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Engineering research

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This article may contain outdated information that is inaccurate for the current version of the game.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 2.3.

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 / Megastructure 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
Starbases
  Offworld Construction   0
  •   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.
  Starbase Construction   0   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   0   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.
  Starhold   5000 2   Starhold   Starport Base: 75
Modifiers
  • 10x if a neighbor has the tech.
  • 5x with 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.
  Star Fortress   10000 3   Star Fortress   Starhold Base: 60
Modifiers
  • 10x if a neighbor has the tech.
  • 5x with 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.
  Citadel   20000 4   Citadel   Star Fortress Base: 40
Modifiers
  • 10x if a neighbor has the tech.
  • 5x with 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.
  Orbital Energy Conversion   0   Solar Panel Network   Gestalt Consciousness Advances in solar panel technology could offset the operating costs of our starbases. The panels would require an entire starbase module to generate enough energy, however.
  Deep Space Defenses   0   Defense Platform   Starbase Construction This will enable the construction of defensive deep space platforms to protect our Starbases.
  Improved Structural Integrity   5000 2   +500 Defense platform hull points   Starhold Base: 37.5
Modifiers
  • 1.5x with ascension perk   Technological Ascendancy.
A reinforced framework and blast shields with enhanced impact absorption will ensure the structural integrity of the platform even under immense pressure.
  Modular Engineering   3000 2
  •   –25% Starbase building build cost
  •   –25% Starbase module build cost
  Starhold Base: 70
Modifiers
  • 1.25x if scientist expertise is   Voidcraft.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.5x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
Streamlined starbase construction procedures, using modular designs, will halve the present build cost and time.
  Corps of Engineers   12000 3
  •   –15% Starbase upgrade cost
  •   +25% Starbase upgrade speed
  •   Modular Engineering
  •   Star Fortress
Base: 25
Modifiers
  • 1.25x if some degree of   Militarist.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.25x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   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.
  Synchronized Firing Patterns   50000 5   +10% Defense Platform Damage   Improved Structural Integrity Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Cross-linking weapon systems to fire in staggered volleys improves the actual damage output of Military Stations over time.
  Fortified Core Layers   50000 5   +10% Defense Platform Hull Points   Improved Structural Integrity Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Additional layers of armor plating within the structure itself improves the resilience of Military Stations.
  Orbital Habitats   10000 3   Habitats
  •   Utopia expansion
  •   Star Fortress
Base: 60
Modifiers
  • 10x if a neighbor has the tech.
  • 5x with 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   Expansion tradition tree.
  • 1.25x if finished   Expansion tradition tree.
  • 0.1x if year is <2250.
Allows the construction of largely self-sustaining Orbital Habitats.
  Mega-Engineering   48000 5
  •   +20000 Resource storage capacity
  •   Can repair damaged Megastructures
  •   Battleships
  •   Citadel
  •   Zero Point Power
Base: 5
Modifiers
  • 1.5x if scientist has any of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   Maniacal.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 1.5x per owned Starhold (up to 9x with 6).
  • 1.5x per owned Citadel (up to 9x with 6).
  • 2x with at least one owned Habitat.
  • 1.5x if any neighbour has the tech.
  • 20x with any mega-structure (in any condition) within borders.
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.
  Ring World   48000 5   Ring Worlds
  •   Utopia expansion
  •   Mega-Engineering
  • Option granted by   Galactic Wonders ascension perk
An immense band encircling the system's sun.

Built to allow for numerous artificial habitation zones along its inner span, freed from the restrictions and mundanity of planet-bound, spherical existence.

Ships
  Space Exploration   0   Science Ship The Science Ship is used as a base of operations for a top Scientist, ready to explore the vastness of space.
  Corvettes   0   Corvette The Corvette is the most basic military ship, armed and ready in the event of hostile contacts.
  Destroyers   4000 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.
  Cruisers   8000 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.
  Battleships   16000 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.
  Titans   32000 5
  •   +10 Fleet command limit
  •   Ion Cannon defense platform
  •   Titan
  •   Apocalypse expansion
  •   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.
  Colossi   20000 5
  •   Colossus
  •   Colossus Assembly Yards
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.
Ship upgrades
  Standardized Corvette Patterns   2500 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.
  Improved Corvette Hulls   3000 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.
  Advanced Corvette Hulls   6000 2   +100 Corvette hull points   Improved Corvette Hulls Base: 70
Modifiers
  • 1.25x if scientist expertise is   Voidcraft.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.25x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   Spark of Genius.
The latest generation of corvette hulls have optimized structural integrity fields and improved bulkheads.
  Standardized Destroyer Patterns   5000 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.
  Improved Destroyer Hulls   6000 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.
  Advanced Destroyer Hulls   8000 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.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.25x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   Spark of Genius.
The latest generation of destroyer hulls have optimized structural integrity fields and improved bulkheads.
  Standardized Cruiser Patterns   10000 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.
  Improved Cruiser Hulls   12000 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   16000 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.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.25x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   Spark of Genius.
The latest generation of cruiser hulls have optimized structural integrity fields and improved bulkheads.
  Standardized Battleship Patterns   20000 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   24000 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   32000 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.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.25x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   Spark of Genius.
The latest generation of battleship hulls have optimized structural integrity fields and improved bulkheads.
  Improved Titan Hulls   40000 5   +2000 Titan hull points   Titans Base: 25
Modifiers
  • 1.25x if scientist expertise is   Voidcraft.
  • 1.25x if adopted   Supremacy tradition tree.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.2x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   Spark of Genius.
Advances in building techniques will allow for the construction of sturdier and more durable titans.
  Advanced Titan Hulls   48000 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.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.25x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   Spark of Genius.
The latest generation of titan hulls have optimized structural integrity fields and improved bulkheads.
  Matter Compression   50000 5   +5% Armor Hit Points   Plasteel Materials Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Compressing suitable materials into ultra-dense forms is a cheap and efficient way to improve their ability to absorb weapons-grade impacts.
Weapons
  Carrier Operations   3000 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 Strike Craft   6000 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.
  Advanced Strike Craft   12000 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.
  Mass Drivers   0
  •   Mass Driver
  •   Gun Battery
These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds.
  Coilguns   2500 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.
  Railguns   4000 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.
  Advanced Railguns   8000 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.
  Gauss Cannons   16000 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.
  Kinetic Battery   12000 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.
  Kinetic Artillery   20000 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.
  Mega Cannon   20000 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.
  Giga Cannon   24000 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.
  Autocannons   5000 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.
  Ripper Cannons   8000 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.
  Stormfire Cannons   16000 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.
  Flak Battery   0   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.
  Flak Cannons   6000 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.
  Flak Artillery   16000 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.
  Nuclear Missiles   0
  •   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.
  Fusion Missiles   2500 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.
  Antimatter Missiles   4000 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.
  Quantum Missiles   8000 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.
  Marauder Missiles   20000 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.
  Swarmer Missiles   5000 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.
  Whirlwind Missiles   20000 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.
  Space Torpedoes   5000 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.
  Armored Torpedoes   10000 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.
  Devastator Torpedoes   20000 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.
  Orbital Trash Dispersal   8000 1   Orbital Trash Dispersal
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.
  Core Cracking   20000 5   Colossus: World Cracker
  •   Apocalypse expansion
  •   Colossi
  •   Has completed the Colossus Project
  •   Is not any degree of   Pacifist.
  • A choice of one of the Colossus weapons is given for free when the Colossus Project is at 50% progress.
Base: 10
Modifiers
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.2x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   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.
  Atmospheric Nanobot Dispersal   20000 5   Colossus: Nanobot Diffuser
  •   Apocalypse expansion
  •   Colossi
  •   Has completed the Colossus Project
  •     Driven Assimilator
  • A choice of one of the Colossus weapons is given for free when the Colossus Project is at 50% progress.
Base: 10
Modifiers
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.2x if scientist has none of:
    • Expertise   Voidcraft.
    • Trait   Curator.
    • Trait   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.
Weapon upgrades
  Thermodynamic Yield Control   50000 5   +5% Explosive Weapon Damage   Antimatter Missiles Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
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.
  Miniaturized Pre-Igniters   50000 5   +5% Explosive Weapon Attack Speed   Antimatter Missiles Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Advances in miniaturization allow for more rapid loading and discharging of rocket-propelled payloads.
  High-Density Munitions   50000 5   +5% Kinetic Weapon Damage   Railguns Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Ultra-dense slugs can punch through even the strongest of projected shields.
  Loader Efficiency   50000 5   +5% Kinetic Weapon Attack Speed   Railguns Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Minor technical advances combine with improved shipboard routines for handling munitions to provide a noticeable boost in fire rate.
  Synapse Interceptors   50000 5   +10% Strike Craft Damage   Advanced Strike Craft Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
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.
  Heat Recyclers   50000 5   +10% Strike Craft Attack Speed   Advanced Strike Craft Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Circulating excess heat from weapons discharge in order to prime munitions as they are loaded increases the rate of fire of strike craft weaponry.
Armies
  Interplanetary Expeditionary Forces   0   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.
Defensive modules
  Nanocomposite Materials   0   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.
  Ceramo-Metal Materials   2500 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.
  Plasteel Materials   5000 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.
  Durasteel Materials   10000 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.
  Neutronium Materials   20000 4   Neutronium Armor   Durasteel Materials 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.
  Crystal-Infused Plating   6000 2   Crystal-Infused Plating   Debris analysis outcome (Crystalline entities) Base: 0 By infusing armor plating with Crystalline matter we are able to further increase the durability of our ships' protective hulls.
  Crystal-Forged Plating   16000 4   Crystal-Forged Plating   Option given by event (when destroying Crystal Nidus) Base: 0 Introducing Crystalline matter into the forging process further improves the ultra-hard qualities of crystal-infused metals.
  Nanite Repair System   48000 5   Nanite Repair System
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.
  Artificial Dragonscales   50000 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.
Sublight propulsion
  Chemical Thrusters   0   Chemical Thruster Simple yet moderately effective chemical thrusters that rely on combustible propellant to function.
  Ion Thrusters   4000 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.
  Plasma Thrusters   8000 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.
  Impulse Thrusters   16000 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.
  Afterburners   2500 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.
  Advanced Afterburners   10000 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.
  Dark Matter Propulsion   50000 5   Dark Matter Thrusters
These thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
Industry
  Industrial Base   0
  •   Alloy Foundries
  •   Civilian Industries
  •   Resource Silos
The basic industrial infrastructure that is required to become a spacefaring civilization.
  Holographic Casts   3000 1   Alloy Mega-Forges
  •   Industrial Base
  • Has access to   Volatile Motes through tech or the galactic market
Base: 90
Modifiers
  • 1.25x if scientist expertise is   Materials.
Solid holographic casts can alter their shapes at a moment's notice, speeding up alloy production.
  Nano-Separators   8000 3   Alloy Nano-Plants
  •   Colonial Centralization
  •   Holographic Casts
Base: 65
Modifiers
  • 1.25x if scientist expertise is   Materials.
Nano-separators are a revolutionary new step in the creation of alloys, simplifying the casting process while improving overall production quality.
  Nano-Circuit Assembly   3000 1   Civilian Fabricators
  • Is not   Gestalt Consciousness, or has   Rogue Servitor civic
  • Has access to   Rare Crystals through tech or the galactic market.
Base: 90
Modifiers
  • 1.25x if scientist expertise is   Materials.
With pre-programmed nano-circuits, many consumer products can be rapidly assembled in fabricators.
  Replicator Kiosks   8000 3   Civilian Repli-Complexes
  • Is not   Gestalt Consciousness, or has   Rogue Servitor civic
  •   Nano-Circuit Assembly
Base: 130
Modifiers
  • 1.25x if scientist expertise is   Materials.
These kiosks can replicate any pre-approved object if its pattern has been stored within their memory banks.
Mining
  Zero-G Refineries   2000 1 +10% Mining station output   Offworld Construction Base: 100
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.
  Long-Range Mineral Scanners   3000 1 +10% Mining station output   Zero-G Refineries Base: 90
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 Cutting Beams   4000 2 +10% Mining station output   Long-Range Mineral Scanners Base: 85
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.
  Autonomous Mining Drones   6000 2 +10% Mining station output   Mineral Cutting Beams Base: 70
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.
  Nanite Mineral Probes   8000 3 +10% Mining station output   Autonomous Mining Drones Base: 65
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.
  Geothermal Fracking   2000 1   +20% Minerals from   Miners   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.
  Deep Core Mining   4000 2   +20% Minerals from   Miners   Geothermal Fracking Base: 85
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.
  Mineral Isolation   8000 3   +20% Minerals from   Miners   Deep Core Mining Base: 65
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.
  Mineral Purification   3000 1   Mineral Purification Plants   Geothermal Fracking Base: 90
Modifiers
  • 1.25x if scientist expertise is   Industry.
Optimal processing of mined materials have allowed us to reach new levels of efficiency.
  Advanced Mineral Purification   6000 2   Mineral Purification Hubs
  •   Colonial Centralization
  •   Mineral Purification
  • Has access to   Volatile Motes through tech or the galactic market
Base: 140
Modifiers
  • 1.25x if scientist expertise is   Industry.
Second-stage processing of pseudo-refined minerals allow for more efficient storage and transportation.
  Extraction Patterns   50000 5   +5% Minerals from   Jobs   Advanced Mineral Purification Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Changes in how mineral deposits are evaluated relative to each other lead to more efficient boring patterns.
Special and strategic resources
  Betharian Refining   4000 2   Betharian Power Plant
  •   Offworld Construction
  •   Any owned planet has a   Betharian Fields feature
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.
  Exotic Gas Extraction   4000 2
  •     Exotic Gases
  •   Gas Extraction Wells
  •   Offworld Construction
  •   Any owned planet has a deposit of   Exotic Gases
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   4000 2   Exotic Gas Refineries   Industrial Base Base: 170
Modifiers
  • 1.25x if scientist expertise is   Materials.
  • 0.5x if any owned planet has a deposit of Exotic Gases.
Exotic Gas can be produced artificially, but it is a difficult process that requires advanced refinery equipment.
  Rare Crystal Mining   4000 2
  •     Rare Crystals
  •   Crystal Mines
  •   Offworld Construction
  •   Any owned planet has a deposit of   Rare Crystals
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.
  Rare Crystal Manufacturing   4000 2   Synthetic Crystal Plants   Industrial Base Base: 170
Modifiers
  • 1.25x if scientist expertise is   Materials.
  • 0.5x if any owned planet has a deposit of Rare Crystals.
The crystallization process is complicated and difficult, but synthetic crystals can be manufactured by using specialized industrial plants.
  Nanite Transmutation   6000 2   Nanite Transmuter
  •   Distant Stars expansion
  •   Any owned planet has a deposit of   Nanites
Base: 35
Modifiers
  • 1.5x with ascension perk   Technological Ascendancy.
  • 1.25x if scientist expertise is   Materials.
The mass-production of these rare resources require particularly capable nanites.
  Living Metal   32000 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.
Robots
  Powered Exoskeletons   2000 1
  •   +5% Army damage
  •   +5% Minerals from   Jobs
  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.
  Robotic Workers   3000 1   Robot
  •   Powered Exoskeletons
  •    Gestalt Consciousness
  •   Robotic Workers policy Outlawed
Base: 135
Modifiers
  • 2x if some degree of   Materialist.
  • 1.25x if scientist expertise is   Industry.
  • 0.5x if some 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.
  Droids   6000 2
  •   Droids
  •   Robotic Assault Army
  •   Colonial Centralization
  •   Robotic Workers
  •    Gestalt Consciousness
  •   Robotic Workers policy Outlawed
Base: 70
Modifiers
  • 2x if a degree of   Materialist.
  • 2x with valid civic   Mechanist.
  • 1.25x if scientist expertise is   Industry and level is >2.
  • 0.5x if some 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.
  Synthetics   20000 4
  •   Synthetics
  •   Android Assault Army
  •   Droids
  •   Galactic Administration
  •   Positronic AI
  •    Gestalt Consciousness
  •   Robotic Workers policy Outlawed
Base: 20
Modifiers
  • 4x with ascension perk   The Flesh is Weak.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 2x if some degree of   Materialist.
  • 0.5x if some degree of   Spiritualist.
  • 2x with valid civic   Mechanist
  • 1.25x if scientist expertise is   Industry.
  • 0.2x if scientist has none of:
    • Expertise   Industry.
    • Trait   Curator.
    • Trait   Maniacal.
    • Trait   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   24000 4   Can elect synth leaders
  •   Synthetics
  •    Gestalt Consciousness
  •   Robotic Workers policy Outlawed
  •   Artificial Intelligence policy 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.
  Machine Template System   4000 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.
  Machine Template System   4000 1
  •   +2 Robot modification points
  •   Can modify robot pops
  •   Robotic Workers
  •    Gestalt Consciousness
  •     Robotic Workers policy Outlawed
Base: 85
Modifiers
  • 1.25x if scientist expertise is   Industry.
Rewritable assembly templates allow for the creation of bespoke synthetic worker designs.
  Cross-Model Standardization   8000 2   +1 Robot modification points
  •   Droids
  •   Machine Template System
  •    Gestalt Consciousness
  •     Robotic Workers policy Outlawed
Base: 65
Modifiers
  • 2x with valid civic   Mechanist.
  • 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.
  Fungible Circuitry   16000 4   +1 Robot modification points
  •   Cross-Model Standardization
  •   Synthetics
  •    Gestalt Consciousness
  •     Robotic Workers policy Outlawed
Base: 22.5
Modifiers
  • 4x with ascension perk   The Flesh is Weak.
  • 2x with valid civic   Mechanist.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.2x if scientist has none of:
    • Expertise   Industry.
    • Trait   Curator.
    • Trait   Maniacal.
    • Trait   Spark of Genius.
Improved production practices allow for fundamental changes to synthetic workers without compromising core functionality.
  Binary Motivators   8000 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.
  Nanite Assemblers   16000 4   +1 Machine modification points
  •   Binary Motivators
  •   Galactic Administration
  •   Machine Intelligence
Base: 22.5
Modifiers
  • 1.5x with ascension perk   Technological Ascendancy.
  • 1.25x if scientist expertise is   Industry.
  • 0.2x if scientist has none of:
    • Expertise   Industry.
    • Trait   Curator.
    • Trait   Maniacal.
    • Trait   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.
  Micro-Replicators   5000 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.
  Self-Assembling Components   12000 3   +10% Pop assembly speed
  •   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.
Research
  Nanomechanics   2000 1   +20% Engineering Research from   Jobs Base: 100
Modifiers
  • 5x if AI-controlled.
  • 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.
  Supersolid Materials   6000 2   +20% Engineering Research from   Jobs   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.
  Superfluid Materials   20000 4   +20% Engineering Research from   Jobs   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.
Construction
  Assembly Patterns   3000 1   +25% Building construction speed   Nanomechanics Base: 90
Modifiers
  • 1.25x if some degree of   Militarist.
  • 1.25x if scientist expertise is   Industry.
Rapid iteration in construction simulations determines the optimal component assembly patterns for each building project ahead of time.
  Construction Templates   10000 3   +50% Building construction speed   Assembly Patterns Base: 30
Modifiers
  • 1.25x if some degree of   Militarist.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.5x if scientist has none of:
    • Expertise   Industry.
    • Trait   Curator.
Standardized pre-fab templates massively reduce on-site facility construction times.
  Assembly Algorithms   50000 5   +10% Planet Build Speed   Construction Templates Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
The application of game and puzzle theory has the potential to greatly optimize modular assembly and construction.
Districts
  Mechanized Mining   0 Mining District The basic industrial infrastructure that is required to become a spacefaring civilization.
  Weather Control Systems   5000 2   +1 City District Housing Base: 112.5
Modifiers
  • 1.25x if scientist expertise is   Industry.
The ability to alter a planet's weather patterns to suppress destructive weather phenomena will make residential buildings easier to maintain and open up new areas for habitation.
  Anti-Gravity Engineering   8000 3   +1 City District Housing
  •   Weather Control Systems
  •    Agrarian Idyll
Base: 97.5
Modifiers
  • 1.25x if scientist expertise is   Industry.
The ability to alter a planet's weather patterns to suppress destructive weather phenomena will make residential buildings easier to maintain and open up new areas for habitation.
Miscellaneous
  L-Gate Insight   2000 2 +1 L-Gate Insights
  •   Distant Stars expansion
  •   Encountered an L-Gate
  •   Has not completed the L-Cluster event chain
Base: 70
Modifiers
  • 0.01x if another repeatable tech was drawn.
Intensive study within the fields of nanomachinery and subspace phenomena will eventually yield a new §Y$clue$§! into the $lgate_disabled$ mystery..

ReferencesEdit