Difference between revisions of "Technology"

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(Added: Quantum Energy States, Applied Quantum Physics, Biodiversity Studies, Virtual Combat Simulations, Atmospheric Filtering, Corps of Engineers)
(Added: Engos Vapor Refining, Toxic Kelp Removal, Deep Core Mining)
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*{{green|Unlocks Component}}: Plasma Accelerator
** [[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.''
 
| ''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.''
 
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| ''These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.''
 
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* {{green|+5%|back}} survey speed
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* Survey Speed: {{green|+5%}}
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** [[Component]]: Subspace Sensors
 
 
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** [[Component]]: Barrier Point-Defence
 
 
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| ''From disparate components do we build a whole greater than the sum of its parts.''
 
| ''From disparate components do we build a whole greater than the sum of its parts.''
 
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| ''Engos Vapor Refining''
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| align = center | {{sup|1334|calc}}
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* {{green|Unlocks Module:}} Engos Refinery
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* {{green|Reveals Resource:}} Engos Vapor
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==== [[File:New Worlds.png|36px]] New worlds ====
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==== [[File:New Worlds.png|36px]] New Worlds ====<!--Colonization protocols and pioneer training.-->
 
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*{{green|Unlocks:}}  
 
*{{green|Unlocks:}}  
 
** [[Ship type]]: Colony ship
 
** [[Ship type]]: Colony ship
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*{{green|Unlocks Clearing Tile Blockers}}: ''Toxic Kelp''
 
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| ''Planetary edicts are temporary planetary modifiers that can be activated by spending Influence.''
 
| ''Planetary edicts are temporary planetary modifiers that can be activated by spending Influence.''
 
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| ''Ocean colonization''
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| ''Ocean Colonization''
 
| align = center | 900
 
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*{{green|Unlocks:}}  
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*{{green|Unlocks Colonization:}} Ocean World
** [[Colonization]]: Ocean world
 
 
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=== Engineering ===
 
=== Engineering ===
  
==== [[File:Industry.png|36px]] Industry ====
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==== [[File:Industry.png|36px]] Industry ====<!--Ingenuity and productivity.-->
 
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| ''Deep Core Mining''
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* {{green|Unlocks Building:}} Engineering Facility II
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|''These massive drills are needed to access the rich mineral deposits that can often be found close to a planet's core.''
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| ''Supersolid Materials''
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* Mineral Storage Capacity: {{green|+500}}
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* {{green|Unlocks Building:}} Mining Network III
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** [[Component]]: Nanocomposite armor
 
** [[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.''
 
| ''Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.''
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| ''Garanthium Mining''
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| align = center | 480
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*{{green|Unlocks:}}
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** [[Module]]: Garanthium Forge
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** [[Resources|Resource]]: Garanthium Ore
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| ''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.''
 
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** [[Component]]: Plasteel Armor
 
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| ''Garanthium Mining''
 
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*{{green|Unlocks:}}
 
** [[Module]]: Garanthium Forge
 
** [[Resources|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.''
 
 
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Revision as of 17:00, 7 April 2016

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version Pre-release.

This article is for the PC version of Stellaris only.
File:Technology interface.png
Technology interface.

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.

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.

The card system

The "card" system.

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.[1]

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 scientists' traits, the current researched technologies, etc. all factor in into this weighting.

Special technologies

Certain technologies are considered "special" and are marked in a different color so players can to recognize their rarity. These are techs that might only appear once in a playthrough and, as such, should probably always be picked.

There are also unique technologies that can only be learned via the investigation of anomalies, debris, etc.

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.

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 but may trigger terrible consequences such as crises. Some advanced techs are dependent on the species' ethos.

Technology types

Technology is divided into three types: Physics, Society and Engineering.

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,[2] which makes it possible for small empires to maintain technological parity with larger ones.

Physics

Industry.png Industry


Technology Cost Effects Description
Field modulation 240
  • +250 energy storage capacity
  • Unlocks:
Modulated fields allow for increased production and improved energy yield.
Global energy management 240
  • +250 energy storage capacity
  • Unlocks:
Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors.
Orbital energy conversion 240
  • Unlocks:
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 1200
  • Unlocks Building: Power Plant III
  • Unlocks Building: Betharian Power Plant III

Field manipulation


Technology Cost Effects Description
Deflectors 240 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 600 These updated deflector screens are capable of soaking up even more punishment before they overload.
Warp field stabilizers 1200 Improved stabilization techniques for warp fields will allow our ships to travel farther while expending less energy.

Particles.png Particles


Technology Cost Effects Description
Fusion power 240
  • +250 energy storage capacity
  • Unlocks:
Nuclear fusion processes generate a great amount of power, but without many of the risks associated with fission power.
Blue lasers 480 More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics.
Red lasers 787?
Disruptors 900
Plasma throwers 900 Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremeley effective at eating through ship armor.
UV Lasers 900
Cold Fusion Power 1200
  • Energy Storage Capacity: +250
  • Unlocks Component: Cold Fusion Reactor
Plasma Accelerators 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.

Voidcraft.png Voidcraft


Technology Cost Effects Description
Gravitic sensors 240
  • +15% survey speed
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 900
  • Survey Speed: +5%
  • Unlocks Component: Subspace Sensors
Template:Raretech 360 Powerful sensor arrays that can be added to the structure of orbital spaceports. They provide excellent sensor coverage of the surrounding region of space.'

Unsorted


Technology Cost Effects Description
Administrative AI 240
  • +5.0% research speed
Organizational circuitry rerouting academic fervor.
Quantum theory 240 Exploring the mediation of fundamental forces through subatomic particles.
Active Countermeasures 480 The best defense is a good offense.
AI-controlled Colony Ships 600
  • -25.0% Colony Development
Specialized Combat Computers 600 Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency.
Databank uplinks 900
  • Unlocks:
    • Feature: Assist research
High-capacity quantum bands dedicated to databank transfers make possible virtually completely synchronous research operations across vast distances.
Self-aware logic 1200
  • Unlocks:
    • +1 research alternatives
Applied Quantum Physics 1200
  • Unlocks Building: Physics Lab II
Interlinked Support Systems 2000
  • Unlocks Component: Barrier Point-Defence
Template:Raretech 2750
  • +5.0% research speed

Society

Biology.png Biology


Technology Cost Effects Description
Hydroponics 240
Genome mapping 240
  • +10 leader lifespan
  • +10% food
Orbital hydroponics 240
  • Unlocks:
    • Module: Orbital hydroponic farms
Biodiversity Studies 360
  • Unlocks Building: Biolab I
Frontier health 360
Xeno integration 900
  • Unlocks:
    • Policy: Leadership – Xenos allowed
From disparate components do we build a whole greater than the sum of its parts.
Engos Vapor Refining calc [1334]
  • Unlocks Module: Engos Refinery
  • Reveals Resource: Engos Vapor

Military Theory.png Military theory


Technology Cost Effects Description
Centralized command 240
  • -10% army upkeep
  • Unlocks:
Combat Training 600
  • -10% Army Upkeep
Doctrine: Space combat 240
  • +10% naval capacity
Doctrine: Reactive Formations 600
  • +10% naval capacity
Template:Raretech 720
  • Unlocks Building: Virtual Combat Arena
the advent of accurate pain emulators will at long last bridge the divide between the virtual and the real.
Doctrine: Armada battle formation calc [7609]
  • +40 fleet size limit

New Worlds.png New Worlds


Technology Cost Effects Description
Dangerous Wildlife Removal 360
Mountain Range Removal 360
New worlds protocol 360
Toxic Kelp Removal 360
  • Unlocks Clearing Tile Blockers: Toxic Kelp
Volcano Removal 360
Xeno ecology subjugation 600 Can now clear dangerous wildlife, dense jungle and noxious swamp (and more?).
Colonial Centralisation 720
  • +1 Monthly Influence
  • Unlocks:
Planetary edicts are temporary planetary modifiers that can be activated by spending Influence.
Ocean Colonization 900
  • Unlocks Colonization: Ocean World
Environmental control 1200 Can now clear sink holes (and more?).
Atmospheric Filtering 1350
  • Habitability: +5%

Unsorted


Technology Cost Effects Description
Planetary unification 240
  • -10% leader recruitment cost
  • Unlocks:
    • Edict: Propaganda broadcasts
Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.
Xeno outreach 240
Adaptive bureaucracy 360
  • +2 empire leader capacity
  • -15% edict cost
The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.
Galactic ambitions 360
  • +20% border range
  • Unlocks:
Reduces 'Cede Planet' and 'Cede Military Station' war demand cost.
Xeno diplomacy 900 Advancing our understanding of interactions with – and manipulations of – the xeno is a necessary step in forming more permanent interstellar alliances.
Artificial moral codes 1200
  • +2 empire leader capacity
  • Unlocks:
Talent Aquisition 2500
  • -5% Leader Recruirment cost

Engineering

Industry.png Industry


Technology Cost Effects Description
Geothermal fracking 240
  • +500 mineral storage capacity
  • Unlocks:
New fracking techniques will allow us to tap into previously unattainable pockets of geothermal resources deep beneath the planet's crust.
Mineral Processing 240
  • +500 Mineral Storage Capacity
  • Unlocks:
Offworld construction 240
  • Unlocks:
Powered Exoskeletons 240
  • +5% army damage
  • +5% minerals
  • Unlocks:
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 360
  • Unlocks:
Advanced instrumentation allows for the study and practical application of physical systems at nanometric scales.
Betharian refining 360 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 480
Deep Core Mining calc [2430]
  • 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 calc [2430]
  • Mineral Storage Capacity: +500
  • Unlocks Building: Mining Network III

Materials.png Materials


Technology Cost Effects Description
Mass drivers 240 These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds.
Nanocomposite materials 360 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 480 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 600 A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.
Autocannons 900
  • Unlocks Component: Autocannon
Plasteel Materials 1200

Voidcraft.png Voidcraft


Technology Cost Effects Description
Interplanetary expeditionary forces 240 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 240 This will enable the construction of defensive deep space platforms far from the gravity wells of a planetary body.
Improved spaceport 480
  • +1000 mineral storage capacity
  • Unlocks:
Enhancements to artificial gravity and life support systems allow for further expansion of orbital facilities.
Deep Space Stations 900 New construction methods will allow for the construction of even larger military stations in the depths of space.
Advanced spaceports 1200
  • +1000 mineral storage capacity
  • Unlocks:
State-of-the-art orbital construction techniques result in spaceports the size of major planet side cities.
Template:Raretech demodify [3780]
  • Military Station Build Cost: -15%
  • Military Station Health: +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 demodify [4536]
  • Mineral Storage Capacity: +1000
  • Unlocks Ship Type: Cruiser
  • Unlocks Feature: Spaceport Level V
the Cruiser is the first three-section design, allowing for a wide range of module configurations for those willing to pay the price.

Unsorted


Technology Cost Effects Description
Offworld Construction 120 Construction in space presents our engineers with new design challenges that must be solved before we can build orbital stations above other worlds.
Ion thrusters 240 These electric thrusters use beams of ions to generate thrust without the need for propellant.
Nuclear missiles 240 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.
Space marine corps 240
Fusion missiles 480 These updated space-to-space missiles have more powerful fusion warheads and improved flight performance.
Destroyers 900
  • +1000 mineral storage capacity
  • Unlocks:
Plasma thrusters 900 An advanced from of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Space Torpedoes 900 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.
Battleships 9315?
  • +500 mineral storage capacity
  • Unlocks:

References