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Revision as of 21:35, 30 March 2016 by Ben Kerman (talk | contribs) (Industry)
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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 in any interstellar empire. It was with it that allowed them to reach the starts and it'll be by it that can make them succeed against other empires.

The card system

The "card" system.

Stellaris doesn't have a tech tree in the normal sense of the word, instead it presents to the player a quasi-random selection of technologies that may or may not appear later on during a playthrough.[1]

The best analogy to this is by imagining a deck of cards where each card represents a different technology. As soon as a tech is selected for research, the remaining "cards" are placed back into the deck and reshuffled with other ones. This "shuffling" is not completely fair, however, since some cards are weighted to appear more often than others. This especially happens in the early-game where some "cards" are extremely likely to appear as to allow all players to get a fair start. Besides that, 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" in the sense that these are marked in such a style as to recognize their rarity. These are techs that might only appear once in a playthrough and, as such, should probably 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 that much needed edge to win but may trigger terrible consequences such as crisis.

Technology types

Technology is divided into three types, which are: 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.



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:

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 900

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.

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.
Orbital sensor arrays 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.'


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.
Databank uplinks 900
  • Unlocks:
    • Feature: Assist research
Self-aware logic 1200
  • Unlocks:
    • +1 research alternatives
Sentient AI 2750
  • +5.0% research speed


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
Frontier health 360
Xeno integration 900
  • Unlocks:
    • Policy: Leadership – Xenos allowed

Military Theory.png Military theory

Technology Cost Effects Description
Centralized command 240
  • -10% army upkeep
  • Unlocks:
Doctrine: Space combat 240
  • +10% naval capacity
Doctrine: Armada battle formation 7609?
  • +40 fleet size limit

New Worlds.png New worlds

Technology Cost Effects Description
New worlds protocol 360
Xeno ecology subjugation 600 Can now clear dangerous wildlife, dense jungle and noxious swamp (and more?).
Ocean colonization 900
Environmental control 1200 Can now clear sink holes (and more?).


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
Artificial moral codes 1200
  • +2 empire leader capacity
  • Unlocks:


Industry.png Industry

Technology Cost Effects Description
Geothermal fracking 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

Materials.png Materials

Technology Cost Effects Description
Mass drivers 240
  • Unlocks:
    • Module: Protective defense module
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.
Ceramo-metal materials 600
Autocannons 900


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.
Improved spaceport 480
  • +1000 mineral storage capacity
  • Unlocks:
Enhancements to artificial gravity and life support systems allow for further expansion of orbital facilities.
Advanced spaceports 1200
  • +1000 mineral storage capacity
  • Unlocks:


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.
Deep space outposts 240
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
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: