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Physics 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This article may contain outdated information that is inaccurate for the current version of the game.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 2.1.

This article is for the PC version of Stellaris only.

Physics Research Physics research area is comprised mainly of the fields: Computing.png Computing, Field Manipulation.png Field Manipulation and Particles.png Particles. It also includes, to a negligible extent, the Voidcraft.png 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.

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
  Computing
  •   Improved research capabilities
  •   Physics producing buildings
  •   Point-defense weapons
  •   Ship combat computers
  •   Increased colony development speed
  •   Building cost modifiers
The science of applied algorithms.
  Field Manipulation
  •   Increased energy storage capacity
  •   Energy producing buildings
  •   Energy modifiers
  •   Shield components
  •   Strategic resources reveal
  •   Shield modifiers
Bending fundamental forces to our will.
  Particles
  •   Energy weapons
  •   Ship reactor components
  •   Improved FTL capabilities
  •   Energy weapon modifiers
Isolating and utilizing particulate matter and phenomena.
  Voidcraft   Colossus type ships 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 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 physics technologiesEdit

Technology C Cost T Effects Prerequisites Weight & Modifiers Description
  Scientific Method     Basic Science Lab Testable predictions of observable phenomena.
  Administrative AI   2000 1   +5% Research speed   Scientific Method Base: 100
Modifiers
  • 1.25x if scientist expertise is   computing.
Organizational circuitry rerouting academic.
  Quantum Theory   2000 1   +20% Physics research from researchers Base: 100
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if engineering scientist expertise is   computing.
Exploring the mediation of fundamental forces through subatomic particles.
  Automated Exploration Protocols   2500 1
  •   +25% Survey speed
  •   Enable automatic exploration
  Year is >2205 Base: 95
Modifiers
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 2x if number of owned planets is >5.
  • 2x if number of owned planets is >10.
  • 2x if number of owned planets is >15.
  • 2x if number of owned planets is >20.
  • 1.25x if adopted   Discovery tradition tree.
  • 1.25x if scientist expertise is   computing.
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     Sentinel Point-Defense The best defense is a good offense.
  AI-Controlled Colony Ships   3000 1   +50% Colony development speed
  •   Administrative AI
  •   New Worlds Protocol
Base: 90
Modifiers
  • 1.25x if scientist expertise is   computing.
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   Auxiliary Fire-control   Specialized Combat Computers Base: 90
Modifiers
  • 1.25x if scientist expertise is   computing.
By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy.
  Specialized Combat Computers   3000 1   Basic Combat Roles   Administrative AI Base: 90
Modifiers
  • 2x if researched   Destroyers.
  • 2x if researched   Cruisers.
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   computing.
Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency.
  Curator Archeology Lab   4000 2
  •   +10% Anomaly discovery chance
  •   +25% Anomaly research speed
  •   Has modifier Curator Insight
  •   Scientist trait is   curator
Base: 85
Modifiers
  • 3x if scientist trait is   curator.
  • 0.5x if has modifier Curator Insight.
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   +33% Survey speed
  •   Has modifier Curator Insight
  •   Scientist trait is   curator
Base: 85
Modifiers
  • 3x if scientist trait is   curator.
  • 0.5x if has modifier Curator Insight.
These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds.
  Gravitic Sensors   4000 2
  •   Gravitic Sensors
  •   Listening Post
Base: 85
Modifiers
  • 1.25x if scientist expertise is   computing.
  • 1.25x if adopted   Discovery tradition tree.
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   +1 Research alternatives   Administrative AI Base: 75
Modifiers
  • 1.25x if scientist expertise is   computing.
Introspective prioritization.
  Applied Quantum Physics   6000 2   +20% Physics research from researchers
  •   Quantum Theory
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   computing.
The seemingly erratic behavior of tiny things can dramatically alter the way we think about bigger things.
  Interlinked Support Systems   6000 2   Barrier Point-Defense   Active Countermeasures Base: 70
Modifiers
  • 1.25x if scientist expertise is   computing.
Arrays of defensive armaments prove much more effective than independent countermeasures.
  Self-Aware Colony Ships   6000 3   +50% Colony development speed
  •   AI-Controlled Colony Ships
  •   Self-Evolving Logic
Base: 70
Modifiers
  • 1.25x if scientist expertise is   computing.
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   Advanced Combat Roles
  •   Self-Evolving Logic
  •   Specialized Combat Computers
Base: 65
Modifiers
  • 1.25x if scientist expertise is   computing.
Further advances in predictive algorithms allow for augmented tactical decision-making in the field.
  Subspace Sensors   8000 3
  •   Subspace Sensors
  •   Black Hole Observatory
  Gravitic Sensors Base: 65
Modifiers
  • 1.25x if scientist expertise is   computing.
  • 1.25x if adopted   Discovery tradition tree.
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   Research Institute
  •   Colonial Centralization
  •   Quantum Theory
  •    Machine Intelligence
Base: 97.5
Modifiers
  • 1.25x if scientist expertise is   computing.
  • 0.25x if scientist has none of:
    • Expertise is   computing.
    • Trait is   curator.
A bid for interplanetary resource pools and more flexible research grants.
  Positronic AI   16000 4   +5% Research speed   Self-Evolving Logic Base: 45
Modifiers
  • 1.25x if scientist expertise is   computing.
Evolving artificial intellects are opening the door to the possibility for true synthetic sapience.
  Predictive Algorithms   16000 4   Guardian Point-Defense   Interlinked Support Systems Base: 45
Modifiers
  • 1.25x if scientist expertise is   computing.
Advanced prediction greatly increases the accuracy of active countermeasure systems.
  Tachyon Sensors   16000 4   Tachyon Sensors   Subspace Sensors Base: 45
Modifiers
  • 1.25x if scientist expertise is   computing.
  • 1.25x if adopted   Discovery tradition tree.
Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.
  Autonomous Ship Intellects   20000 4   Autonomous Ship Intellects
  •   Extended Combat Algorithms
  •   Gestalt Consciousness
Base: 20
Modifiers
  • 1.25x if scientist expertise is   computing and level is >2.
  • 0.2x if scientist has none of:
    • Expertise is   computing.
    • Trait is   curator.
    • Trait is   maniacal.
Granting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat.
  Sapient Combat Simulations   20000 4   Sentient Combat AI
  •   Extended Combat Algorithms
  •   Positronic AI
  •    Gestalt Consciousness
  •    Artificial Intelligence – Outlawed
Base: 20
Modifiers
  • 1.25x if scientist expertise is   computing and level is >2.
  • 0.2x if scientist has none of:
    • Expertise is   computing.
    • Trait is   curator.
    • Trait is   maniacal.
Running sapient AIs through high-intensity combat simulations yields valuable insight into potential optimizations for risk-evaluation techniques.
  Space-Time Theory   20000 4
  •   +20% Physics from researchers
*   Applied Quantum Physics 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   computing.
Three dimensions, inextricable from the fourth.
  Synchronized Defenses   20000 4   Defense-Grid Supercomputer   Self-Evolving Logic Base: 20
Modifiers
  • 1.2x if   fanatic militarist.
  • 1.1x if   militarist.
  • 0.75x if   pacifist.
  • 0.65x if   fanatic pacifist.
  • 0.5x if scientist has none of:
    • Expertise is   computing.
    • Trait is   curator.
Aligning defensive and offensive weapon execution paradigms allows for increased efficiency.
  Enigmatic Decoder   50000 5   Enigmatic Decoder   Event chain outcome (Enigmatic Fortress) 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   Enigmatic Encoder   Event chain outcome (Enigmatic Fortress) The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
  Gravitational Analysis   50000 5   –5% Building cost   Applied Quantum Physics Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Increasingly powerful computation paradigms allow us to adapt individual construction projects to planetary and ultra-local gravitational conditions.
  Deflectors     Deflectors   Scientific Method 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     Generator District Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization.
  Field Modulation   2000 1
  • +10% energy from technicians
  High-Energy Capacitors Base: 100
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
  • 1.25x if adopted   Prosperity tradition tree.
Modulated fields allow for increased production and improved energy yield.
  Global Energy Management   2500 1
  •   Energy Grid
  •   Capacity Overload
  High-Energy Capacitors Base: 95
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
  • 1.25x if adopted   Prosperity tradition tree.
Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors.
  Improved Deflectors   3000 1   Improved Deflectors   Deflectors Base: 112.5
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These updated deflector screens are capable of soaking up even more punishment before they overload.
  Speculative Hyperlane Breaching   2500 2   Enable travel outside hyperlanes   Gravitic Sensors 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
  • +10% energy from technicians
  •   Colonial Centralization
  •   Field Modulation
Base: 70
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
  • 1.25x if adopted   Prosperity tradition tree.
Basic entanglement principles applied to energy generation provide a substantial increase in energy output.
  Shield Capacitors   6000 2   Shield Capacitor   Shields Base: 70
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.
  Shields   6000 2   Shields   Improved Deflectors Base: 87.5
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
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   Energy Nexus
  •   Colonial Centralization
  •   Global Energy Management
Base: 70
Modifiers
  • 2x if adopted   Prosperity tradition tree.
  • 10x if researched (unrecognized string “exotic gas extraction tech” for Template:Icon) Exotic Gas Extraction or (unrecognized string “exotic gas refining tech” for Template:Icon) Exotic Gas Refining
  • 1.25x if scientist expertise is   field manipulation.
A re-engineered and unified grid further reduces energy losses over distance.
  Planetary Shields   8000 3   Planetary Shield Generator   Shields Base: 32.5
Modifiers
  • 0.5x if scientist has none of:
    • Expertise is   field manipulation.
    • Trait is   curator.
    • Trait is   spark of genius.
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   Advanced Shields   Shields Base: 62.5
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.
  Dark Matter Drawing   6000 3     Dark Matter
  •   Tachyon Sensors
  •   Either:
  •   Country flag dark_matter_found is set
  •   Resource exists within borders
  •   Established contact with an empire owning the tech
Base: 50
Modifiers
  • 1.5x if scientist expertise is   materials.
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
  • +10% energy from technicians
  •   Galactic Administration
  •   Quantum Energy States
Base: 40
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
  • 1.25x if adopted   Prosperity tradition tree.
Quantum superposition of energy coils, simultaneously drained and charged.
  Hyper Shields   32000 4   Hyper Shields   Advanced Shields Base: 43.75
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.
  Singularity Core   12000 4   Singularity Core
  •   Galactic Administration
  •   Quantum Theory
  •   Machine Intelligence
Base: 17.5
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
  • 0.25x if scientist has none of:
    • Expertise is   field manipulation.
    • Trait is   curator.
A captive black hole that can be studied in a controlled environment would be an incredible research asset.
  Applied Superconductivity   20000 5   +5% Energy credits   Quantum Energy States Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss.
  Shield Harmonics   50000 5   +5% Shield hit points   Advanced Shields Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
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   Dark Matter Deflectors
These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.
  Fission Power     Fission Reactor This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.
  Hyperspace Travel     Hyperdrive I   Scientific Method 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     Reactor Booster   Fission Power Additional power generation systems increase the ship's reactor output.
  Red Lasers     Red Laser Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat.
  Blue Lasers   750 1   Blue Laser   Red Lasers Base: 95
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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   Fusion Reactor   Fission Power Base: 190
Modifiers
  • 2x if researched   Destroyers.
  • 1.25x if scientist expertise is   particles.
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   Improved Reactor Booster
  •   Fusion Power
  •   Reactor Boosters
Base: 135
Modifiers
  • 1.25x if scientist expertise is   particles.
The discovery of fusion power allows for better reactor boosters to be fitted onto our ships.
  UV Lasers   1500 2   UV Laser   Blue Lasers Base: 85
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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   Cold Fusion Reactor   Fusion Power Base: 150
Modifiers
  • 2x if researched   Cruisers.
  • 1.25x if scientist expertise is   particles.
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   Disruptor   Blue Lasers Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
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
  •   FTL Inhibitor
  •   Enable planetary FTL inhibitors
  •   Hyperspace Travel
Base: 75
Modifiers
  • 1.25x if scientist expertise is   particles.
  • 1.25x if adopted   Supremacy tradition tree.
Gravity well projectors can be used to create localized pockets of space where safe entry into hyperspace is impossible. The immense power requirements and the size of the projectors prohibits their use on anything smaller than a starbase.
  Hyperlane Breach Points   2000 2
  •   Hyperdrive II
  •   Hyperlane Registrar
  Hyperspace Travel Base: 75
Modifiers
  • 1.25x if scientist expertise is   particles.
  • 1.25x if adopted   Discovery tradition tree.
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   Mining Drone Lasers   Debris analysis outcome (Ancient mining drones) 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   Plasma Thrower   Blue Lasers Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
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   Cloud Lightning   Debris analysis outcome (Void clouds) 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   Ion Disruptor   Disruptors Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
These upgraded disruptors fire bolts of more destructive ion particles at targets.
  Omega Theory   4000 3   Omega Alignment
  •   Doctrine: Strange Loop
  •   Entropic Recursion
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   Plasma Accelerator   Plasma Throwers Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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   Enable wormhole travel
  •   Hyperlane Breach Points
  •   Has encountered a wormhole or established contact with a regular empire owning the tech.
Base: 32.5
Modifiers
  • 4x if has a wormhole inside borders.
  • 1.25x if adopted   Discovery tradition tree.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if scientist has none of:
    • Expertise is   particles.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
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   X-Ray Laser   UV Lasers Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive.
  Antimatter Power   5000 3   Antimatter Reactor   Cold Fusion Power Base: 120
Modifiers
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   particles.
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     Neutronium Ore
  •   Tachyon Sensors
  •   Either:
  •   Country flag neutronium_found is set
  •   Resource exists within borders
  •   Established contact with an empire owning the tech
Base: 120
Modifiers
  • 1.5x if scientist expertise is   particles.
Neutronium is a super-dense substance composed of neutrons that can be forged into extremely resistant and durable armor.
  Advanced Reactor Boosters   6000 1   Advanced Reactor Booster
  •   Antimatter Power
  •   Improved Reactor Boosters
Base: 75
Modifiers
  • 1.25x if scientist expertise is   particles.
The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors.
  Hyperspace Slipstreams   6000 3   Hyperdrive III   Hyperlane Breach Points Base: 50
Modifiers
  • 1.25x if scientist expertise is   particles.
  • 1.25x if adopted   Discovery tradition tree.
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   A special project activating L-gates   L-cluster has been opened 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   Proton Launchers   X-Ray Lasers Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
These energy projectiles consist of tightly concentrated protons capable of causing immense damage to the hull of enemy ships.
  Gamma Lasers   8000 4   Gamma Laser   X-Ray Lasers Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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   Phase Disruptor   Ion Disruptors Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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   Plasma Cannon   Plasma Accelerators Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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   Arc Emitter
  •   Battleships
  •   Plasma Cannons
Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields.
  Neutron Launchers   10000 4   Neutron Launchers   Proton Launchers Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
Upgraded energy projectiles that rely on neutrons instead of protons for their destructive power.
  Particle Lances   10000 4   Particle Lance
  •   Battleships
  •   X-Ray Lasers
Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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   Zero Point Reactor   Antimatter Power Base: 80
Modifiers
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   particles.
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   Focused Arc Emitter   Arc Emitters Base: 35
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge.
  Gateway Activation   12000 4   Enable gateway travel
  •   Hyperspace Slipstreams
  •   Has encountered a gateway or established contact with a regular empire owning the tech.
Base: 17.5
Modifiers
  • 4x if has a gateway inside borders.
  • 1.25x if adopted   Discovery tradition tree.
  • 1.25x if scientist expertise is   particles.
  • 0.1x if scientist has none of:
    • Expertise is   particles.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
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   Tachyon Lance
  •   Particle Lances
  •   Gamma Lasers
Base: 35
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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
  •   Jump Drive
  •   Enable jump drive travel
  Zero Point Power Base: 3
Modifiers
  • 1.25x if adopted   Discovery tradition tree.
  • 0.1x if scientist has none of:
    • Expertise is   particles.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
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   Resource Replicator
  •   Colonial Centralization
  •   Zero Point Power
Base: 15
Modifiers
  • 1.25x if scientist expertise is   computing.
  • 0.25x if scientist has none of:
    • Expertise is   particles.
    • Trait is   curator.
    • Trait is   maniacal.
By using vast amounts of energy we are able to convert light into matter from seemingly nothing.
  Extradimensional Weaponry   20000 5   Matter Disintegrator
Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons.
  Flash Coolant   20000 5   +5% Energy weapon attack speed   Blue Lasers Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
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   +5% Energy weapon damage   X-Ray Lasers Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
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   Enable gateway construction
  •   Gateway Activation
  •   Mega-Engineering
Base: 10
Modifiers
  • 4x if has a gateway inside borders.
  • 1.25x if adopted   Discovery tradition tree.
  • 1.25x if scientist expertise is   particles.
  • 0.1x if scientist has none of:
    • Expertise is   particles.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
The construction of new Gateway stations enables us to build a fast-travel network that could revolutionize interstellar travel.
  Dark Matter Power   25000 5   Dark Matter Reactor
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   Colossus: Global Pacifier
  •   Colossi
  •   Has completed the Colossus Project
Base: 10
Modifiers
  • 2x if a degree of   pacifist.
  • 0.2x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   maniacal.
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   Colossus: Neutron Sweep
  •   Colossi
  •   Has completed the Colossus Project
  •   Is a degree of   Pacifist
  •   Is a degree of   Spiritualist
Base: 10
Modifiers
  • 2x if a degree of   materialist.
  • 0.2x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   maniacal.
An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue.

ReferencesEdit