Physics research
Physics is one of the three research areas. It consists of the following fields:
Computing: research labs, research speed, science ships, ship computers, point-defense, sensors, espionage, Cosmogenesis advancement technologies.
Field Manipulation: energy production, shields, cloaking devices, astral rifts, some strategic resources, cosmic storm manipulation.
Particles: ship reactors, energy weapons, FTL travel, some strategic resources.
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 was available as a research option as part of the last choice, then its (total) weight is halved in the coming choice.
- The table denotes the base cost of a tech. Actual in-game tech cost scales with game settings and
(number of colonized planets and population).
- To research techs of higher tiers, it is necessary to first acquire six or more techs of the preceding tier.
- Sorting the table by tiers places 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.
Computing[edit | edit source]
The Computing tech tree focuses on research, sensors and espionage. Most
Cosmogenesis technologies are also in this tree.
Event Computing technologies[edit | edit source]
The following technologies cannot be discovered by research draws and are added as permanent research options by events.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | DLC | |
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Enigmatic Decoder While producing average results in standard tests, the accuracy of Enigmatic Decoder's prediction algorithms seemingly increases as the target's flight path grows more erratic.
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50000 | 5 | ![]() |
Either:
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Enigmatic Encoder The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
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50000 | 5 | ![]() |
Either:
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Combat Computer Bio-Integration We can develop specialized neurochips to influence the behavior of space fauna involved in wide scale fleet combat.
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4000 | 2 | ![]() |
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Sensor Bio-Integration The diverse sensory organs of spaceborne life can be enhanced by our developed technologies with minimal harm to the organism.
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4000 | 2 | ![]() |
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Atmospheric Orbital Mechanics Due to our vast experience operating observation stations in orbit of pre-FTL worlds, we have discovered slight optimizations. By implementing them empire-wide, we can drastically reduce the maintenance our stations require.
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6000 | 2 | Observation Insights situation | ![]() | |
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New Numbers After studying multiple pre-FTL civilizations, we have realized that there are many alternative ways to calculate the universe. It has even introduced new numbers into our mathematics.
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6000 | 2 | Observation Insights situation | ![]() | |
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Trinary Computing Different societies have developed alternative solutions for their logistics and computing. These alien ways of thinking have made it easier for us to adapt to foreign empires' structures.
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6000 | 2 | Observation Insights situation | ![]() | |
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Exponential Learning Theory The radical shift in perspective required to comprehend the infinite layers of reality challenges even our most brilliant minds.
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10000 | 5 | ![]() |
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Gravitic Brush Gravity and spacetime shape the universe. Starting with gravity, we will master tools to power our ascension.
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50000 | 5 | ![]() |
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Theoretical Infinity Thesis Precise and incredibly minute alterations in gravity allow us to inject commands into the code of reality. Extreme caution is imperative as we learn the applications of this new and incredible tool.
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100000 | 5 | ![]() |
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The Rules of Reality Recent experiments confirm that our edits to reality are only temporary. More significant alterations will be necessary to anchor these changes.
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200000 | 5 | ![]() |
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Nascent Universes Large-scale travel to different universes is a daunting task. We must engineer a spacecraft that can not only pierce the fabric of spacetime but also survive the journey.
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300000 | 5 | ![]() |
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Cetana's Thought This compendium, a gift from Cetana, is a tapestry of profound insights, elegantly composed and dense with meaning. It offers more than knowledge; it challenges and reshapes our understanding of technology, society, and the fabric of consciousness itself.
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15000 | 5 | ![]() |
The Synthetic Queen event reward | ![]() |
Field Manipulation[edit | edit source]
The Field Manipulation tech tree focuses on energy production and shields.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | Draw weight | DLC | |
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High-Energy Capacitors Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization.
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0 | |||||
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Field Modulation Modulated fields allow for increased production and improved energy yield.
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2000 | 1 | ![]() |
Base: 100 | ||
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Quantum Energy States Basic entanglement principles applied to energy generation provide a substantial increase in energy output.
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4000 | 2 | ![]() |
Base: 85 | ||
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Quantum Field Manipulation Quantum superposition of energy coils, simultaneously drained and charged.
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8000 | 3 | ![]() |
Base: 65 | ||
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Applied Superconductivity Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss.
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50000 | 5 | ![]() |
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Base: 12.5
Modifiers
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Global Energy Management Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors.
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3000 | 1 | ![]() |
Base: 180 | ||
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Planetary Power Grid A re-engineered and unified grid further reduces energy losses over distance.
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6000 | 2 | Base: 70 | |||
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Deflectors Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power.
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0 | ![]() |
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Improved Deflectors These updated deflector screens are capable of soaking up even more punishment before they overload.
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3000 | 1 | ![]() |
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Base: 112.5 | |
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Shields These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.
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6000 | 2 | ![]() |
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Base: 87.5 | |
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Advanced Shields An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.
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12000 | 3 | ![]() |
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Base: 62.5 | |
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Hyper Shields These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.
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24000 | 4 | ![]() |
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Base: 43.75 | |
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Shield Capacitors These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.
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6000 | 2 | ![]() |
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Base: 70 | |
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Shield Hardening With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields.
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6000 | 2 | ![]() |
Base: 70 | ||
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Advanced Shield Hardening Zro particles raised to a high energy state add fluctuations to our shields that can deflect certain weapons that would otherwise easily penetrate the fields.
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20000 | 5 | ![]() |
Base: 20 | ||
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Shield Harmonics The basic mechanics of ship shields are complex, but they can be adjusted and improved in a multitude of ways.
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50000 | 5 | ![]() |
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Base: 12.5
Modifiers
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Planetary Shields Generating a strong energy shield within a planetary atmosphere is a greater challenge than in the vacuum of space, but it offers a potent defense against orbital bombardment.
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8000 | 3 | ![]() |
Base: 32.5 | ||
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Speculative Hyperlane Breaching Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations.
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6000 | 2 | ![]() |
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Base: 37.5 | |
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Dark Matter Drawing This exotic substance has many properties that seemingly defy the laws of physics. Harvestable concentrations can only be found near Black Holes or in certain nebulas.
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12000 | 3 | Base: 50 | |||
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Global Pacification A shielding field is deployed around a planet, creating a barrier that is permanent and impenetrable (save for some wavelengths of light).
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20000 | 5 | ![]() |
Base: 10 | ![]() | |
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Basic Cloaking Fields A modified particle field allows our vessels to effectively 'hide' in open space. However, this comes at the cost of destabilizing other forms of energy shielding which would otherwise protect the ship.
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6000 | 2 | ![]() |
Base: 70
Modifiers
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Advanced Cloaking Fields Advancements in rare crystal lensing technology have greatly improved cloaking efficiency.
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12000 | 3 | ![]() |
Base: 50
Modifiers
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Elite Cloaking Fields Typical cloaking technology can play havoc with a ship's more delicate instruments. However, these elite fields render such concerns obsolete.
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24000 | 4 | ![]() |
Base: 35
Modifiers
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Dark Matter Cloaking Fields This device uses dark matter to warp space-time around the vessel, making it incredibly difficult to detect.
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50000 | 5 | ![]() |
Base: 25
Modifiers
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Astral Harvesting The harvesting of torn astral fabric along the scars of rifts in space and time is made possible with delicate modifications to our research stations.
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4000 | 2 | ![]() |
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Base: 85
Modifiers
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Storm Manipulation By harnessing the principles behind storm negation technologies, we can begin to manipulate the astrometeorological nature of the galaxy to serve our own needs.
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6000 | 2 | Base: 75 | ![]() | ||
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Advanced Storm Manipulation Continued study into astrometeorology grants us the power to more precisely bend and manipulate Cosmic Storms to our own needs.
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10000 | 3 |
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Base: 65
Modifiers
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Shrinkspace Depot The depot influences a portion of subspace where the distance between molecules is reduced, effectively shrinking anything stored there. Living beings are forbidden from entering it.
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50000 | 5 | Shrinkspace Depot | Base: 20 | ![]() | |
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Extra-Dimensional Depot By creating a localized pocket dimension, we can hold nearly endless resources.
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50000 | 5 | Extra-Dimensional Depot | Base: 20 | ![]() | |
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Gravity Snares Localized concentrations of quantum mass can be used to create short bursts of extreme gravity. If manipulated correctly, such a gravitational force could theoretically capture and contain a creature of any size without harm.
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4000 | 2 | ![]() |
Base: 340
Modifiers
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Micro Singularity Enhancements Increases the amount of Space Fauna captured by Gravity Snares by 1
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4000 | 2 |
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Base: 340 | ![]() |
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Gravity Manipulation Optimization Increases the amount of Space Fauna captured by Gravity Snares by 1
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8000 | 3 |
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Base: 97.5 | ![]() |
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Containment System Improvement Increases the amount of Space Fauna captured by Gravity Snares by 1
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16000 | 4 |
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Base: 45 | ![]() |
Event Field Manipulation technologies[edit | edit source]
The following technologies cannot be discovered by research draws and are added as permanent research options by events.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | DLC | |
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Dark Matter Deflectors These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.
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50000 | 5 | ![]() |
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Entropic Recursion The universe tends irresistibly onwards and downwards. That tendency cannot be reversed... but it can be subverted, for a price.
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4000 | 3 | ![]() |
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Dyson Sphere A Dyson Sphere fully envelops a given star, converting all solar output directly to Energy Credits.
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48000 | 5 | ![]() |
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Matter Decompressor The Matter Decompressor lenses a black hole's gravity, forming a drill of gravitational forces to retrieve Minerals from the singularity.
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48000 | 5 | ![]() |
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Rift Sphere It seems that space and time tend to gather together in layers, all laid on top of one another. The trick is how to slip between the folds.
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10000 | 2 | ![]() |
A Rift in Space situation | ![]() |
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Curator Containment Protocols Gravity Snares capture double the amount of Space Fauna.
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8000 | 3 |
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Purchase from the Curator enclave | ![]() |
Particles[edit | edit source]
The Particles tech tree focuses on lasers, reactors and FTL.
Event Particles technologies[edit | edit source]
The following technologies cannot be discovered by research draws and are added as permanent research options by events.
Technology | Cost | Tier | Effects / unlocks | Prerequisites | |
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Hyperdrive Bio-Integration Traveling across hyperlanes can be hazardous for spaceborne life, but we are able to enhance their capabilities.
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4000 | 2 | ![]() |
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Dark Matter Power These generators appear to somehow draw energy directly from dark matter, providing more ship power than should be possible according to the laws of physics.
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50000 | 5 | ![]() |
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Cloud Lightning Conduits Void Clouds use the electrical charges generated by the dense gases that make up most of their core to release bolts of burning plasma. Using the same gas composition together with a specialized conduit allows for powerful lightning weaponry.
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6000 | 2 | ![]() |
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Mining Drone Lasers Using strong-focus lenses in combination with an oscillating firing frequence help create lasers strong enough to mine asteroids, or shoot down hostiles.
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5000 | 2 | ![]() |
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Null Void Beam By harnessing the entropic nature of the Null Void, this beam can actually destroy energy.
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6000 | 2 | ![]() |
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Extradimensional Weaponry Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons.
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48000 | 5 | ![]() |
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Unusual Senses Nothing is more innovative than natural evolution. By studying how pre-FTL societies view their world, we have devised new methods of detecting uninvited ships.
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6000 | 2 | ![]() | |
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L-Gate Activation The L-Gates defy our current understanding of subspace mechanics. This must be remedied before they can be opened for travel.
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12000 | 3 | ![]() |
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References[edit | edit source]
- External link: Stellaris Tech Tree (Vanilla)
Exploration | Exploration • FTL • Unique systems • L-Cluster • Pre-FTL species • Fallen empire • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Planetary features • Planet modifiers |
Discovery | Discovery • Anomaly • Archaeological site • Astral rift • Relics • Collection |
Species | Species • Pop modification • Biological traits • Machine traits • Population • Species rights • Ethics |
Leaders | Leader • Common leader traits • Commander traits • Official traits • Scientist traits • Paragons |
Governance | Empire • Origin • Government • Civics • Council • Agendas • Policies • Edicts • Factions • Traditions • Ascension perks • Situations |
Economy | Resources • Planetary management • Districts • Jobs • Designation • Trade • Megastructures |
Buildings | Planet capital • Common buildings • Unique buildings • Holdings |
Ships | Ship • Ship designer • Core components • Weapon components • Utility components • Mutations • Offensive mutations |
Technology | Technology • Physics research • Society research • Engineering research |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Crisis |
Others | Events • The Shroud • Preset empires • AI players • Stat modifiers • Console commands • Easter eggs |