Difference between revisions of "Technology"

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{{version|Pre-release}}
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{{Version|2.7}}
{{expand}}
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{{Technav}}
[[File:Technology interface.png|right|thumb|330px|Technology interface.]]
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''Technology'' in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: {{iconify|Engineering|21px}}, {{iconify|Physics|21px}} and {{iconify|Society|21px}}. Additionally, each of the ~300 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively).
  
'''Technology''' is a central pillar of any interstellar [[empire]]. It has allowed them to reach the stars and it will be what allows them to succeed against other empires.  
+
The user interaction aspect utilizes a ''card shuffle'' approach rather than a traditional ''tech tree'' presentation, thereby introducing an element of semi-randomness into the system.
  
There are roughly 300 technologies in the game, though these will not all be available to the player in a given play-through. Engineering, Physics and Society technologies are researched separately using different research [[resources]]. There is no "tech tree", instead players are presented with a number of different choices of techs to research.
+
== Research areas & fields ==
 +
{{SVersion|2.7}}{{anchor|Categories}}
 +
[[File:UI tech.png|right|thumb|400px|Technology interface. Every slot here can have one research project active at a time and every research area has its own slot.]]
 +
There are three different main ''research areas'' in-game, with each area corresponding with one of the research resources. Additionally, each research area has multiple subcategories, for a total of 12 such subcategories, and every tech belongs to one of these subcategories.
 +
 
 +
The areas and their subcategories are as follows:
 +
 
 +
'''{{icon|Engineering}} [[Engineering research]]'''
 +
:* {{iconify|Industry|21px}}: Mineral production and storage, robots, building construction.
 +
:* {{iconify|Materials|21px}}: Armor, strategic resources.
 +
:* {{iconify|Propulsion|21px}}: Kinetic and explosive weapons, thrusters.
 +
:* {{iconify|Voidcraft|21px}}: Ship types and hulls, starbases, strike craft.
 +
 
 +
'''{{icon|Physics}} [[Physics research]]'''
 +
:* {{iconify|Computing|21px}}: Science Labs, research, science ships, ship computers, point-defense, sensors.
 +
:* {{iconify|Field Manipulation|21px}}: Power Plants, shields, some strategic resources.
 +
:* {{iconify|Particles|21px}}: Ship reactors, energy weapons, FTL, some strategic resources.
 +
 
 +
'''{{icon|Society}} [[Society research]]'''
 +
:* {{iconify|Biology|21px}}: Food production, leader lifespan and policies, species modification, army types, some strategic resources.
 +
:* {{iconify|Military Theory|21px}}: Fleet command limit, naval capacity, army buildings and statistics, claim cost.
 +
:* {{iconify|New Worlds|21px}}: Tile blocker clearance, terraforming, starbase capacity, administrative capacity.
 +
:* {{iconify|Statecraft|21px}}: Unity, edicts, leader pool and recruitment, planetary and empire capitals.
 +
:* {{iconify|Psionics|21px}}: Exotic mid- to late- game technologies. Unlocked through the {{icon|Psionic Theory|24px}} {{tech|rare|Psionic Theory}} technology.
  
 
== The card system ==
 
== The card system ==
 +
{{SVersion|2.7}}
 +
[[File:Card system.png|thumb|400px|The "card" system. Every time a research project is to be initiated, the game will draw a hand of cards like this one from which the player then can pick one technology to research.]]
 +
Although the underlying technology system is based on the familiar ''tech tree'' structure, it does away with its standard interaction/presentation in favor of the ''card shuffle'' approach. This injects a semi-random element into research, making it somewhat less predictable as well as more non-linear.
 +
 +
Whenever the player is prompted to initiate a research project, the game gives them a "hand of cards" consisting of a semi-random selection of technologies available for research which are picked randomly from a hidden "deck of cards" consisting of all valid research options that can appear.
 +
 +
Every time the player meets the requirements for a given technology to become obtainable, the technology in question is added into the main "card deck" and will then have a chance of appearing in the "card hand" whenever the game draws a new hand for the player to pick from. There are two basic parameters affecting a tech's chances of appearing in a given card hand:
 +
 +
* ''Tiers'' – Technologies are divided into 6 levels (T0 to T5) of advancement. Higher tier technologies require obtaining a certain number of technologies from the preceding tier in the same area of research (set at 6 for all tiers<ref>See {{path|common/technology/tier/00_tier.txt}} for details.</ref>) before they become available as research alternatives.
 +
* ''Weight'' – A base value denoting the ''relative'' chance (out of all the valid options) of a particular technology to be drawn as an alternative. This may be further modified by an empire's composition (ethics, civics, etc.) and its current state (scientist's traits, past tech, etc.).
 +
 +
To further increase variation, a tech which appeared as an alternative in the previous card hand will have its weight set to 0 in the next prompt.
 +
 +
As a general rule of thumb, the more advanced a technology is, the lower its weight (and the higher its cost). Systematically important techs (e.g. terraforming) have a higher weight (typically between 150% and double normal) to help ensure empires get a chance to research them, whereas {{tech|rare|rare technologies}} have significantly lower weight (typically one-eighth normal without the matching expertise). Some factors increase the weight of rare techs:
 +
<!-- These factors are omitted from [[Society research]] because they're (almost) universal. Don't put other modifiers here e.g. expertise because they vary. -->
 +
* Being in a level 3 or higher [[File:Federation research.png|21px]] Research Cooperative [[federation]] with another member who knows the tech doubles the weight.
 +
* The [[File:Ap technological ascendancy.png|21px]] Technological Ascendancy ascension perk increases the weight of {{tech|rare|rare technologies}} by 50%.
 +
 +
=== Example ===
 +
Let's assume the game draws a card hand of 3 techs: {{icon|Armored Torpedoes tech|21px}} Armored Torpedoes, {{icon|Autocannons tech|21px}} Autocannons, and {{iconify|Exotic Gas Refining|21px}}. Additionally, the lead engineering scientist has a {{iconify|Propulsion|21px}} field expertise (matching Armored Torpedoes) and the previous card hand had {{icon|Autocannons tech|21px}} Autocannons as an available option.
  
[[File:Card system.png|right|thumb|The "card" system.]]
+
<math>\text{Total weight} = \text{Armored Torpedoes weight}\, \cdot\, \text{expertise bonus} +\, \text{Autocannons weight}\, +\, \text{Exotic Gas Refining weight}</math>
  
[[Stellaris]] doesn't have a tech tree in the normal sense of the word, instead it presents the player with a quasi-random selection of technologies that may or may not appear later on during a playthrough.<ref name="dev_diary_11">[[forum:893377|Dev Diary #11 - Research & Technology]]</ref>
+
<math>\text{Total weight} = 75 \cdot 1.25\, +\, \frac{75}{2}\, +\, 170 = 93.75 +\, 37.5 +\, 170 = 301.25</math>
  
A good analogy for this process is a deck of cards in which each card represents a different technology. As soon as a tech is selected for research, the remaining "cards" are placed back into the deck which is then reshuffled. However, in this "shuffling" some cards are weighted to appear more often than others. This is especially common in the early game where some "cards" are extremely likely to appear as to allow all players to get a fair start. Additionally, an empires' [[ethos]], the leading [[scientist]]s' [[traits]], the current researched technologies, etc. all factor in into this weighting.
+
If these were the only three valid techs and only one tech were to be drawn, then each tech's chances of being drawn would be '''29.1%''', '''12.5%''', and '''56.4%''' respectively (rounded to 1 decimal place). Realistically there are usually many more valid picks and so the probability of picking any given tech is significantly lower than the figures given here.
  
== Special technologies ==
+
=== Research alternatives ===
 +
{{SVersion|2.7}}
 +
Each card hand drawn will contain 3 research alternatives, which may be further increased by 1 for each of the following:
 +
* {{icon|edict}} Scientific Revolution unity ambition
 +
* {{icon|self-evolving logic|24px}} Self-Evolving Logic technology
 +
* [[File:Tradition_discovery_science_division.png|24px]] Science Division / Mindlink / Research Path Optimization discovery tradition
 +
* {{iconify|Natural Neural Network}} civic
 +
* {{iconify|Static Research Analysis}} civic
 +
* {{iconify|Research Cooperative}} level 2
  
Certain technologies are considered "special" and are marked in a different color so players can recognize their rarity. These are techs that might only appear once in a playthrough and, as such, should probably always be picked.
+
Additionally, some research cards may be gained as ''permanent alternatives''. They appear below the regular alternatives and are distinguished from them by a {{tech|acquire|golden}} border surrounding the tech card's bezel. These alternatives are usually acquired (along with some partial progress) through post-battle debris analysis, from special projects or [[event]] chains. These options will always appear as available options when drawing a new card hand and will remain as such until completed.
  
There are also unique technologies that can only be learned via the [[survey|investigation]] of [[anomalies]], debris, etc.
+
If need be, it is possible to change an on-going research project at any point - without incurring penalties - in order to continue researching it at a later time. It is important to note, however, that the saved progress does ''not'' scale with changes occurring to technology costs (for better or for worse). This tends to lead to the tech's completion percentage getting lower as the empire continues to further exceed its administrative capacity.
  
After some time it's possible to reach a point where procedurally generated techs get a chance of appearing more and more often after many of the "normal" technologies are successfully researched.  
+
As opposed to a permanent alternative, there is no guarantee that the technology in question will appear in the next card hand drawn.
  
There's also the possibility of having "advanced" techs appearing during the later stages of a game. These are high reward/high risk opportunities that can give an empire a significant advantage in the race to [[victory conditions|victory]] but may trigger terrible consequences such as [[crisis|crises]]. Some advanced techs are dependent on the species' ethos.
+
== Research output ==
 +
Each ''research area'' employs the use of a different research resource.  
  
== Technology types ==
+
Each of these individual resources has a base production of {{green|5}} research points a month. This can be further increased by pops working the appropriate [[Jobs]] or {{icon|module|21px}} [[Construction#Research_Stations|research stations]] on the galactic map.
  
Technology is divided into three types: Physics, Society and Engineering.
+
The research production may then be modified by the following:
 +
{{bonus table|Research output|collapse=yes}}
  
As a game progresses, the technology choices for each empire will begin to include progressively more advanced and correspondingly more expensive technologies, meaning that [[building]] research labs and stations should be a priority. Technology costs also scale with the size of an empire's [[population]],<ref name="wiz20874168">[[forum:916370/#post-20874168|Wiz]]</ref> which makes it possible for small empires to maintain technological parity with larger ones.
+
Additionally, each of the resources may also have the following modifiers affecting them (these apply only to a single resource rather than to all of them):
 +
{{bonus table|Engineering output|collapse=yes}}
 +
{{bonus table|Physics output|collapse=yes}}
 +
{{bonus table|Society output|collapse=yes}}
  
=== Categories ===
+
=== Stored research ===
Each technology is also part of a category, which are independent of the three types. So far the following categories are known (category names in italics are speculative):
+
Research output which is not being used for research at the time is being accumulated as ''stored research''. Alternatively, it may also include research resources gained from other avenues such as debris analysis, anomalies, events, and etc.
* {{iconify|Biology}}
 
* ''{{iconify|Computing}}''
 
* ''{{iconify|Diplomacy}}''
 
* {{iconify|Field Manipulation}}: ''Bending fundamental forces to our will.''<ref name="let's_try_stellaris">[https://www.youtube.com/watch?v=r5rmqiyxxjY Let's Try: Stellaris] by Quill18</ref>
 
* {{iconify|Industry}}: ''Ingenuity and productivity.''
 
* {{iconify|Materials}}
 
* {{iconify|Military Theory}}
 
* {{iconify|New Worlds}}: ''Colonization protocols and pioneer training.''
 
* {{iconify|Particles}}: ''Isolating and utilizing particulate matter and phenomena.''
 
* ''{{iconify|Psionics}}''
 
* {{iconify|Rocketry}}: ''The study of explosive propulsion.''
 
* {{iconify|Voidcraft}}: ''Space is the final frontier. To master it, is to master the future.''<ref name="let's_try_stellaris">[https://www.youtube.com/watch?v=r5rmqiyxxjY Let's Try: Stellaris] by Quill18</ref>
 
  
== List of Technologies ==
+
This method allows for a more "relaxed" research by eliminating the loss of research points due to forgetting to pick a research project while, at the same time, also simulating accelerated periods of research (as opposed to sudden "jumps") caused by newfound knowledge sources. The current storage levels can be seen by hovering over the appropriate resources.
These lists are based on incomplete information and may not be accurate.
+
 
=== Physics ===
+
The expenditure rate of stored research can be expressed as follows:
----
+
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
+
<math>\text{Stored research expenditure length} = \frac{\text{Research resource stored} }{ \text{Research resource produced}}</math>
!width="15%"|Technology
+
 
!{{hover|Category|C}}
+
;Example
!width="3%"|Cost
+
An empire produces {{icon|eng|21px}} {{green|+24}} Engineering research a month and has just finished debris analysis granting it {{icon|eng|21px}} {{green|+1000}} Engineering research (stored research).
!width="25%" class="unsortable"|Effects
+
 
!width="57%" class="unsortable"|Description
+
<math>\text{Stored research expenditure length} = \frac{\text{1000}}{ \text{24}} =\, \text{41.67 months}</math>
 +
 
 +
The empire will supplement its {{icon|eng|21px}} Engineering research by an additional {{green|+24}} research points for the first 41 months and by another {{green|+16}} research points in the following month, after which the {{icon|eng|21px}} Engineering stored research bank will completely deplete.
 +
 
 +
== Research speed ==
 +
{{SVersion|2.7}}
 +
''Research speed'' represents a given expertise in a particular research area or field leading to shortened research time of related technologies.
 +
 
 +
Research speed boosts the perceived research production in the following manner:
 +
 
 +
<math>\text{Perceived research production} = \text{Research resource produced}\, \cdot\, \sum\text{Research speed modifiers}</math>
 +
 
 +
The most immediate sources of research speed modifiers are the 3 lead [[scientists]]. As the applied bonus depends on a scientist's skill level and overall traits, it is recommended to assign newly recruited scientists to command a [[science ship]]. Scientists on exploration duty tend to gain experience faster and, if one is in luck, they may also gain a new trait beneficial to research while leveling up.
 +
 
 +
; Example
 +
An empire is a {{iconify|Materialist|21px}} and produces {{icon|eng|21px}} {{green|+24}} Engineering research a month. It has a lead engineering scientist with a {{iconify|Propulsion|21px}} field expertise while researching {{icon|Armored Torpedoes tech|21px}} Armored Torpedoes.
 +
 
 +
<math>\text{Perceived research production} = 24\, \cdot\, (1\, +\, 0.05\, +\, 0.15)\, = 28.8 </math>
 +
 
 +
'''Note:''' A research area without an acting lead scientist receives a penalty to research speed.
 +
 
 +
Research Speed can be affected by the following:
 +
{| class="mildtable"
 +
! Source
 +
! Research Speed
 
|-
 
|-
|''Field Modulation''
+
| {{icon|edict}} Scientific Revolution ambition
|{{icon|industry}}
+
| {{green|+20%}}
|align="center"|240
 
|
 
* Energy Storage Capacity: {{green|+250}}
 
* {{unlocks|building}} Power Plant II
 
* {{unlocks|building}} Betharian Power Plant II
 
| ''Modulated fields allow for increased production and improved energy yield.''
 
 
|-
 
|-
|''Global Energy Management''
+
| {{icon|edict}} Nanite Actuators edict
|{{icon|industry}}
+
| {{green|+10%}}
|align="center"|240
 
|
 
* Energy Storage Capacity: {{green|+250}}
 
* {{unlocks|building}} Power Hub I
 
|''Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors.''
 
 
|-
 
|-
|''Orbital Energy Conversion''
+
| {{icon|agenda}} Scientific Leap agenda
|{{icon|industry}}
+
| {{green|+10%}}
|align="center"|240
 
|
 
* {{unlocks|module}} Solar Panel Network
 
|''Advances in solar panel technology could potentially reduce the operating costs of our spaceports. The panels would require an entire spaceport module to generate enough energy, however.''
 
 
|-
 
|-
|''Quantum Energy States''
+
| {{icon|tradition}} Discovery tradition tree finish
|{{icon|industry}}
+
| {{green|+10%}}
|align="center"|900
 
|
 
* Energy Storage Capacity: {{green|+250}}
 
* {{unlocks|building}} Power Plant III
 
* {{unlocks|building}} Betharian Power Plant III
 
|''Basic entanglement principles applied to energy generation provide a substantial increase in ebergy output.''
 
 
|-
 
|-
|''Planetary Power Grid''
+
| [[File:Ap technological ascendancy.png|24px]] Technological Ascendancy ascension perk
|{{icon|industry}}
+
| {{green|+10%}}
|align="center"|900
 
|
 
* Energy Storage Capacity: {{green|+500}}
 
* {{unlocks|building}} Power Hub II
 
|''A re-engineered and unified grid further reduces energy losses over distance.''
 
 
|-
 
|-
|''Deflectors''
+
| {{iconify|Fanatic Materialist}} ethic
|{{icon|field manipulation}}
+
| {{green|+10%}}
|align="center"|240
 
|
 
* {{unlocks|component}} Deflectors
 
|''Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power.''
 
 
|-
 
|-
|''Improved Deflectors''
+
| {{iconify|Materialist}} ethic
|{{icon|field manipulation}}
+
| {{green|+5%}}
|align="center"|600
 
|
 
* {{unlocks|attachment}} Mobile Shield Generators
 
* {{unlocks|component}} Improved Deflectors
 
|''These updated deflector screens are capable of soaking up even more punishment before they overload.''
 
 
|-
 
|-
|''Warp Field Stabilizers''
+
| {{iconify|Administrative AI|24px}} technology
|{{icon|field manipulation}}
+
| {{green|+5%}}
|align="center"|1200
 
|
 
* {{unlocks|component}} Warp Drive II
 
|''Improved stabilization techniques for warp fields will allow our ships to travel farther while expending less energy.''
 
 
|-
 
|-
|''Shields''
+
| {{iconify|Positronic AI|24px}} technology
|{{icon|field manipulation}}
+
| {{green|+5%}}
|align="center"|1500
 
|
 
* Planet Fortification Toughness: {{green|+20.0%}}
 
* {{unlocks|component}} Shields
 
|''These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.''
 
 
|-
 
|-
|''Wormhole Containment Fields''
+
| {{iconify|Erudite}} ruler trait
|{{icon|field manipulation}}
+
| {{green|+5%}}
|align="center"|2320
 
|
 
* Wormhole Generation Rate: {{green|+25.0%}}
 
* Wormhole Range: {{green|+75.0%}}
 
|
 
 
|-
 
|-
|''Fusion Power''
+
| [[File:R galaxy.png|24px]] Miniature Galaxy relic
|{{icon|particles}}
+
| {{green|+5%}}
|align="center"|240
 
|
 
* Energy Storage Capacity: {{green|+250}}
 
* {{unlocks|component}} Fusion Reactor
 
|''Nuclear fusion processes generate a great amount of power, but without many of the risks associated with fission power.''
 
 
|-
 
|-
|''Blue Lasers''
+
| [[File:Tech science nexus.png|24px]] Science Nexus megastructure (stage I)
|{{icon|particles}}
+
| {{green|+5%}}
|align="center"|480
 
|
 
* {{unlocks|component}} Blue Laser
 
|''More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics.''
 
 
|-
 
|-
|''Red Lasers''
+
| [[File:Tech science nexus.png|24px]] Science Nexus megastructure (stage II)
|{{icon|particles}}
+
| {{green|+10%}}
|align="center"|{{sup|calc|787}}
 
|
 
* {{unlocks|module}} Laser Defense Module
 
* {{unlocks|component}} Red Laser
 
|
 
 
|-
 
|-
|''Cold Fusion Power''
+
| [[File:Tech science nexus.png|24px]] Science Nexus megastructure (completed)
|{{icon|particles}}
+
| {{green|+15%}}
|align="center"|900
 
|
 
* Energy Storage Capacity: {{green|+250}}  
 
* {{unlocks|component}} Cold Fusion Reactor
 
|''The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors.''
 
 
|-
 
|-
|''Disruptors''
+
| [[File:Enclaves flag curator.png|24px]] Curator Insight empire modifier
|{{icon|particles}}
+
| {{green|+10%}}
|align="center"|900
 
|
 
* {{unlocks|component}} Disruptor
 
|
 
 
|-
 
|-
| ''Plasma Throwers''
+
| {{icon|lev}} The Singularity Procesor empire modifier
| {{icon|particles}}
+
| {{green|+5%}}
|align="center"|900
 
|
 
* {{unlocks|component}} Plasma Thrower
 
|''Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremeley effective at eating through ship armor.''
 
 
|-
 
|-
|''UV Lasers''
+
| {{icon|lev}} The Mirror of Knowledge empire modifier
|{{icon|particles}}
+
| {{green|+10%}}
|align="center"|900
 
|
 
* {{unlocks|component}} UV Laser
 
|
 
 
|-
 
|-
|{{rare|''Cloud Lightning Conduits''|yes}}
+
| {{icon|fed}} Spurred by the Past empire modifier
|{{icon|particles}}
+
| {{green|+5%}}
|align="center"|1200
 
|
 
* {{unlocks|component}} Cloud Lightning
 
|''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.''
 
 
|-
 
|-
| ''Antimatter Power''
+
| {{icon|fed}} Full Circle empire modifier
| {{icon|particles}}
+
| {{green|+5%}}
|align="center"|1800
 
|
 
* Energy Storage Capacity: {{green|+250}}  
 
* {{unlocks|component}} Antimatter Reactor
 
|
 
 
|-
 
|-
|''Plasma Accelerators''
+
| [[File:Resolution technological sanctions.png|24px]] Minor Research Sanctions
|{{icon|particles}}
+
| {{red|-5%}}
|align="center"|1800
 
|
 
* {{unlocks|component}} Plasma Accelerator
 
|''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.''
 
 
|-
 
|-
|''Proton Torpedoes''
+
| [[File:Resolution technological sanctions.png|24px]] Moderate Research Sanctions
|{{icon|particles}}
+
| {{red|-10%}}
|align="center"|2320
 
|
 
* {{unlocks|component}} Proton Torpedoes
 
|
 
 
|-
 
|-
|''Phase Disruptors''
+
| [[File:Resolution technological sanctions.png|24px]] Major Research Sanctions
||{{icon|particles}}
+
| {{red|-15%}}
|align="center"|3880
 
|
 
* {{unlocks|component}} Phase Disruptor
 
|
 
|-
 
|''Gravitic Sensors''
 
|{{icon|voidcraft}}
 
|align="center"|240
 
|
 
* Survey Speed: {{green|+15%}}
 
|''These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.''
 
|-
 
|{{rare|''Orbital Sensor Arrays''}}
 
|{{icon|voidcraft}}
 
|align="center"|360
 
|
 
* {{unlocks|module}} Observatory
 
|''Powerful sensor arrays that can be added to the structure of orbital spaceports. They provide excellent sensor coverage of the surrounding region of space.'
 
|-
 
|''Subspace Sensors''
 
|{{icon|voidcraft}}
 
|align="center"|900
 
|
 
* Survey Speed: {{green|+5%}}
 
* {{unlocks|component}} Subspace Sensors
 
|''Sensors that deflect the subspace fluctuations left in the wake of travelling starships. Their sensitivity and range is greater than that of a gravitic sensor array.''
 
|-
 
|''Administrative AI''
 
|{{icon|computing}}
 
|align="center"|240
 
|
 
* Research Speed: {{green|+5.0%}}
 
|''Organizational circuitry rerouting academic fervor.''
 
|-
 
|''Quantum Theory''
 
|{{icon|computing}}
 
|align="center"|240
 
|
 
* {{unlocks|building}} Physics Lab I
 
|''Exploring the mediation of fundamental forces through subatomic particles.''
 
|-
 
|''Active Countermeasures''
 
|{{icon|computing}}
 
|align="center"|480
 
|
 
* {{unlocks|component}} Sentinel Point-Defense
 
|''The best defense is a good offense.''
 
|-
 
|''Specialized Combat Computers''
 
|{{icon|computing}}
 
|align="center"|480
 
|
 
* {{unlocks|component}} Basic Combat Roles
 
|''Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency.
 
|-
 
|''AI-controlled Colony Ships''
 
|{{icon|computing}}
 
|align="center"|600
 
|
 
* Colony Development: {{green|-25.0%}}
 
|
 
|-
 
|''Applied Quantum Physics''
 
|{{icon|computing}}
 
|align="center"|900
 
|
 
* {{unlocks|building}} Physics Lab II
 
|''The seemingly exocit behavior of tiny things can dramatically alter the way we think about bigger things.''
 
|-
 
|''Databank Uplinks''
 
|{{icon|computing}}
 
|align="center"|900
 
|
 
** Feature: Assist research
 
|''High-capacity quantum bands dedicated to databank transfers make possible virtually completely synchronous research operations across vast distances.''
 
|-
 
|''Interlinked Support Systems''
 
|{{icon|computing}}
 
|align="center"|1200
 
|
 
* {{unlocks|component}} Barrier Point-Defence
 
|''Arrays of defensive armaments prove much more effective than independent countermeasures.''
 
|-
 
|''Self-Aware Logic''
 
|{{icon|computing}}
 
|align="center"|1200
 
|
 
** Research Alternatives: {{green|+1}}
 
|
 
|-
 
|''Uplink Miniaturization''
 
|{{icon|computing}}
 
|align="center"|1800
 
|
 
* {{unlocks|feature}} Improved Assist Research
 
|
 
|-
 
|''Gravitational Analysis''
 
|{{icon|computing}}
 
|align="center"|1980
 
|
 
* Building Cost: {{green|-5.0%}}
 
|
 
|-
 
|''Space-Time Theory''
 
|{{icon|computing}}
 
|align="center"|2320
 
|
 
* {{unlocks|building}} Physics Lab III
 
* {{unlocks|building}} Physics Lab IV
 
|''Three dimensions, inextricable from the fourth.''
 
|-
 
|{{rare|''Sentient AI''}}
 
|{{icon|computing}}
 
|align="center"|2750
 
|
 
* Research Speed: {{green|+5.0%}}
 
|
 
|-
 
|{{rare|''Zro Distillation''}}
 
|{{icon|psionics}}
 
|align="center"|1800
 
|
 
* {{unlocks|module}} Navigator's Guild
 
* {{unlocks|resource}} Zro
 
|''An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psonically-gifted individuals, Zro acts as a very potent (and addictive) drug that enhances Psi abilities.''
 
|-
 
|''Satramene Refining''
 
|{{icon|materials}}
 
|align="center"|900
 
|
 
* {{unlocks|module}} Satramene Atmospheric Dispenser
 
* {{unlocks|resource}} Satramene
 
|''This gas is a naturally occuring stimulant found on some worlds. It has a calming effect on most beings, and can be used as a non-violent way of pacifying hostile individuals.''
 
|
 
 
|}
 
|}
  
=== Society ===
+
== Technology cost ==
----
+
{{SVersion|2.7}}
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
+
As a game progresses, research option choices will begin to include progressively more advanced and correspondingly more expensive technologies.
!width="15%"|Technology
+
 
!{{hover|Category|C}}
+
Each technology has a ''base cost'' that applies as long as an empire does not exceed its Administrative Capacity. Once that happens, the research cost will be increased by {{red|0.4%}} for each point of exceeded Administrative Capacity. This can be fixed by employing more bureaucrats.
!width="3%"|Cost
+
 
!width="25%" class="unsortable"|Effects
+
== Research progress ==
!width="57%" class="unsortable"|Description
+
{{SVersion|2.7}}
|-
+
In general, ''research time'' can be summarized as the following formula:
|''Biodiversity Studies''
+
 
|{{icon|biology}}
+
<math>\text{Research time} = \sum\frac{\text{Research cost} -\, \text{Partial research done} }{ \text{Monthly research progress} }</math>
|align="center"|240
+
 
|
+
Research progress is one of the key elements affecting the time it takes to discover new technologies. It is formulated as follows:
* {{unlocks|building}} Biolab I
+
 
|
+
<math>\text{Monthly research progress} = \text{Research resource produced}\, \cdot\, \sum\text{Research speed modifiers}\, +\, \text{min}[\text{Research resource stored},\text{Research resource produced}]</math>
|-
+
 
|''Hydroponics''
+
While it is possible for the ''monthly research progress'' to remain constant during the course of researching a certain technology, it is more than likely to fluctuate - for better or for worse - due to consequences of various actions (such as exploration, empire development, expansion, etc.). This, in turn, may increase or decrease the total research time of a given tech.
|{{icon|biology}}
+
 
|align="center"|240
+
; Example
|
+
The empire from the previous examples (same setup) has just finished debris analysis granting it {{green|+10%}} research progress in {{icon|Armored Torpedoes tech|21px}} Armored Torpedoes along with {{icon|eng|21px}} {{green|+1000}} Engineering research (stored research).
* {{unlocks|building}} Hydroponics Farm II
+
 
|
+
This setup will generate the following monthly research progress:
|-
+
 
|''Genome Mapping''
+
<math>\text{Monthly research progress} = 24\, \cdot\, (1\, +\, 0.05\, +\, 0.15)\, +\, \text{min}[1000, 24] = 52.8 </math>
|{{icon|biology}}
+
 
|align="center"|240
+
Assuming no further changes will impact the above setup, the total research time of the tech would be:
|
+
 
* Leader Lifespan: {{green|+10}}
+
<math>\text{Research time} = \frac{1862\, -\, 1862 \cdot\, 0.1 }{ 52.8 } = \text{31.74 months}</math>
* Food: {{green|+10%}}
 
|
 
|-
 
|''Orbital Hydroponics''
 
|{{icon|biology}}
 
|align="center"|240
 
|
 
* {{unlocks|module}} Orbital Hydroponic Farms
 
|
 
|-
 
|''Frontier Health''
 
|{{icon|biology}}
 
|align="center"|360
 
|
 
* {{unlocks|building}} Frontier Clinic
 
|
 
|-
 
|''Engos Vapor Refining''
 
|{{icon|biology}}
 
|align="center"|480
 
|
 
* {{unlocks|module}} Engos Refinery
 
* {{unlocks|resource}} Engos Vapor
 
|''A naturally occuring stimulant that helps all forms of life adapt and evolve. It can also be used as a very potent conductor for energy weapons.''
 
|-
 
|''Xenobiology''
 
|{{icon|biology}}
 
|align="center"|900
 
|
 
* {{unlocks|building}} Biolab II
 
|''Studying life that arises on other worlds and beyond allows us to understand fundamental aspects of biology that were previously beyond our reach.''
 
|-
 
|''Xeno Integration''
 
|{{icon|biology}}
 
|align="center"|900
 
|
 
* {{unlocks|policy}} Leadership – Xenos Allowed
 
|''From disparate components do we build a whole greater than the sum of its parts.''
 
|-
 
|''{{rare|Amoeba Breeding Program|yes}}''
 
|{{icon|biology}}
 
|align="center"|1800
 
|
 
* {{unlocks|component}} Amoeba Flagella
 
|''By breeding Space Amoebas in captivity, we can program their synbiotic flagella to as organic strike craft for our navy.''
 
|-
 
|''Centralized Command''
 
|{{icon|military theory}}
 
|align="center"|240
 
|
 
* Army Upkeep: {{green|-10%}}
 
* {{unlocks|building}} Military Academy
 
|
 
|-
 
|''Doctrine: Space Combat''
 
|{{icon|military theory}}
 
|align="center"|240
 
|
 
* Naval Capacity: {{green|+10%}}
 
|
 
|-
 
|''Doctrine: Fleet Support''
 
|{{icon|military theory}}
 
|align="center"|360
 
|
 
* {{unlocks|module}} Crew Quarters
 
* {{unlocks|module}} Engineering Bay
 
|
 
|-
 
|''Doctrine: Reactive Formations''
 
|{{icon|military theory}}
 
|align="center"|480
 
|
 
* Naval Capacity: {{green|+10%}}
 
|''Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.''
 
|-
 
|{{rare|''Virtual Combat Simulations''}}
 
|{{icon|military theory}}
 
|align="center"|480
 
|
 
* {{unlocks|building}} Virtual Combat Arena
 
|''The advent of accurate pain emulators will at long last bridge the divide between the virtual and the real.''
 
|-
 
|''Combat Training''
 
|{{icon|military theory}}
 
|align="center"|600
 
|
 
* Army Upkeep: {{green|-10%}}
 
|
 
|-
 
|''Doctrine: Armada Battle Formation''
 
|{{icon|military theory}}
 
|align="center"|{{sup|calc|7609}}
 
|
 
* Fleet Size Limit: {{green|+40}}
 
|
 
|-
 
|''Dangerous Wildlife Removal''
 
|{{icon|new worlds}}
 
|align="center"|360
 
|
 
* {{unlocks|clear}} ''Dangerous Wildlife''
 
|
 
|-
 
|''Dense Jungle Removal''
 
|{{icon|new worlds}}
 
|align="center"|360
 
|
 
* {{unlocks|clear}} ''Dense Jungle''
 
|
 
|-
 
|''Mountain Range Removal''
 
|{{icon|new worlds}}
 
|align="center"|360
 
|
 
* {{unlocks|clear}} ''Mountain Range''
 
|''Sometimes there is very little difference between terraformation and demolition.''
 
|-
 
|''New Worlds Protocol''
 
|{{icon|new worlds}}
 
|align="center"|360
 
|
 
* {{unlocks|ship}} Colony Ship
 
* {{unlocks|edict}} Capacity Overload
 
|
 
|-
 
|''Noxious Swamp Removal''
 
|{{icon|new worlds}}
 
|align="center"|360
 
|
 
* {{unlocks|clear}} ''Noxious Swamp''
 
|
 
|-
 
|''Toxic Kelp Removal''
 
|{{icon|new worlds}}
 
|align="center"|360
 
|
 
* {{unlocks|clear}} ''Toxic Kelp''
 
|''Specialized drones can mechanically clear vast swaths of toxic kelp with minimal use of biocides.''
 
|-
 
|''Volcano Removal''
 
|{{icon|new worlds}}
 
|align="center"|360
 
|
 
* {{unlocks|clear}} ''Volcano''
 
|
 
|-
 
|''Colonial Centralisation''
 
|{{icon|new worlds}}
 
|align="center"|720
 
|
 
* Monthly Influence: {{green|+1}}
 
* {{unlocks|edict}} Production Targets
 
* {{unlocks|building}} Planetary Capital
 
|''Planetary edicts are temporary planetary modifiers that can be activated by spending Influence.''
 
|-
 
|''Arid Colonization''
 
|{{icon|new worlds}}
 
|align="center"|900
 
|
 
* {{unlocks|colonize}} Arid World
 
|
 
|-
 
|''Atmospheric Filtering''
 
|{{icon|new worlds}}
 
|align="center"|900
 
|
 
* Habitability: {{green|+5%}}
 
|
 
|-
 
|''Continental Colonization''
 
|{{icon|new worlds}}
 
|align="center"|900
 
|
 
* {{unlocks|colonize}} Continental World
 
|''Specialized shelters and adaptive life support systems allow colonization of alien climates.''
 
|-
 
|''Desert Colonization''
 
|{{icon|new worlds}}
 
|align="center"|900
 
|
 
* {{unlocks|colonize}} Desert World
 
|
 
|-
 
|''Ocean Colonization''
 
|{{icon|new worlds}}
 
|align="center"|900
 
|
 
* {{unlocks|colonize}} Ocean World
 
|
 
|-
 
|''Environmental Control''
 
|{{icon|new worlds}}
 
|align="center"|1200
 
|
 
* {{unlocks|clear}} Sink Hole{{sup|more?}}
 
|Possibly obsolete.
 
|-
 
|''Terrestrial Sculpting''
 
|{{icon|new worlds}}
 
|align="center"|1200
 
|
 
* {{unlocks|feature}} Terraforming Stations
 
* {{unlocks|resource}} Terraforming Gases, {{sup|{{hover|replace with name of second resource|name}}}}
 
|''There is no simple solution to the problem of macro-scale reshaping of planetary crusts - only bigger trowels and orbitally-deployed drills.''
 
|-
 
|''Planetary Unification''
 
|{{icon|Diplomacy}}
 
|align="center"|240
 
|
 
* Leader Recruitment Cost: {{green|-10%}}
 
* {{unlocks|edict}} Propaganda Broadcasts
 
|''Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.''
 
|-
 
|''Galactic Ambitions''
 
|{{icon|Diplomacy}}
 
|align="center"|600
 
|
 
* Border Range: {{green|+20%}}  
 
* {{unlocks|component}} Boosted Border Beacon
 
|''Reduces 'Cede Planet' and 'Cede Military Station' war demand cost.''
 
|-
 
|''Xeno Diplomacy''
 
|{{icon|Diplomacy}}
 
|align="center"|900
 
|
 
* {{unlocks|diplomacy}} Form Federation
 
|''Advancing our understanding of interactions with – and manipulations of – the xeno is a necessary step in forming more permanent interstellar alliances.''
 
|-
 
|''Artificial Moral Codes''
 
|{{icon|Diplomacy}}
 
|align="center"|1200
 
|
 
* Empire Leader Capacity: {{green|+2}}
 
* {{unlocks|attachment}} Commissar Squads
 
|''It is circumstance that dictate what is moral. Define the circumstanes, and ethics is like clay in your hands.''
 
|-
 
|''Galactic Administration''
 
|{{icon|Diplomacy}}
 
|align="center"|1200
 
|
 
* Monthly Influence: {{green|+1}}
 
* {{unlocks|building}} Empire Capital-Complex
 
* {{unlocks|government}} Advanced Government Forms
 
|
 
|-
 
|''The Living State''
 
|{{icon|Diplomacy}}
 
|align="center"|1200
 
|
 
* Empire Leader Capacity: {{green|+2}}
 
|
 
|-
 
|{{rare|''Synthetic Thought Patterns''}}
 
|{{icon|diplomacy}}
 
|align="center"|1800
 
|
 
* Edict Cost: {{green|-15.0%}}
 
* {{unlocks|attachment}} Hypnotic Training Regimen
 
|''Thinking outside the box merely places you into another, somewhat larger box.''
 
|-
 
|''Proclamation Broadcasts V''
 
|{{icon|diplomacy}}
 
|align="center"|{{sup|?|3900}}
 
|
 
* Planetary Edict Duration: {{green|+10%}}
 
|
 
|-
 
|{{rare|''Regenerative Hull Tissue''|yes}}
 
|{{icon|materials}}
 
|align="center"|3360
 
|
 
* {{unlocks|component}} Regenerative Hull Tissue
 
|
 
|-
 
|''Xeno Outreach''
 
|
 
|align="center"|240
 
|
 
* {{unlocks|diplomacy}} Offer Trade Deal
 
|
 
|-
 
|''Adaptive Bureaucracy''
 
|
 
|align="center"|360
 
|
 
* Empire Leader Capacity: {{green|+2}}
 
* Edict Cost: {{green|-15%}}
 
|''The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.''
 
|
 
|-
 
|''Talent Aquisition''
 
|
 
|align="center"|2500
 
|
 
* Leader Recruirment Cost: {{green|-5%}}
 
|
 
|}
 
  
=== Engineering ===
+
'''Note:''' ''Partial research'' can refer to debris analysis, previous research, event rewards and etc.
----
 
{| class="mildtable sortable" cellspacing="2" cellpadding="4" width="100%"
 
!width="15%"|Technology
 
!{{hover|Category|C}}
 
!width="3%"|Cost
 
!width="25%" class="unsortable"|Effects
 
!width="57%" class="unsortable"|Description
 
|-
 
|''Geothermal Fracking''
 
|{{icon|industry}}
 
|align="center"|240
 
|
 
* Mineral Storage Capacity: {{green|+500}}
 
* {{unlocks|building}} Mining Network II
 
|''New fracking techniques will allow us to tap into previously unattainable pockets of geothermal resources deep beneath the planet's crust.''
 
|-
 
|''Mineral Processing''
 
|{{icon|industry}}
 
|align="center"|240
 
|
 
* Mineral Storage Capacity: {{green|+500}}
 
* {{unlocks|building}} Mineral Silo II
 
* {{unlocks|building}} Mineral Processing Plant I
 
|''Optimal processing of mined materials have allowed us to reach new levels of efficiency.''
 
|-
 
|''Offworld Construction''
 
|{{icon|industry}}
 
|align="center"|240
 
|
 
* {{unlocks|module}} Solar Panel Network
 
|
 
|-
 
|''Powered Exoskeletons''
 
|{{icon|industry}}
 
|align="center"|240
 
|
 
* Army Damage: {{green|+5%}}
 
* Minerals: {{green|+5%}}
 
* {{unlocks|attachment}} Power Armor
 
| ''Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.''
 
|-
 
|''Nanomechanics''
 
|{{icon|industry}}
 
|align="center"|240
 
|
 
* {{unlocks|building}} Engineering Facility I
 
|''Advanced instrumentation allows for the study and practical application of physical systems at nanometric scales.''
 
|-
 
|''Betharian Refining''
 
|{{icon|industry}}
 
|align="center"|360
 
|
 
* {{unlocks|building}} Betharian Power Plant I
 
* {{unlocks|resource}} ''Betharian Stone''
 
|''The Betharian minerals appear to have originated from singular source, but were scattered across the galaxy millennia ago. The minerals are most often encountered as pebble-sized clusters, and are highly flammable.''
 
|-
 
|''Robotic Workers''
 
|{{icon|industry}}
 
|align="center"|480
 
|
 
* {{unlocks|attachment}} Battle Strider Column
 
* {{unlocks|pop}} Robot
 
|
 
|-
 
|''Deep Core Mining''
 
|{{icon|industry}}
 
|align="center"|900
 
|
 
* {{unlocks|building}} Engineering Facility II
 
|''These massive drills are needed to access the rich mineral deposits that can often be found close to a planet's core.''
 
|-
 
|''Supersolid Materials''
 
|{{icon|industry}}
 
|align="center"|900
 
|
 
* {{unlocks|building}} Engineering Facility II
 
|''The production and understanding of supersolids are of immeasurable value to any and every space-age civilization.''
 
|-
 
|''Mass Drivers''
 
|{{icon|materials}}
 
|align="center"|240
 
|
 
* {{unlocks|module}} Projectile Defense Module
 
* {{unlocks|component}} Mass Driver
 
|''These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds.''
 
|-
 
|''Nanocomposite Materials''
 
|{{icon|materials}}
 
|align="center"|360
 
|
 
* {{unlocks|attachment}} Neo-Concrete Fortifications
 
* {{unlocks|component}} Nanocomposite Armor
 
|''Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.''
 
|-
 
|''Garanthium Mining''
 
|{{icon|materials}}
 
|align="center"|480
 
|
 
* {{unlocks|module}} Garanthium Forge
 
* {{unlocks|resource}} Garanthium Ore
 
|''Establishing succesful Garanthium quarries poses unique challenges, as the ultra-hard quality of the ore makes it as difficult to mine as it is attractive.''
 
|-
 
|''Ceramo-Metal Materials''
 
|{{icon|materials}}
 
|align="center"|600
 
|
 
* {{unlocks|component}} Ceramo-Metal Armor
 
|''A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.''
 
|-
 
|''Autocannons''
 
|{{icon|materials}}
 
|align="center"|900
 
|
 
* {{unlocks|component}} Autocannon
 
|
 
|-
 
|''Plasteel Materials''
 
|{{icon|materials}}
 
|align="center"|1200
 
|
 
* {{unlocks|component}} Plasteel Armor
 
|''Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor.''{{sup|possibly the component description}}
 
|-
 
|''Durasteel Materials''
 
|{{icon|materials}}
 
|align="center"|1800
 
|
 
* {{unlocks|component}} Durasteel Armor
 
|''This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor.''
 
|-
 
|''Interplanetary Expeditionary Forces''
 
|{{icon|voidcraft}}
 
|align="center"|240
 
|
 
* {{unlocks|army}} Assault Army
 
* {{unlocks|attachment}} Assault Landers
 
|''The invasion of another world is a staggering enterprise. There are immense logistical challenges that must be overcome before we can muster our first interplanetary armies.''
 
|-
 
|''Deep Space Outposts''
 
|{{icon|voidcraft}}
 
|align="center"|240
 
|
 
* {{unlocks|station}} Defense Platform
 
|''This will enable the construction of defensive deep space platforms far from the gravity wells of a planetary body.''
 
|-
 
|''Improved Spaceport''
 
|{{icon|voidcraft}}
 
|align="center"|480
 
|
 
* Mineral Storage Capacity: {{green|+1000}}
 
* {{unlocks|module}} Corvette Assembly Yard
 
* {{unlocks|feature}} Spaceport Level II
 
|''Enhancements to artificial gravity and life support systems allow for further expansion of orbital facilities.''
 
|-
 
|''Deep Space Stations''
 
|{{icon|voidcraft}}
 
|align="center"|900
 
|
 
* {{unlocks|station}} Defense Station
 
|''New construction methods will allow for the construction of even larger military stations in the depths of space.''
 
|-
 
|''Destroyers''
 
|{{icon|voidcraft}}
 
|align="center"|900
 
|
 
* Mineral Storage Capacity: {{green|+1000}}
 
* {{unlocks|ship}} Destroyer
 
* {{unlocks|module}} Corvette Assembly Yards
 
* {{unlocks|feature}} Spaceport level III
 
|
 
|-
 
|''Advanced Spaceports''
 
|{{icon|voidcraft}}
 
|align="center"|1200
 
|
 
* Mineral Storage Capacity: {{green|+1000}}
 
* {{unlocks|module}} Destroyer Assembly Yard
 
* {{unlocks|feature}} Spaceport Level IV
 
|''State-of-the-art orbital construction techniques result in spaceports the size of major planet side cities.''
 
|-
 
|''Carrier Operations''
 
|{{icon|voidcraft}}
 
|align="center"|1500
 
|
 
* {{unlocks|component}} Basic Fighter Wing
 
* {{unlocks|component}} Basic Bomber Wing
 
|''These manned, short-range strike craft are launched from a mothership and rely on their speed and small size to survive long enough to punch through enemy defenses.''
 
|-
 
|{{rare|''Corps of Engineers''}}
 
|{{icon|voidcraft}}
 
|align="center"|1500
 
|
 
* Military Station Build Cost: {{green|-15%}}
 
* Military Station Health: {{green|+25%}}
 
|''The creation of a dedicated naval engineering corps will greatly benefit the construction of deep space defense platforms, decreasing building costs and increasing durability.''
 
|-
 
|''Cruisers''
 
|{{icon|voidcraft}}
 
|align="center"|1800
 
|
 
* Mineral Storage Capacity: {{green|+1000}}
 
* {{unlocks|ship}} Cruiser
 
* {{unlocks|feature}} Spaceport Level V
 
|''Expanded dry-docks allow for the construction of Cruiser-class military vessels.''
 
|-
 
|''Standardized Cruiser Patterns''
 
|{{icon|voidcraft}}
 
|align="center"|1800
 
|
 
* {{unlocks|module}} Cruiser Assembly Yards
 
|
 
|-
 
|''Synapse Interceptors''
 
|{{icon|voidcraft}}
 
|align="center"|1980
 
|
 
* Strike Craft Damage: {{green|+5.0%}}
 
|
 
|-
 
|''Deep Space Installations''
 
|{{icon|voidcraft}}
 
|align="center"|2320
 
|
 
* {{unlocks|station}} Fortress
 
|''These massive installations arte like cities floating in space. They can support a crew of thousands and are often equipped with firepower rivalling that of a fleet.''
 
|-
 
|''Battleships''
 
|{{icon|voidcraft}}
 
|align="center"|2840
 
|
 
* Mineral Storage Capacity: {{green|+1000}}
 
* {{unlocks|ship}} Battleship
 
* {{unlocks|feature}} Spaceport Level VI
 
|''Expanded dry-docks allow for the construction of Battleship-class military vessels.''
 
|-
 
|''Ion Thrusters''
 
|{{icon|Rocketry}}
 
|align="center"|240
 
|
 
* {{unlocks|component}} Ion Thruster
 
|''These electric thrusters use beams of ions to generate thrust without the need for propellant.''
 
|-
 
|''Nuclear Missiles''
 
|{{icon|Rocketry}}
 
|align="center"|240
 
|
 
* {{unlocks|module}} Missile Defense Module
 
* {{unlocks|component}} Nuclear Missiles
 
|''Space-to-space missiles equipped with high-yield nuclear warheads. Although based on old pre-space technology, these crude fire-and-forget weapons can be surprisingly effective at range.''
 
|-
 
|''Fusion Missiles''
 
|{{icon|Rocketry}}
 
|align="center"|480
 
|
 
* {{unlocks|component}} Fusion Missiles
 
|''These updated space-to-space missiles have more powerful fusion warheads and improved flight performance.''
 
|-
 
|''Antimatter Missiles''
 
|{{icon|Rocketry}}
 
|align="center"|900
 
|
 
* {{unlocks|component}} Antimatter Missiles
 
|
 
|-
 
|''Plasma Thrusters''
 
|{{icon|Rocketry}}
 
|align="center"|900
 
|
 
* {{unlocks|component}} Plasma Thruster
 
|''An advanced from of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.''
 
|-
 
|''Space Torpedoes''
 
|{{icon|Rocketry}}
 
|align="center"|900
 
|
 
* {{unlocks|component}} Space Torpedoes
 
|''Space torpedoes are essentially very large, slow moving missiles. They are equipped with more powerful warheads and shield modulators that let them slip unmolested through energy screens.''
 
|-
 
|''Impulse Thrusters''
 
|{{icon|Rocketry}}
 
|align="center"|2320
 
|
 
* {{unlocks|component}} Impulse Thruster
 
|''These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.''
 
|-
 
|''Swarmer Missiles''
 
|{{icon|Rocketry}}
 
|align="center"|2320
 
|
 
* {{unlocks|component}} Swarmer Missiles
 
|
 
|-
 
|''Offworld Construction''
 
|
 
|align="center"|120
 
|
 
* {{unlocks|ship}} Construction Ship
 
* {{unlocks|station}} Mining station
 
* {{unlocks|station}} Research station
 
|''Construction in space presents our engineers with new design challenges that must be solved before we can build orbital stations above other worlds.''
 
|-
 
|''Space Marine Corps''
 
|
 
|align="center"|240
 
|
 
* {{unlocks|army}} Assault Army
 
* {{unlocks|attachment}} Assault Landers
 
|Possibly obsolete.
 
|
 
|}
 
  
 
== References ==
 
== References ==
 +
<references />
 +
 +
{{Template:ConceptsNavbox}}
 +
[[Category:Technology]]
 
[[Category:Game concepts]]
 
[[Category:Game concepts]]

Latest revision as of 16:03, 31 July 2020

Version

Outliner top.png
This article has been verified for the current PC version (2.7) of the game.

Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering Research Engineering, Physics Research Physics and Society Research Society. Additionally, each of the ~300 techs belongs to one of 12 subcategories divided between the areas (most appearing pre-dominantly in one area though not exclusively).

The user interaction aspect utilizes a card shuffle approach rather than a traditional tech tree presentation, thereby introducing an element of semi-randomness into the system.

Research areas & fields[edit]

Technology interface. Every slot here can have one research project active at a time and every research area has its own slot.

There are three different main research areas in-game, with each area corresponding with one of the research resources. Additionally, each research area has multiple subcategories, for a total of 12 such subcategories, and every tech belongs to one of these subcategories.

The areas and their subcategories are as follows:

Engineering Research Engineering research

  • Industry.png Industry: Mineral production and storage, robots, building construction.
  • Materials.png Materials: Armor, strategic resources.
  • Propulsion.png Propulsion: Kinetic and explosive weapons, thrusters.
  • Voidcraft.png Voidcraft: Ship types and hulls, starbases, strike craft.

Physics Research Physics research

  • Computing.png Computing: Science Labs, research, science ships, ship computers, point-defense, sensors.
  • Field Manipulation.png Field Manipulation: Power Plants, shields, some strategic resources.
  • Particles.png Particles: Ship reactors, energy weapons, FTL, some strategic resources.

Society Research Society research

  • Biology.png Biology: Food production, leader lifespan and policies, species modification, army types, some strategic resources.
  • Military Theory.png Military Theory: Fleet command limit, naval capacity, army buildings and statistics, claim cost.
  • New Worlds.png New Worlds: Tile blocker clearance, terraforming, starbase capacity, administrative capacity.
  • Statecraft.png Statecraft: Unity, edicts, leader pool and recruitment, planetary and empire capitals.
  • Psionics.png Psionics: Exotic mid- to late- game technologies. Unlocked through the Tech psionic theory.png Psionic Theory technology.

The card system[edit]

The "card" system. Every time a research project is to be initiated, the game will draw a hand of cards like this one from which the player then can pick one technology to research.

Although the underlying technology system is based on the familiar tech tree structure, it does away with its standard interaction/presentation in favor of the card shuffle approach. This injects a semi-random element into research, making it somewhat less predictable as well as more non-linear.

Whenever the player is prompted to initiate a research project, the game gives them a "hand of cards" consisting of a semi-random selection of technologies available for research which are picked randomly from a hidden "deck of cards" consisting of all valid research options that can appear.

Every time the player meets the requirements for a given technology to become obtainable, the technology in question is added into the main "card deck" and will then have a chance of appearing in the "card hand" whenever the game draws a new hand for the player to pick from. There are two basic parameters affecting a tech's chances of appearing in a given card hand:

  • Tiers – Technologies are divided into 6 levels (T0 to T5) of advancement. Higher tier technologies require obtaining a certain number of technologies from the preceding tier in the same area of research (set at 6 for all tiers[1]) before they become available as research alternatives.
  • Weight – A base value denoting the relative chance (out of all the valid options) of a particular technology to be drawn as an alternative. This may be further modified by an empire's composition (ethics, civics, etc.) and its current state (scientist's traits, past tech, etc.).

To further increase variation, a tech which appeared as an alternative in the previous card hand will have its weight set to 0 in the next prompt.

As a general rule of thumb, the more advanced a technology is, the lower its weight (and the higher its cost). Systematically important techs (e.g. terraforming) have a higher weight (typically between 150% and double normal) to help ensure empires get a chance to research them, whereas rare technologies have significantly lower weight (typically one-eighth normal without the matching expertise). Some factors increase the weight of rare techs:

  • Being in a level 3 or higher Federation research.png Research Cooperative federation with another member who knows the tech doubles the weight.
  • The Ap technological ascendancy.png Technological Ascendancy ascension perk increases the weight of rare technologies by 50%.

Example[edit]

Let's assume the game draws a card hand of 3 techs: Tech torpedoes 2.png Armored Torpedoes, Tech autocannons 1.png Autocannons, and Tech exotic gases.png Exotic Gas Refining. Additionally, the lead engineering scientist has a Propulsion.png Propulsion field expertise (matching Armored Torpedoes) and the previous card hand had Tech autocannons 1.png Autocannons as an available option.

If these were the only three valid techs and only one tech were to be drawn, then each tech's chances of being drawn would be 29.1%, 12.5%, and 56.4% respectively (rounded to 1 decimal place). Realistically there are usually many more valid picks and so the probability of picking any given tech is significantly lower than the figures given here.

Research alternatives[edit]

Each card hand drawn will contain 3 research alternatives, which may be further increased by 1 for each of the following:

  • Menu icon policies and edicts.png Scientific Revolution unity ambition
  • Tech self aware logic.png Self-Evolving Logic technology
  • Tradition discovery science division.png Science Division / Mindlink / Research Path Optimization discovery tradition
  • Civic natural neural network.png Natural Neural Network civic
  • Civic machine predictive analysis.png Static Research Analysis civic
  • Federation research.png Research Cooperative level 2

Additionally, some research cards may be gained as permanent alternatives. They appear below the regular alternatives and are distinguished from them by a golden border surrounding the tech card's bezel. These alternatives are usually acquired (along with some partial progress) through post-battle debris analysis, from special projects or event chains. These options will always appear as available options when drawing a new card hand and will remain as such until completed.

If need be, it is possible to change an on-going research project at any point - without incurring penalties - in order to continue researching it at a later time. It is important to note, however, that the saved progress does not scale with changes occurring to technology costs (for better or for worse). This tends to lead to the tech's completion percentage getting lower as the empire continues to further exceed its administrative capacity.

As opposed to a permanent alternative, there is no guarantee that the technology in question will appear in the next card hand drawn.

Research output[edit]

Each research area employs the use of a different research resource.

Each of these individual resources has a base production of 5 research points a month. This can be further increased by pops working the appropriate Jobs or Module research stations on the galactic map.

The research production may then be modified by the following:

Research.png Population Governance Planet Technology
+25%
  • "Pleased" modifier
  • "Precursor Data Cache" modifier
+20%
  • Erudite.png Erudite
  • Trait robotic 3.png Synthetic
  • PM assist research.png Research Assistance (improved)
  • PM Strong Magnetic Field.png Magnetic Miracle
  • Menu icon policies and edicts.png Spirit of Science
+15%
  • "Curator Insight" modifier
+10%
  • Intelligent.png Intelligent
  • Logic engines.png Logic engines
  • Trait psionic species.png Psionic
  • Consumer goods.png Living standards – Academic privilege
  • Leader trait intellectual.png Analytical
  • Leader trait intellectual.png Intellectual
  • PM assist research.png Research Assistance
  • PM Irradiated.png Uncertain History
  • Module Observatory
+5%
  • Trait psionic species.png Latent psionic
–10%
  • Purge.png Labor Camps
  • Ghost Signal Ghost Signal
  • "AIs Patched" modifier
–20%
  • Menu icon policies.png AI – Servitude
  • "Stellar Culture Shock (early space age)" modifier
  • "War Protester" modifier
  • "Withdrawal Symptoms" modifier
–25%
  • Trait primitive.png Serviles
  • "Enraged" modifier
  • Ghost Signal Ghost Signal (2)
  • Ghost Signal Ghost Signal (machine 4)
–40%
  • Trait robotic 2.png Droid
  • Menu icon policies.png AI – Outlawed
  • Ghost Signal Ghost Signal (3)
  • Ghost Signal Ghost Signal (machine 5)
  • "Stellar Culture Shock (atomic age)" modifier
–50%
  • Slavery.png Battle Thralls
–55%
  • Ghost Signal Ghost Signal (4)
–60%
  • Consumer goods.png Living standards – Chemical Bliss
  • "Stellar Culture Shock (machine age)" modifier
–70%
  • Ghost Signal Ghost Signal (5)
–75%
  • Nerve Stapled.png Nerve Stapled
  • Slavery.png Chattel Slavery
  • Slavery.png Domestic Servitude
–80%
  • Trait robotic 1.png Robot
  • "Stellar Culture Shock (industrial age)" modifier
–100%
  • "Stellar Culture Shock" modifier

Additionally, each of the resources may also have the following modifiers affecting them (these apply only to a single resource rather than to all of them):

Engineering Research Population Governance Planet Technology
+20%
  • PM Unstable Tectonics.png Unstable Tectonics
+15%
  • Natural Engineers.png Natural Engineers
–30%
  • "Subterranean Tech Provision" modifier
Physics Research Population Governance Planet Technology
+20%
  • Dark Matter.png Dark Matter
  • PM Wild Storms.png Wild Storms
+15% Natural Physicists.png Natural Physicists
+10%
  • "Prismatic Lenses" modifier
+5%
  • PM Strong Magnetic Field.png Strong Magnetic Field
Society Research Population Governance Planet Technology
+25%
  • PM Dangerous Wildlife.png Odd Animal Life
  • PM Titanic Life.png Titanic Life
+20%
  • "Pharmaceutical Innovation" modifier
  • PM Dangerous Wildlife.png Hostile Fauna
+15% Natural Sociologists.png Natural Sociologists
+10%
  • "Well Rested Scientists" modifier
  • PM Atmospheric Hallucinogen.png Atmospheric Hallucinogen
  • PM Atmospheric Hallucinogen.png Filtered Atmospheric Hallucinogen
  • PM Hollow Planet.png Subterranean Civilization
–10%
  • "Loss of Personnel" modifier
  • PM faith in science.png AI Failure
–20%
  • PM Unknown.png Unproductive Without Experiments

Stored research[edit]

Research output which is not being used for research at the time is being accumulated as stored research. Alternatively, it may also include research resources gained from other avenues such as debris analysis, anomalies, events, and etc.

This method allows for a more "relaxed" research by eliminating the loss of research points due to forgetting to pick a research project while, at the same time, also simulating accelerated periods of research (as opposed to sudden "jumps") caused by newfound knowledge sources. The current storage levels can be seen by hovering over the appropriate resources.

The expenditure rate of stored research can be expressed as follows:

Example

An empire produces Engineering Research +24 Engineering research a month and has just finished debris analysis granting it Engineering Research +1000 Engineering research (stored research).

The empire will supplement its Engineering Research Engineering research by an additional +24 research points for the first 41 months and by another +16 research points in the following month, after which the Engineering Research Engineering stored research bank will completely deplete.

Research speed[edit]

Research speed represents a given expertise in a particular research area or field leading to shortened research time of related technologies.

Research speed boosts the perceived research production in the following manner:

The most immediate sources of research speed modifiers are the 3 lead scientists. As the applied bonus depends on a scientist's skill level and overall traits, it is recommended to assign newly recruited scientists to command a science ship. Scientists on exploration duty tend to gain experience faster and, if one is in luck, they may also gain a new trait beneficial to research while leveling up.

Example

An empire is a Materialist.png Materialist and produces Engineering Research +24 Engineering research a month. It has a lead engineering scientist with a Propulsion.png Propulsion field expertise while researching Tech torpedoes 2.png Armored Torpedoes.

Note: A research area without an acting lead scientist receives a penalty to research speed.

Research Speed can be affected by the following:

Source Research Speed
Menu icon policies and edicts.png Scientific Revolution ambition +20%
Menu icon policies and edicts.png Nanite Actuators edict +10%
Agenda Scientific Leap agenda +10%
Menu icon traditions.png Discovery tradition tree finish +10%
Ap technological ascendancy.png Technological Ascendancy ascension perk +10%
Fanatic Materialist.png Fanatic Materialist ethic +10%
Materialist.png Materialist ethic +5%
Tech administrative ai.png Administrative AI technology +5%
Tech sentient ai.png Positronic AI technology +5%
Erudite.png Erudite ruler trait +5%
R galaxy.png Miniature Galaxy relic +5%
Tech science nexus.png Science Nexus megastructure (stage I) +5%
Tech science nexus.png Science Nexus megastructure (stage II) +10%
Tech science nexus.png Science Nexus megastructure (completed) +15%
Enclaves flag curator.png Curator Insight empire modifier +10%
Leviathans.png The Singularity Procesor empire modifier +5%
Leviathans.png The Mirror of Knowledge empire modifier +10%
Federations Spurred by the Past empire modifier +5%
Federations Full Circle empire modifier +5%
Resolution technological sanctions.png Minor Research Sanctions -5%
Resolution technological sanctions.png Moderate Research Sanctions -10%
Resolution technological sanctions.png Major Research Sanctions -15%

Technology cost[edit]

As a game progresses, research option choices will begin to include progressively more advanced and correspondingly more expensive technologies.

Each technology has a base cost that applies as long as an empire does not exceed its Administrative Capacity. Once that happens, the research cost will be increased by 0.4% for each point of exceeded Administrative Capacity. This can be fixed by employing more bureaucrats.

Research progress[edit]

In general, research time can be summarized as the following formula:

Research progress is one of the key elements affecting the time it takes to discover new technologies. It is formulated as follows:

While it is possible for the monthly research progress to remain constant during the course of researching a certain technology, it is more than likely to fluctuate - for better or for worse - due to consequences of various actions (such as exploration, empire development, expansion, etc.). This, in turn, may increase or decrease the total research time of a given tech.

Example

The empire from the previous examples (same setup) has just finished debris analysis granting it +10% research progress in Tech torpedoes 2.png Armored Torpedoes along with Engineering Research +1000 Engineering research (stored research).

This setup will generate the following monthly research progress:

Assuming no further changes will impact the above setup, the total research time of the tech would be:

Note: Partial research can refer to debris analysis, previous research, event rewards and etc.

References[edit]

  1. See /Stellaris/common/technology/tier/00_tier.txt for details.
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