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.
This article is for the PC version of Stellaris only.
|Please help improve this article or section by expanding it.|
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
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.
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.
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.
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 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, which makes it possible for small empires to maintain technological parity with larger ones.
|Field modulation||240||Modulated fields allow for increased production and improved energy yield.|
|Global energy management||240||
||Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors.|
|Orbital energy conversion||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||
||Nuclear fusion processes generate a great amount of power, but without many of the risks associated with fission power.|
||More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics.|
||Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremeley effective at eating through ship armor.|
||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.'|
||Organizational circuitry rerouting academic fervor.|
||Exploring the mediation of fundamental forces through subatomic particles.|
|Doctrine: Space combat||240||
|Doctrine: Armada battle formation||7609?||
|New worlds protocol||360||
|Xeno ecology subjugation||600||
||Can now clear dangerous wildlife, dense jungle and noxious swamp (and more?).|
||Can now clear sink holes (and more?).|
||Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.|
||The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.|
||Reduces 'Cede Planet' and 'Cede Military Station' war demand cost.|
|Artificial moral codes||1200||
||Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.|
||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.|
||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.|
|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||Enhancements to artificial gravity and life support systems allow for further expansion of orbital facilities.|
|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||
||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|
||An advanced from of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.|
||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.|