User:Evil4Zerggin/Repeatable techs

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Research alternatives

  • 3 base
  • 1 from Scientific Revolution edict
  • 1 from Technocracy, Natural Neural Network, Predictive Analysis civics
  • 1 from Self-Aware Logic tech
  • 1 from Science Division tradition

Total: 6 or 7 depending on civic availability.

Physics

Tech Effects Blocked by
Gravitational Analysis (5 levels) -5% Mod planet building cost mult.png Building Cost Applied Quantum Physics (Physics Lab II)
Shield Harmonics +5% Mod ship shield hp mult.png Ship Shield Advanced Shields (Shields IV)
Applied Superconductivity +5% Energy Credits.png Energy Tile Output Quantum Energy States (Power Plants III)
Flash Coolant +5% Mod ship fire rate mult.png Ship Attack Speed, Energy Blue Lasers (Lasers II)
Focusing Arrays +5% Mod ship weapon damage.png Ship Damage, Energy X-Ray Lasers (Lasers IV)

Note that Quantum Theory (Physics Lab I) is required for the science capital.

Society

Tech Effects Notes
Cell Revitalization +5 Mod leader age.png Leader Lifespan
Transgenic Crops +5% Food.png Food Tile Output
Aggressive Conditioning +10% Mod army damage mult.png Army Damage Can be blocked by Combat Training.
Nerve Dampeners +10% Mod army health.png Army Health Can be blocked by Combat Training.
Administrative Efficiency +1 Mod country admin cap add.png Core Sector Planets Can be blocked by Galactic Bureaucracy.
Communication Protocols +1 Sector Limit Can be blocked by Adaptive Bureaucracy.
Proclamation Broadcasts +10% Mod country edict length mult.png Edict Duration
Sentient Resource Management +1 Leader Capacity Can be blocked by Adaptive Bureaucracy.
(5 levels) +10 Command cap
+20 Naval cap
+1 Starbase cap

Skipping army upgrades reduces techs by 1. Machine empires have 1 less since they don't have food techs.

Engineering

Tech Effects Notes
Assembly Algorithms (10 levels) +10% Building build speed
Extraction Patterns +5% Minerals.png Minerals Tile Output
High-Density Munitions +5% Mod ship fire rate mult.png Ship Attack Speed, Kinetic Can be blocked by Railguns (Kinetic III).
Loader Efficiency +5% Mod ship weapon damage.png Ship Damage, Kinetic Can be blocked by Railguns (Kinetic III).
Matter Compression +5% Mod ship armor mult.png Ship Armor Can be blocked by Plasteel Materials (Armor III).
Miniaturized Pre-Igniters +5% Mod ship fire rate mult.png Ship Attack Speed, Explosive Can be blocked by Antimatter Missiles (Missiles III).
Thermodynamic Yield Control +5% Mod ship weapon damage.png Ship Damage, Explosive Can be blocked by Antimatter Missiles (Missiles III).
Fortified Core Layers +10% Mod ship hitpoints add.png Ship Health, Station Can be blocked by Improved Structural Integrity.
Synchronized Firing Patterns +10% Mod ship weapon damage.png Ship Damage, Station Can be blocked by Improved Structural Integrity.
Heat Recyclers +5% Mod ship fire rate mult.png Ship Attack Speed, Strike Craft Can be blocked by Carrier Operations (Strike Craft I).
Synapse Interceptors +5% Mod ship weapon damage.png Ship Damage, Strike Craft Can be blocked by Carrier Operations (Strike Craft I).

Skipping Kinetics, Missiles, Stations, or Strike Craft reduces this by 1 each.