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This article may contain outdated information that is inaccurate for the current version of the game.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

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 / 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 physics technologiesEdit

Technology C Cost T Effects Prerequisites Weight & Modifiers Description
Research
  Scientific Method   0   Research Labs Testable predictions of observable phenomena.
  Exotic Materials Labs   3000 1   Research Complexes
  •   Scientific Method
  •   Access to   Exotic Gases through tech or the galactic market
Base: 100
Modifiers
  • 1.25x if scientist expertise is   Computing.
As we explore the galaxy, we continually encounter new materials and substances that are unfamiliar to us. Cataloging and analyzing these discoveries will require new facilities.
  Multi-Dimensional Studies   8000 3   Advanced Research Complexes
  •   Colonial Centralization
  •   Exotic Materials Labs
Base: 130
Modifiers
  • 1.25x if scientist expertise is   Computing.
To expand our knowledge base, we must consider all levels of existence. A new realm of science awaits us!
  Zero-G Laboratories   2000 1 +10% Research Station Output   Offworld Construction Base: 100
Modifiers
  • 1.25x if scientist expertise is   Computing.
A lot of critical research can only be done in a zero gravity environment, which these specialized laboratories are eminently designed for.
  Miniature Containment Fields   3000 1 +10% Research Station Output   Zero-G Laboratories Base: 90
Modifiers
  • 1.25x if scientist expertise is   Computing.
Containment force fields are excellent for isolating and holding various substances or specimens so they can be analyzed in detail.
  Quantum Probes   4000 2 +10% Research Station Output   Miniature Containment Fields Base: 85
Modifiers
  • 1.25x if scientist expertise is   Computing.
Advanced probes that can thoroughly analyze subjects on a sub-atomic level, generating a wealth of valuable research data.
  Autonomous Station Protocols   6000 2 +10% Research Station Output   Quantum Probes Base: 70
Modifiers
  • 1.25x if scientist expertise is   Computing.
Increased automation of station functions will free up more staff for research duties.
  Multi-Dimensional Analysis   8000 3 +10% Research Station Output   Autonomous Station Protocols Base: 65
Modifiers
  • 1.25x if scientist expertise is   Computing.
Studying something from the limited perspective of a single dimensional reality does not paint the whole picture. Every angle must be considered.
  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 scientist expertise is   Computing.
Exploring the mediation of fundamental forces through subatomic Particles.
  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.
  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.
  Interplanetary Research Initiative   8000 3   Research Institute
  •   Colonial Centralization
  •   Quantum Theory
Base: 97.5
Modifiers
  • 1.25x if scientist expertise is   Computing.
  • 0.25x if scientist has none of:
    • Expertise   Computing.
    • Trait   Curator.
A bid for interplanetary resource pools and more flexible research grants.
  Administrative AI   2000 1   +5% Research speed   Scientific Method Base: 100
Modifiers
  • 1.25x if scientist expertise is   Computing.
Organizational circuitry rerouting academic.
  Positronic AI   16000 4   +5% Research speed
  •     Gestalt Consciousness
  •   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.
  Positronic Implants   16000 4   +5% Research speed
  •   Gestalt Consciousness
  •   Self-Evolving Logic
Base: 45
Modifiers
  • 1.25x if scientist expertise is   Computing.
If   Hive Mind:
  • Expanding possibilities through the application of limited cybernetics.

If   Machine Intelligence:

  • Opening new avenues of synthetic thought.

Called "Positronic Processors" for Machine Intelligence empires.

  Self-Evolving Logic   5000 2   +1 Research alternatives   Administrative AI Base: 75
Modifiers
  • 1.25x if scientist expertise is   Computing.
Introspective prioritization.
  Science Nexus   48000 5   Science Nexus
  •   Utopia expansion
  •   Mega-Engineering
Base: 5
Modifiers
  • 2x if scientist has trait   Maniacal.
  • 2x if scientist has trait   Spark of Genius.
  • 2x with ascension perk   Galactic Wonders.
  • 6x with ascension perk   Master Builders.
  • 9x with ascension perk   Technological Ascendancy.
The research labs and databanks of a Science Nexus generate an immense flow of raw, undiluted science.
Exploration
  Curator Exploration Lab   4000 2   +33% Survey speed
  •   Has modifier Curator Insight
  •   Scientist has trait   Curator
Base: 85
Modifiers
  • 3x if scientist has trait   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.
  Curator Archaeology Lab   4000 2 +2 Archaeology Skill Either:
  •   Has empire modifier Curator Insight
  •   Scientist has trait   Curator

  Ancient Relics expansion

Base: 85
Modifiers
  • 3x if scientist has trait   Curator.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.5x with empire 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 Archaeology Lab   4000 2
  •   +10% Anomaly discovery chance
  •   +25% Anomaly research speed
Either:
  •   Has empire modifier Curator Insight
  •   Scientist has trait   Curator

   Ancient Relics expansion not active

Base: 85
Modifiers
  • 3x if scientist has trait   Curator.
  • 0.5x with empire 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.
  Automated Exploration Protocols   2500 1
  •   +25% Survey speed
  •   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.
Colonization
  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.
  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.
Combat computers
  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.
  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.
  Sapient Combat Simulations   20000 4   Sentient Combat AI
  •   Extended Combat Algorithms
  •   Positronic AI
  •    Gestalt Consciousness
  •    Artificial Intelligence policy Outlawed
Base: 20
Modifiers
  • 1.25x if scientist expertise is   Computing and level is >2.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.2x if scientist has none of:
    • Expertise   Computing.
    • Trait   Curator.
    • Trait   Maniacal.
Running sapient AIs through high-intensity combat simulations yields valuable insight into potential optimizations for risk-evaluation techniques.
  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   Computing.
    • Trait   Curator.
    • Trait   Maniacal.
Granting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat.
  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.
  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.
  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.
Ship power
  Fission Power   0   Fission Reactor This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.
  Fusion Power   2500 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.
  Cold Fusion Power   5000 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.
  Antimatter Power   10000 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.
  Zero Point Power   20000 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.
  Dark Matter Power   50000 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.
  Reactor Boosters   0   Reactor Booster   Fission Power Additional power generation systems increase the ship's reactor output.
  Improved Reactor Boosters   3000 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.
  Advanced Reactor Boosters   12000 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.
Shields
  Deflectors   0   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.
  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.
  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.
  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.
  Hyper Shields   24000 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.
  Dark Matter Deflectors   50000 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.
  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.
  Shield Harmonics   50000 5   +5% Shield hit points   Advanced Shields Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
The basic mechanics of ship shields are complex, but they can be adjusted and improved in a multitude of ways.
Sensors
  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.
  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.
  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.
Miscellaneous buildings
  Bio-Reactor   0   Bio-Reactor Either:
  •   Machine Intelligence
  •   Synthetic Evolution acension perk and has completed the associated special project
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.
  Synchronized Defenses   20000 4   Defense-Grid Supercomputer   Self-Evolving Logic Base: 20
Modifiers
  • 1.5x with ascension perk   Technological Ascendancy.
  • 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   Computing.
    • Trait   Curator.
Aligning defensive and offensive weapon execution paradigms allows for increased efficiency.
  Planetary Shields   8000 3   Planetary Shield Generator   Shields Base: 32.5
Modifiers
  • 1.25x if scientist expertise is   Field Manipulation.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.5x if scientist has none of:
    • Expertise   Field Manipulation.
    • Trait   Curator.
    • Trait   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.
  Omega Theory   10000 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.
  Sentry Array   48000 5   Sentry Array
  •   Utopia expansion
  •   Mega-Engineering
Base: 5
Modifiers
  • 2x if scientist has trait   Maniacal.
  • 2x if scientist has trait   Spark of Genius.
  • 2x with ascension perk   Galactic Wonders.
  • 6x with ascension perk   Master Builders.
  • 9x with ascension perk   Technological Ascendancy.
The stages of the Sentry Array gradually expand sensor range, eventually covering the entire galaxy.
  Matter Decompressor   48000 5   Matter Decompressor
  •   MegaCorp expansion
  •   Mega-Engineering
  •   Galactic Wonders ascension perk
The Matter Decompressor lenses a black hole's gravity, forming a drill of gravitational forces to retrieve   Minerals from the singularity.
  Gravitational Analysis   50000 5   –5% Building cost   Applied Quantum Physics Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Increasingly powerful computation paradigms allow us to adapt individual construction projects to planetary and ultra-local gravitational conditions.
Energy generation
  High-Energy Capacitors   0   Generator District Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization.
  Field Modulation   2000 1   +20% 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.
  Quantum Energy States   4000 2   +20% Energy from   Technicians   Field Modulation Base: 85
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.
  Quantum Field Manipulation   8000 3   +20% Energy from   Technicians   Quantum Energy States Base: 65
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.
  Global Energy Management   3000 1
  •   Energy Grid
  •   Capacity Overload
  High-Energy Capacitors Base: 90
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.
  Planetary Power Grid   6000 2   Energy Nexus
  •   Colonial Centralization
  •   Global Energy Management
  • Access to   Exotic Gases through tech or the galactic market
Base: 70
Modifiers
  • 2x if adopted   Prosperity tradition tree.
  • 1.25x if scientist expertise is   Field Manipulation.
A re-engineered and unified grid further reduces energy losses over distance.
  Dyson Sphere   48000 5   Dyson Sphere
  •   Utopia expansion
  •   Mega-Engineering
  •   Galactic Wonders ascension perk
A Dyson Sphere fully envelops a given star, converting all solar output directly to   Energy Credits.
  Applied Superconductivity   20000 5   +5% Energy from   Jobs   Quantum Energy States Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss.
FTL propulsion
  Hyperspace Travel   0   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.
  Hyperlane Breach Points   5000 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.
  Hyperspace Slipstreams   12000 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.
  Wormhole Stabilization   8000 3   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.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 1.25x if adopted   Discovery tradition tree.
  • 1.25x if scientist expertise is   Particles.
  • 0.5x if scientist has none of:
    • Expertise   Particles.
    • Trait   Curator.
    • Trait   Maniacal.
    • Trait   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.
  Jump Drive   32000 5
  •   Jump Drive
  •   Jump drive travel
  Zero Point Power Base: 3
Modifiers
  • 1.25x if adopted   Discovery tradition tree.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 0.1x if scientist has none of:
    • Expertise   Particles.
    • Trait   Curator.
    • Trait   Maniacal.
    • Trait   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.
  FTL Inhibition   4000 2
  •   FTL Inhibitor
  •   Planetary FTL Inhibitor
  Hyperspace Travel Base: 340
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.
  L-Gate Activation   12000 3 Enable special project "Activate L-Gate"
  •   Distant Stars expansion
  • No one has opened the L-Gates yet
  • Obtained after gathering seven L-Gate Insights
Underground facilities where disloyal employees and other forms of unsavory bio-matter are reprocessed into ready-to-eat food products.

This technology is given immediately to every playable empire that's researching it when the first L-Gate opens.

  Speculative Hyperlane Breaching   6000 2   Experimental Subspace Navigation   Gravitic Sensors Base: 37.5
Modifiers
  • 1.5x with ascension perk   Technological Ascendancy.
  • 1.25x if scientist expertise is   Field Manipulation.
Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations.
  Gateway Activation   24000 4   Gateway travel
  •   Hyperspace Slipstreams
  •   Has encountered a gateway or L-Gate or established contact with a regular empire owning the tech.
Base: 17.5
Modifiers
  • 4x if has a gateway or L-Gate inside borders.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 1.25x if adopted   Discovery tradition tree.
  • 1.25x if scientist expertise is   Particles.
  • 0.1x if scientist has none of:
    • Expertise   Particles.
    • Trait   Curator.
    • Trait   Maniacal.
    • Trait   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.
  Gateway Construction   48000 5   Gateway
  •   Gateway Activation
  •   Mega-Engineering
Base: 24000[1]
Modifiers
  • 4x if has a gateway (which is not an L-Gate) inside borders.
  • 1.5x with ascension perk   Technological Ascendancy.
  • 1.25x if adopted   Discovery tradition tree.
  • 1.25x if scientist expertise is   Particles.
  • 0.1x if scientist has none of:
    • Expertise   Particles.
    • Trait   Curator.
    • Trait   Maniacal.
    • Trait   Spark of Genius.
The construction of new Gateway stations enables us to build a fast-travel network that could revolutionize interstellar travel.
Colossus weapons
  Global Pacification   20000 5   Colossus: Global Pacifier
  •   Apocalypse expansion
  •   Colossi
  •   Has completed the Colossus Project
  • 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.
  • 2x if some degree of   Pacifist.
  • 0.2x if scientist has none of:
    • Expertise   Field Manipulation.
    • Trait   Curator.
    • Trait   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
  •   Apocalypse expansion
  •   Colossi
  •   Has completed the Colossus Project
  •   Is not any degree of   Spiritualist or   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.
  • 2x if some degree of   Materialist.
  • 0.2x if scientist has none of:
    • Expertise   Particles.
    • Trait   Curator.
    • Trait   Maniacal.
An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue.
Energy weapons
  Red Lasers   0   Red Laser Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat.
  Blue Lasers   2500 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.
  UV Lasers   4000 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.
  X-Ray Lasers   8000 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.
  Gamma Lasers   16000 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.
  Particle Lances   20000 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.
  Tachyon Lances   24000 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.
  Plasma Throwers   5000 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.
  Plasma Accelerators   8000 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.
  Plasma Cannons   16000 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   20000 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.
  Focused Arc Emitters   24000 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.
  Disruptors   5000 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.
  Ion Disruptors   8000 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.
  Phase Disruptors   16000 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.
  Extradimensional Weaponry   48000 5   Matter Disintegrator
Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons.
  Mining Drone Lasers   5000 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.
  Cloud Lightning Conduits   6000 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.
  Null Void Beam   6000 2   Null Void Beam   Special project outcome (Dimensional portal) 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.
Missiles
  Proton Launchers   12000 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.
  Neutron Launchers   20000 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.
Point defense
  Active Countermeasures   0   Sentinel Point-Defense The best defense is a good offense.
  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.
  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.
Weapon upgrades
  Focusing Arrays   20000 5   +5% Energy weapon damage   X-Ray Lasers Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
Perfecting the firing cadence of laser weaponry is a task that could keep the engineering elite of any given planet busy for centuries.
  Flash Coolant   20000 5   +5% Energy weapon attack speed   Blue Lasers Base: 12.5
Modifiers
  • 0.01x if another repeatable tech was drawn.
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.
Industry
  Mote Stabilization   4000 2
  •   Volatile Motes extraction
  •   Mote Harvesting Traps
  •   Offworld Construction
  •   Any owned planet has a deposit of   Volatile Motes
Base: 170
Modifiers
  • 1.25x if scientist expertise is   Particles.
Volatile Motes are fickle particles that are dangerous to work with. In order to safely harvest them without setting off a chain-reaction of explosions, energy fields must be used to stabilize the motes.
  Volatile Material Plants   4000 2   Chemical Plants   Industrial Base Base: 170
Modifiers
  • 1.25x if scientist expertise is   Particles.
  • 0.5x if any owned planet has a deposit of   Volatile Motes.
Aside from the obvious safety concerns, the artificial creation of Volatile Motes is an extremely delicate and complicated process that requires highly specialized equipment.
  Dark Matter Drawing   12000 3     Dark Matter extraction   Either:
  •   Discovered a deposit of   Dark Matter
  •   Resource exists within borders
  •   Established contact with an empire owning the tech

  Tachyon Sensors

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.
Event-related techs
  Entropic Recursion   4000 3 Continues the Horizon Signal event chain Option granted during the Horizon Signal event chain The universe tends irresistibly onwards and downwards. That tendency cannot be reversed... but it can be subverted, for a price.

ReferencesEdit

  1. The value is @tier5cost3, which is equal to 48000, multiplied by a flat modifier of 0.5. This is probably a bug and should be @tier5weight3, multiplied by 0.5, which would be 10.