Physics research
Version

This article may contain outdated information that is inaccurate for the current version of the game.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.
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.
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).
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:
- 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 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 | Base: 100 | 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 | Base: 130 | 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 | 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 | 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 | 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 | 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 | 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 | Exploring the mediation of fundamental forces through subatomic Particles. | |||
Applied Quantum Physics | 6000 | 2 | +20% Physics Research from Researchers | Quantum Theory | Base: 70 | 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 | Three dimensions, inextricable from the fourth. | ||
Interplanetary Research Initiative | 8000 | 3 | Research Institute | Base: 97.5 | A bid for interplanetary resource pools and more flexible research grants. | |||
Administrative AI | 2000 | 1 | +5% Research speed | Scientific Method | Base: 100 | Organizational circuitry rerouting academic. | ||
Positronic AI | 16000 | 4 | +5% Research speed | Base: 45 | Evolving artificial intellects are opening the door to the possibility for true synthetic sapience. | |||
Positronic Implants | 16000 | 4 | +5% Research speed | Base: 45 | If Hive Mind:
Called "Positronic Processors" for Machine Intelligence empires. | |||
Self-Evolving Logic | 5000 | 2 | +1 Research alternatives | Administrative AI | Base: 75 | Introspective prioritization. | ||
Science Nexus | 48000 | 5 | Science Nexus | Base: 5 | 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 | Base: 85 | 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: | 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 Archaeology Lab | 4000 | 2 | Either: | 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. | |||
Automated Exploration Protocols | 2500 | 1 | Year is >2205 | 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. | |||
Colonization | ||||||||
AI-Controlled Colony Ships | 3000 | 1 | +50% Colony development speed | Base: 90 | 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 | Base: 70 | 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 | Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency. | ||
Extended Combat Algorithms | 8000 | 3 | Advanced Combat Roles | Base: 65 | Further advances in predictive algorithms allow for augmented tactical decision-making in the field. | |||
Sapient Combat Simulations | 20000 | 4 | Sentient Combat AI | Base: 20 | 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 | Base: 20 | 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 | 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 | 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 | 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 | 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 | 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 | Base: 135 | The discovery of fusion power allows for better reactor boosters to be fitted onto our ships. | |||
Advanced Reactor Boosters | 12000 | 1 | Advanced Reactor Booster | Base: 75 | 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 | These updated deflector screens are capable of soaking up even more punishment before they overload. | ||
Shields | 6000 | 2 | Shields | Improved Deflectors | Base: 87.5 | 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 | 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 | 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 | 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
|
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 | 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. | ||||
Subspace Sensors | 8000 | 3 | Gravitic Sensors | 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. | |||
Tachyon Sensors | 16000 | 4 | Tachyon Sensors | Subspace Sensors | Base: 45 | Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances. | ||
Miscellaneous buildings | ||||||||
Bio-Reactor | 0 | Bio-Reactor | Either: | 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 | Aligning defensive and offensive weapon execution paradigms allows for increased efficiency. | ||
Planetary Shields | 8000 | 3 | Planetary Shield Generator | Shields | 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. | ||
Omega Theory | 10000 | 3 | Omega Alignment | 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 | Base: 5 | The stages of the Sentry Array gradually expand sensor range, eventually covering the entire galaxy. | |||
Matter Decompressor | 48000 | 5 | Matter Decompressor | 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
|
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 | Modulated fields allow for increased production and improved energy yield. | ||
Quantum Energy States | 4000 | 2 | +20% Energy from Technicians | Field Modulation | Base: 85 | 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 | Quantum superposition of energy coils, simultaneously drained and charged. | ||
Global Energy Management | 3000 | 1 | High-Energy Capacitors | Base: 90 | 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 | Base: 70 | A re-engineered and unified grid further reduces energy losses over distance. | |||
Dyson Sphere | 48000 | 5 | Dyson Sphere | 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
|
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 | Hyperspace Travel | 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. | |||
Hyperspace Slipstreams | 12000 | 3 | Hyperdrive III | Hyperlane Breach Points | 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. | ||
Wormhole Stabilization | 8000 | 3 | Wormhole travel | 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. | |||
Jump Drive | 32000 | 5 | Zero Point Power | 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. | |||
FTL Inhibition | 4000 | 2 | Hyperspace Travel | Base: 340 | 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" | 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 | 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 | 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. | |||
Gateway Construction | 48000 | 5 | Gateway | Base: 24000[1] | 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 | 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 | Colossus: Neutron Sweep | Base: 10 | 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 | 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 | 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 | 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 | 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 | 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. | |||
Tachyon Lances | 24000 | 4 | Tachyon Lance | 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. | |||
Plasma Throwers | 5000 | 2 | Plasma Thrower | Blue Lasers | Base: 75 | 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 | 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 | The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier. | ||
Disruptors | 5000 | 2 | Disruptor | Blue Lasers | 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. | ||
Ion Disruptors | 8000 | 3 | Ion Disruptor | Disruptors | Base: 65 | These upgraded disruptors fire bolts of more destructive ion Particles at targets. | ||
Phase Disruptors | 16000 | 4 | Phase Disruptor | Ion Disruptors | Base: 45 | Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way. | ||
Arc Emitters | 20000 | 4 | Arc Emitter | Base: 40 | 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 | These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge. | ||
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 | 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 | 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 | Arrays of defensive armaments prove much more effective than independent countermeasures. | ||
Predictive Algorithms | 16000 | 4 | Guardian Point-Defense | Interlinked Support Systems | Base: 45 | 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
|
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
|
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 | Base: 170 | 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 | 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: | 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. | ||
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
- ↑ 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.
- External link: Stellaris Tech Tree (Vanilla) for Patch 2.5
Game concepts
Governance | Crime • Empire • Ethics • Government • Policies • Edicts • Leader • Factions • Population • Species rights • Traditions |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Economy • Technology • Construction • Starbase • Ship |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |