather-controlled rural communes, we can support a larger population without disrupting our agrarian way of life. |
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Xeno Outreach Agencies | 8000 | 3 | Xeno-Outreach Agency corporate holding | ![]() |
Base: 65 | This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space. |
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Executive Leisure Program | 8000 | 3 | Executive Retreat corporate holding | ![]() |
Base: 65 | A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment. |
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Doctrine: Strange Loop | 4000 | 3 | ![]() |
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A set of social protocols based on paradoxical intuition, and on love. When we know the System of the Loop, we learn that we can influence by receiving instructions, as well as giving them. | |
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Interstellar Assembly | 48000 | 5 | ![]() |
Base: 5 | A meeting place for galactic powers, increasing immigration attraction and global opinion of us. | |
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Mega Art Installation | 48000 | 5 | ![]() |
Base: 5 | An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. | |
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Numistic Data Modeling | 8000 | 3 | ![]() |
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Are the precognitive powers of Numa at work or is it a matter of skilled craftsmanship? Either way this galactic stock market prediction model will forecast fluctuations in the economy with divine accuracy. | |
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Compact Living | 6000 | 1 | ![]() |
While no one civilization has the perfect solution to the ever-expanding challenge of governing a growing nation, we have found a partial solution. After studying a multitude of species and governments, we have discovered an outstanding balance of flexibility and function. | ||
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Satisfying Insults | 6000 | 1 | ![]() |
Nothing is quite as powerful as a well-placed insult, and we now know how to insult a species's progenitor in many languages. | ||
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Xeno-Aesthetics | 6000 | 1 | ![]() |
After analyzing a multitude of artists from drastically different cultures, we have come up with a general theorem. By studying a civilization's art and culture, we can gain an advantage against them in combat. |
Psionics[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 3.7. |
Psionics is a small tech tree that grants a number of unique bonuses.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
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Psionic Theory | 8000 | 3 | Base: 32.5 | The mind is in many ways a reflection of the universe itself, a microcosmos. All species may not reach this insight, but their minds are tools greater than any other. | ||
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Zro Distillation | 10000 | 3 | ![]() |
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Base: 60 | An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psionically-gifted individuals, Zro acts as a very potent (and addictive) drug that enhances Psi abilities. |
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Telepathy | 12000 | 3 | ![]() |
Base: 25
Modifiers
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Once fully adapted to the basics of Psionics, the mind is capable of connecting to other individuals, becoming something greater. | |
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Thought Enforcement | 20000 | 4 | ![]() |
Base: 20 | Telepaths monitoring the citizenry for incorrect thoughts will make corrections as they find them. | |
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Precognition Interface | 20000 | 4 | ![]() |
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Base: 20 | Advances in the field of Psionics suggest the possibility of creating combat computers capable of reading and analysing the impulses of telepathic operatives before they are cognitively processed. |
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Psi Jump Drives | 40000 | 5 | ![]() |
Base: 2.5 | The Psi Jump Drive harnesses the psi energies emitted by the crew to force the vessel through the very fabric of reality, instantly "jumping" vast distances. | |
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Psionic Barrier | 8000 | 3 | ![]() |
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These barriers are generated out of pure psychic energy by a cadre of psionic specialists. They will be able to stop some incoming fire, like our Energy deflector systems, but without the prohibitive power consumption. | |
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Psionic Shields | 48000 | 5 | ![]() |
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These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters. | |
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Divine Stimulus | 48000 | 5 | ![]() |
Base: 10 | An arcane catalyst amplifying certain psionic wavelengths, capable of inducing hallucinations (religious experiences) in biological brains, and severe disruption (brain death) in electronic ones. |
Archaeostudies[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 3.7. |
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Available only with the Ancient Relics DLC enabled. |
The Archaeostudies tech tree focuses on
Minor Artifacts and unlocks a number of unique buildings and ship components.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
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Arcane Deciphering | 6000 | 2 | ![]() |
Base: 70 | Various artifacts and technologies functioning by arcane means that cannot be understood or replicated… at least not by conventional science as it is known to us. | |
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Curator Archaeology Lab | 4000 | 2 | ![]() |
Base: 85
Modifiers
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These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds. | |
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Archaeostudies | 4000 | 2 | ![]() |
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Base: 70
Modifiers
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This new field of studies focuses on the practical applications of ancient artifacts. We are far from being the first galactic civilization to tread these stars. With a bit of work, their legacies could secure our future. |
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Cybrex Mining Hub | 24000 | 4 | ![]() |
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To build their ring world, the Cybrex relied on highly efficient mining drones to survey and harvest orbital resources. Cybrex-made memory chips and sensors could outfit our own mining drones, so that we might put their millennia old algorithms to good use. | |
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Irassian Naval Yards | 24000 | 4 | ![]() |
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The Irassian astronaval tradition was unmatched in their time. Their shipyards produced a constant stream of ships for their navy and merchant fleets, which would ultimately be their downfall. With so many ships, and such a high reliance on them, the Irassians were powerless to quarantine the disease that would claim their empire. | |
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Yuht Astronomical Interferometer | 24000 | 4 | ![]() |
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The Yuht were a paradoxical society, obsessed with the idea of finding other sentient species, yet refusing to accept that they were not alone. They were so focused on disproving any claim of alien life, that their bias found a way into their technology. However, with the proper modifications and calibrations, we could certainly fix their powerful detection arrays. | |
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Zroni Storm Caster | 24000 | 4 | ![]() |
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Zro is a fascinating element, prone to chaotic bursts of energy. We believe that with the right artifacts, we could use it to fuel spatial storms over entire solar systems. | |
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First League Filing Offices | 24000 | 4 | ![]() |
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The sprawling empire of the First League dwarfed our own at its peak, and relied on implacable bureaucracy to keep the wheels of the state in motion. The quantic filing arrays they used afforded them unprecedented efficiency in the sorting and storing of documents. | |
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Baol Organic Plant | 24000 | 4 | ![]() |
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The Baol Organism had a unique way of producing tools. Given the species' relative slowness, they would simply grow them out of organic matter in locations that were half orchard, half factory. With the proper genetic adjustments, we could also grow various commodities and tools alongside our regular crops. | |
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Vultaum Reality Computer | 24000 | 4 | ![]() |
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The reality computers of the Vultaums were unique processing units, dedicated to analyzing existence itself, not quite through physics, but rather by trying to reverse engineer reality's source code and find the glitch that would finally allow the Vultaums to take down the simulation where they believed they lived. | |
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Ancient Suspension Field | 12000 | 3 | ![]() |
Base: 35 | Projected farther than regular shields, the suspension field technology uses ancient artifacts to slow time at the point of impact to afford the shields a longer opportunity to dispel the incoming attack's energy. | |
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Ancient Pulse Armor | 12000 | 3 | ![]() |
Base: 35 | Ionized plates of armor can carry a reactive charge to alleviate the energy of impacts, using magnetic repulsion and field projection principles. | |
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Ancient Target Scrambler | 20000 | 4 | ![]() |
Base: 20 | Ping repetitors and optic diffusers with the right wavelengths can produce destructive interference and effectively scramble hostile targeting systems. | |
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Ancient Ruination Glare | 20000 | 4 | ![]() |
Base: 40 | Tremendous medium range firepower will enable our titans to break through enemy lines. These ancient cannons were once the foundation upon which a galactic empire was built. | |
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Devolving Beam | 48000 | 5 | ![]() |
Base: 10 | A colossal mind-wiping cannon, which unleashes a planet-wide wave of energy returning most sentient life to a pre-sapient state. Engineers estimate that with additional tuning, it might also be used to wipe clean memory banks and disable robotic units. | |
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Ancient Macro Batteries | 12000 | 3 | ![]() |
Base: 35 | These cannons of gargantuan size deliver relatively slow but devastating projectiles, and can fire pretty much anything, from scrap metal, to asteroid chunks. | |
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Ancient Cavitation Collapser | 12000 | 3 | ![]() |
Base: 35 | This high energy weapon causes brutal micro collapsing events on impact, generating tremendous heat and force inside its targets armor. | |
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Ancient Defensive Web Slinger | 12000 | 3 | ![]() |
Base: 35 | When it comes to tracking and shooting down missiles, these antique batteries are the best of the best, making use of a predictive algorithm written in long forgotten code to weave a fiery defensive web. | |
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Ancient Nano-Missile Cloud Launcher | 12000 | 3 | ![]() |
Base: 35 | Particle charges, once stabilized thanks to ancient technology, allow us to create swarms of tiny missiles that still carry a respectable payload, and should be able to overwhelm most point-defense systems. | |
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Ancient Saturator Artillery | 12000 | 3 | ![]() |
Base: 35 | This cannon fires a barrage of ancient miniscule ionized spheres that charge upon contact with most force fields, giving them high levels of shield penetration. Any theory that these spheres could have been used for jewelry purposes were dismissed when a critical incident melted an entire laboratory. | |
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Ancient Driller Drones | 12000 | 3 | ![]() |
Base: 35 | These high velocity drones have been equipped with antique mining lasers that virtually ignore any plating protecting their target. A tech too good to be wasted on astro mining. | |
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Ancient Rampart | 12000 | 3 | ![]() |
Base: 35 | Defense platforms are a cost effective way to ensure our safety, but they need to be monitored from an operation center. Fortifying our Starbase to ensure its survivability in the event of an attack, and maximizing our capacity to network independent orbital defenses would give us more time to dispatch reinforcements. | |
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Ancient Shield Overcharger | 12000 | 3 | ![]() |
Base: 35 | Supercharging shields can be done safely thanks to ancient stabilizer coils and dampeners. In addition to the production of a stronger force field, this also has the added benefit of outright vaporizing certain incoming projectiles. | |
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Ancient Refinery | 12000 | 3 | ![]() |
Base: 35 | This millennia-old processing equipment has an efficiency rate above 100%. Its functioning remains alien, but its production gains are substantial. |
References[edit | edit source]
- External link: Stellaris Tech Tree (Vanilla)
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics |
Governance | Empire • Government • Civics • Policies • Edicts • Leader • Factions • Technology • Traditions • Situations |
Economy | Economy • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |