Difference between revisions of "Physics research"
Jump to navigation
Jump to search
m (Restored for contest) |
(Removed incorrect prerequisite for ftl inhibition of gateway activation.) |
||
Line 803: | Line 803: | ||
| {{Plainlist|* {{icon|starbase}} FTL Inhibitior | | {{Plainlist|* {{icon|starbase}} FTL Inhibitior | ||
* [[File:Feature.png|21px|link=FTL]] Enable planetary FTL inhibitors }} | * [[File:Feature.png|21px|link=FTL]] Enable planetary FTL inhibitors }} | ||
− | | {{Plainlist| | + | | {{Plainlist|* {{icon|Hyperspace Travel|21px}} {{tech|start|Hyperspace Travel}} }} |
− | * {{icon|Hyperspace Travel|21px}} {{tech|start|Hyperspace Travel}} }} | ||
| data-sort-value="75" | '''Base:''' 75 | | data-sort-value="75" | '''Base:''' 75 | ||
{{Collapse list | {{Collapse list |
Revision as of 16:24, 8 June 2019
Version

Please help with verifying or updating older sections of this article. At least some were last verified for version 2.1.
This article is for the PC version of Stellaris only.
This article is for the PC version of Stellaris only.
Physics research area is comprised mainly of the fields:
Computing,
Field Manipulation and
Particles. It also includes, to a negligible extent, the
Voidcraft field.
The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more.
Main effects
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).
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 usage
Legend indicators:
- Colors: Starter , Acquisition , Rare , Dangerous , Repeatable .
- Icons:
Armies / Attachments,
Buildings,
Components,
Edicts / Policies,
Feature unlock,
Starbase,
Resources,
Ship / Station / Megastructure class.
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 8 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.
List of physics technologies
Technology | C | Cost | T | Effects | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|---|
![]() |
Databank Uplinks | ![]() |
![]() |
![]() |
High-capacity quantum bands dedicated to databank transfers make possible virtually completely synchronous research operations across vast distances. | |||
![]() |
Scientific Method | ![]() |
![]() |
Testable predictions of observable phenomena. | ||||
![]() |
Administrative AI | ![]() |
2000 | 1 | ![]() |
![]() |
Base: 100 | Organizational circuitry rerouting academic. |
![]() |
Quantum Theory | ![]() |
2000 | 1 | ![]() |
Base: 100 | Exploring the mediation of fundamental forces through subatomic particles. | |
![]() |
Automated Exploration Protocols | ![]() |
2500 | 1 | ![]() |
Base: 95
Modifiers
|
An advanced AI will aid science officers in their task to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no Blorg has gone before. The Science Ship will be able to explore the galaxy with help from an AI. | |
![]() |
Active Countermeasures | ![]() |
![]() |
The best defense is a good offense. | ||||
![]() |
AI-Controlled Colony Ships | ![]() |
3000 | 1 | ![]() |
Base: 90 | By giving control of the colony ship to an Artificial Intelligence, the crew and colonists can be suspended in a deep sleep. | |
![]() |
Auxiliary Fire-control | ![]() |
3000 | 1 | ![]() |
![]() |
Base: 90 | By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy. |
![]() |
Specialized Combat Computers | ![]() |
3000 | 1 | ![]() |
![]() |
Base: 90 | Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency. |
![]() |
Curator Archeology Lab | ![]() |
4000 | 2 | Base: 85 | A shipboard lab with advanced archaeological equipment, including a vast database supplied by the Curator Order where new discoveries can easily be cross-referenced. | ||
![]() |
Curator Exploration Lab | ![]() |
4000 | 2 | ![]() |
Base: 85 | These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds. | |
![]() |
Gravitic Sensors | ![]() |
4000 | 2 | Base: 85 | These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship. | ||
![]() |
Self-Evolving Logic | ![]() |
5000 | 2 | ![]() |
![]() |
Base: 75 | Introspective prioritization. |
![]() |
Applied Quantum Physics | ![]() |
6000 | 2 | ![]() |
Base: 70 | The seemingly erratic behavior of tiny things can dramatically alter the way we think about bigger things. | |
![]() |
Interlinked Support Systems | ![]() |
6000 | 2 | ![]() |
![]() |
Base: 70 | Arrays of defensive armaments prove much more effective than independent countermeasures. |
![]() |
Self-Aware Colony Ships | ![]() |
6000 | 3 | ![]() |
Base: 70 | Sufficiently advanced systems are capable of optimizing themselves if they are made acutely aware of the purpose for which they were made. | |
![]() |
Extended Combat Algorithms | ![]() |
8000 | 3 | ![]() |
Base: 65 | Further advances in predictive algorithms allow for augmented tactical decision-making in the field. | |
![]() |
Subspace Sensors | ![]() |
8000 | 3 | ![]() |
Base: 65 | Sensors that detect the subspace fluctuations left in the wake of traveling starships. Their sensitivity and range is greater than that of a gravitic sensor array. | |
![]() |
Interplanetary Research Initiative | ![]() |
8000 | 3 | ![]() |
Base: 97.5 | A bid for interplanetary resource pools and more flexible research grants. | |
![]() |
Positronic AI | ![]() |
16000 | 4 | ![]() |
![]() |
Base: 45 | Evolving artificial intellects are opening the door to the possibility for true synthetic sapience. |
![]() |
Predictive Algorithms | ![]() |
16000 | 4 | ![]() |
![]() |
Base: 45 | Advanced prediction greatly increases the accuracy of active countermeasure systems. |
![]() |
Tachyon Sensors | ![]() |
16000 | 4 | ![]() |
![]() |
Base: 45 | Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances. |
![]() |
Autonomous Ship Intellects | ![]() |
20000 | 4 | ![]() |
Base: 20 | Granting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat. | |
![]() |
Sapient Combat Simulations | ![]() |
20000 | 4 | ![]() |
Base: 20 | Running sapient AIs through high-intensity combat simulations yields valuable insight into potential optimizations for risk-evaluation techniques. | |
![]() |
Space-Time Theory | ![]() |
20000 | 4 | * ![]() |
Base: 40 | Three dimensions, inextricable from the fourth. | |
![]() |
Synchronized Defenses | ![]() |
20000 | 4 | ![]() |
![]() |
Base: 20 | Aligning defensive and offensive weapon execution paradigms allows for increased efficiency. |
![]() |
Enigmatic Decoder | ![]() |
50000 | 5 | ![]() |
![]() |
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. | |
![]() |
Enigmatic Encoder | ![]() |
50000 | 5 | ![]() |
![]() |
The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command. | |
![]() |
Gravitational Analysis | ![]() |
50000 | 5 | ![]() |
![]() |
Base: 12.5
Modifiers
|
Increasingly powerful computation paradigms allow us to adapt individual construction projects to planetary and ultra-local gravitational conditions. |
![]() |
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. | |||
![]() |
High-Energy Capacitors | ![]() |
![]() |
Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization. | ||||
![]() |
Field Modulation | ![]() |
2000 | 1 |
|
![]() |
Base: 100 | Modulated fields allow for increased production and improved energy yield. |
![]() |
Global Energy Management | ![]() |
2500 | 1 | ![]() |
Base: 95 | Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors. | |
![]() |
Improved Deflectors | ![]() |
3000 | 1 | ![]() |
![]() |
Base: 112.5 | These updated deflector screens are capable of soaking up even more punishment before they overload. |
![]() |
Speculative Hyperlane Breaching | ![]() |
2500 | 2 | ![]() |
![]() |
Base: 75 | Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations. |
![]() |
Quantum Energy States | ![]() |
6000 | 2 |
|
Base: 70 | Basic entanglement principles applied to energy generation provide a substantial increase in energy output. | |
![]() |
Shield Capacitors | ![]() |
6000 | 2 | ![]() |
![]() |
Base: 70 | These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. |
![]() |
Shields | ![]() |
6000 | 2 | ![]() |
![]() |
Base: 87.5 | These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection. |
![]() |
Planetary Power Grid | ![]() |
6000 | 2 | ![]() |
Base: 70
Modifiers
|
A re-engineered and unified grid further reduces energy losses over distance. | |
![]() |
Planetary Shields | ![]() |
8000 | 3 | ![]() |
![]() |
Base: 32.5 | 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. |
![]() |
Advanced Shields | ![]() |
12000 | 3 | ![]() |
![]() |
Base: 62.5 | An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier. |
![]() |
Dark Matter Drawing | ![]() |
6000 | 3 | ![]() ![]() |
Base: 50 | 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. | |
![]() |
Quantum Field Manipulation | ![]() |
20000 | 4 |
|
Base: 40 | Quantum superposition of energy coils, simultaneously drained and charged. | |
![]() |
Hyper Shields | ![]() |
32000 | 4 | ![]() |
![]() |
Base: 43.75 | These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none. |
![]() |
Singularity Core | ![]() |
12000 | 4 | ![]() |
Base: 17.5 | A captive black hole that can be studied in a controlled environment would be an incredible research asset. | |
![]() |
Applied Superconductivity | ![]() |
20000 | 5 | ![]() |
![]() |
Base: 12.5
Modifiers
|
Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss. |
![]() |
Shield Harmonics | ![]() |
50000 | 5 | ![]() |
![]() |
Base: 12.5
Modifiers
|
The basic mechanics of ship shields are complex, but they can be adjusted and improved in a multitude of ways. |
![]() |
Dark Matter Deflectors | ![]() |
25000 | 5 | ![]() |
|
These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature. | |
![]() |
Fission Power | ![]() |
![]() |
This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste. | ||||
![]() |
Hyperspace Travel | ![]() |
![]() |
![]() |
Like the strands of a spider web, the extra-dimensional realm of hyperspace runs between the gravity wells of most stars. Faster than light travel is theoretically possible along these hyperlanes. | |||
![]() |
Reactor Boosters | ![]() |
![]() |
![]() |
Additional power generation systems increase the ship's reactor output. | |||
![]() |
Red Lasers | ![]() |
![]() |
Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat. | ||||
![]() |
Blue Lasers | ![]() |
750 | 1 | ![]() |
![]() |
Base: 95 | More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics. |
![]() |
Fusion Power | ![]() |
750 | 1 | ![]() |
![]() |
Base: 190 | Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power. |
![]() |
Improved Reactor Boosters | ![]() |
1000 | 1 | ![]() |
Base: 135 | The discovery of fusion power allows for better reactor boosters to be fitted onto our ships. | |
![]() |
UV Lasers | ![]() |
1500 | 2 | ![]() |
![]() |
Base: 85 | Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage. |
![]() |
Cold Fusion Power | ![]() |
2000 | 2 | ![]() |
![]() |
Base: 150 | The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships. |
![]() |
Disruptors | ![]() |
2000 | 2 | ![]() |
![]() |
Base: 75 | Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew. |
![]() |
FTL Inhibition | ![]() |
2000 | 2 | Base: 75 | The construction of new Gateway stations enables us to build a fast-travel network that could revolutionize interstellar travel. | ||
![]() |
Hyperlane Breach Points | ![]() |
2000 | 2 | ![]() |
Base: 75 | We have identified the existence of points in space where a ship expends less energy to "breach" their way into a hyperlane. This will lead to a new generation of hyper drives. | |
![]() |
Mining Drone Lasers | ![]() |
2000 | 2 | ![]() |
![]() |
Using strong-focus lenses in combination with an oscillating firing frequence help create lasers strong enough to mine asteroids, or shoot down hostiles. | |
![]() |
Plasma Throwers | ![]() |
2000 | 2 | ![]() |
![]() |
Base: 75 | Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor. |
![]() |
Cloud Lightning Conduits | ![]() |
2500 | 2 | ![]() |
![]() |
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. | |
![]() |
Ion Disruptors | ![]() |
4000 | 3 | ![]() |
![]() |
Base: 65 | These upgraded disruptors fire bolts of more destructive ion particles at targets. |
![]() |
Omega Theory | ![]() |
4000 | 3 | ![]() |
Base: 60 | When a temporal paradox becomes tangled, a kind of consciousness arises, with its own needs, its own desires. This is what has occurred with the consciousness that some call the Worm-in-Waiting. If we can align ourselves with that consciousness, we might just achieve a kind of immortality. | |
![]() |
Plasma Accelerators | ![]() |
4000 | 3 | ![]() |
![]() |
Base: 65 | These new accelerators launch projectiles of high-energy plasma with improved containment fields. This results in less energy leakage as the projectile travels in space towards its target. |
![]() |
Wormhole Stabilization | ![]() |
4000 | 3 | ![]() |
Base: 32.5 | A naturally occurring subspace wormhole is a fickle thing, and its fluctuating energy levels typically make it impossible to travel safely between its linked apertures. There are ways to temporarily stabilize its matrix, however. | |
![]() |
X-Ray Lasers | ![]() |
4000 | 3 | ![]() |
![]() |
Base: 65 | These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive. |
![]() |
Antimatter Power | ![]() |
5000 | 3 | ![]() |
![]() |
Base: 120 | By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion. |
![]() |
Neutronium Extraction | ![]() |
5000 | 3 | ![]() ![]() |
Base: 120 | Neutronium is a super-dense substance composed of neutrons that can be forged into extremely resistant and durable armor. | |
![]() |
Advanced Reactor Boosters | ![]() |
6000 | 1 | ![]() |
Base: 75 | The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors. | |
![]() |
Hyperspace Slipstreams | ![]() |
6000 | 3 | ![]() |
![]() |
Base: 50 | A new generation of hyper drives capable of accessing the subspace slipstreams that are present within hyperspace. This leads to dramatically improved drive performance. |
![]() |
L-Gate Activation | ![]() |
6000 | 3 | ![]() |
![]() |
The L-Gates defy our current understanding of subspace mechanics. This must be remedied before they can be opened for travel. | |
![]() |
Proton Launchers | ![]() |
6000 | 3 | ![]() |
![]() |
Base: 50 | These energy projectiles consist of tightly concentrated protons capable of causing immense damage to the hull of enemy ships. |
![]() |
Gamma Lasers | ![]() |
8000 | 4 | ![]() |
![]() |
Base: 45 | The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons. |
![]() |
Phase Disruptors | ![]() |
8000 | 4 | ![]() |
![]() |
Base: 45 | Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way. |
![]() |
Plasma Cannons | ![]() |
8000 | 4 | ![]() |
![]() |
Base: 45 | The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier. |
![]() |
Arc Emitters | ![]() |
10000 | 4 | ![]() |
Base: 40 | Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields. | |
![]() |
Neutron Launchers | ![]() |
10000 | 4 | ![]() |
![]() |
Base: 40 | Upgraded energy projectiles that rely on neutrons instead of protons for their destructive power. |
![]() |
Particle Lances | ![]() |
10000 | 4 | ![]() |
Base: 40 | These heavy energy weapons fire focused particle beams that cause massive damage. The size of the emitter arrays limits their use to battleships and titans. | |
![]() |
Zero Point Power | ![]() |
10000 | 4 | ![]() |
![]() |
Base: 80 | These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy. |
![]() |
Focused Arc Emitters | ![]() |
12000 | 4 | ![]() |
![]() |
Base: 35 | These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge. |
![]() |
Gateway Activation | ![]() |
12000 | 4 | ![]() |
Base: 17.5 | The ability to reactivate the derelict Gateway stations that can be found scattered throughout the galaxy has the potential to dramatically shorten travel times. | |
![]() |
Tachyon Lances | ![]() |
12000 | 4 | ![]() |
Base: 35 | A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power. Like its predecessor, its use is limited to battleships and titans. | |
![]() |
Jump Drive | ![]() |
15000 | 5 | ![]() |
Base: 3 | A groundbreaking technological marvel, the Jump Drive shreds the local space-time continuum and rearranges it on the quantum level to be identical to that of the target destination - and thus the ship appears to near-instantly "jump" from system to system. | |
![]() |
Matter Generation | ![]() |
15000 | 5 | ![]() |
Base: 15 | By using vast amounts of energy we are able to convert light into matter from seemingly nothing. | |
![]() |
Extradimensional Weaponry | ![]() |
20000 | 5 | ![]() |
|
Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons. | |
![]() |
Flash Coolant | ![]() |
20000 | 5 | ![]() |
![]() |
Base: 12.5
Modifiers
|
New developments in tech cooling regularly surface, improving the stability and efficiency of our weapons systems, keeping them from blowing up the ships upon which they are mounted. |
![]() |
Focusing Arrays | ![]() |
20000 | 5 | ![]() |
![]() |
Base: 12.5
Modifiers
|
Perfecting the firing cadence of laser weaponry is a task that could keep the engineering elite of any given planet busy for centuries. |
![]() |
Gateway Construction | ![]() |
20000 | 5 | ![]() |
Base: 10 | The construction of new Gateway stations enables us to build a fast-travel network that could revolutionize interstellar travel. | |
![]() |
Dark Matter Power | ![]() |
25000 | 5 | ![]() |
|
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. | |
![]() |
Global Pacification | ![]() |
20000 | 5 | ![]() |
Base: 10 | A shielding field is deployed around a planet, creating a barrier that is permanent and impenetrable (save for some wavelengths of light). | |
![]() |
Neutron Sweeping | ![]() |
20000 | 5 | ![]() |
Base: 10 | An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue. |
References
- External link: Stellaris Tech Tree (Vanilla) for Patch 2.0
Game concepts
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |