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Technology

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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.

Contents

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.

Categories

Each technology is also part of a category, which are independent of the three types. So far the following categories are known:

  •   Biology
  •   Field Manipulation
  •   Industry: Ingenuity and productivity.
  •   Materials
  •   Military Theory
  •   New Worlds: Colonization protocols and pioneer training.
  •   Particles: Isolating and utilizing particulate matter and phenomena.
  •   Voidcraft

List of Technologies

These lists are based on incomplete information and may not be accurate.

Physics


Technology C Cost Effects Description
Field Modulation   240
  • Energy Storage Capacity: +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   240
  • Energy Storage Capacity: +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   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   900
  • Unlocks Building: Power Plant III
  • Unlocks Building: Betharian Power Plant III
Deflectors   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   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   1200
  • Unlocks Component: Warp Drive II
Improved stabilization techniques for warp fields will allow our ships to travel farther while expending less energy.
Fusion Power   240
  • Energy Storage Capacity: +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   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   787 [calc]
  • Unlocks Module: Laser Defense Module
  • Unlocks Component: Red Laser
Cold Fusion Power   900
  • Energy Storage Capacity: +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   900
  • Unlocks Component: Disruptor
Plasma Throwers   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   900
  • Unlocks Component: UV Laser
Antimatter Power   1800
  • Energy Storage Capacity: +250
  • Unlocks Component: Antimatter 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.
Gravitic Sensors   240
  • Survey Speed: +15%
These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.
Template:Rare   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   900
  • Survey Speed: +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 240
  • Research Speed: +5.0%
Organizational circuitry rerouting academic fervor.
Quantum Theory 240
  • Unlocks Building: Physics Lab I
Exploring the mediation of fundamental forces through subatomic particles.
Active Countermeasures 480
  • Unlocks Component: Sentinel Point-Defense
The best defense is a good offense.
AI-controlled Colony Ships 600
  • Colony Development: -25.0%
Specialized Combat Computers 600
  • Unlocks Component: Basic Combat Roles
Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency.
Applied Quantum Physics 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 900
    • 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
    • Research Alternatives: +1
Interlinked Support Systems 1500
  • Unlocks Component: Barrier Point-Defence
Template:Rare 2750
  • Research Speed: +5.0%

Society


Technology C Cost Effects Description
Biodiversity Studies   240
  • Unlocks Building: Biolab I
Hydroponics   240
  • Unlocks Building: Hydroponics Farm II
Genome Mapping   240
  • Leader Lifespan: +10
  • Food: +10%
Orbital Hydroponics   240
  • Unlocks Module: Orbital Hydroponic Farms
Frontier Health   360
  • Unlocks Building: Frontier Clinic
Engos Vapor Refining   480
  • Unlocks Module: Engos Refinery
  • Reveals 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   900
  • Unlocks Building: Biolab II
Xeno integration   900
  • Unlocks Policy: Leadership – Xenos Allowed
From disparate components do we build a whole greater than the sum of its parts.
Centralized Command   240
  • Army Upkeep: -10%
  • Unlocks Building: Military Academy
Doctrine: Space Combat   240
  • Naval Capacity: +10%
Doctrine: Reactive Formations   480
  • Naval Capacity: +10%
Template:Rare   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   600
  • Army Upkeep: -10%
Doctrine: Armada Battle Formation   7609 [calc]
  • Fleet Size Limit: +40
Dangerous Wildlife Removal   360
  • Unlocks Clearing Tile Blockers: Dangerous Wildlife
Mountain Range Removal   360
  • Unlocks Clearing Tile Blockers: Mountain Range
New Worlds Protocol   360
  • Unlocks Ship Type: Colony Ship
Noxious Swamp Removal   360
  • Unlocks Clearing Tile Blockers: Noxious Swamp
Toxic Kelp Removal   360
  • Unlocks Clearing Tile Blockers: Toxic Kelp
Volcano Removal   360
  • Unlocks Clearing Tile Blockers: Volcano
Colonial Centralisation   720
  • Monthly Influence: +1
  • Unlocks Edict: Production Targets
  • Unlocks Building: Planetary Capital
Planetary edicts are temporary planetary modifiers that can be activated by spending Influence.
Arid Colonization   900
  • Unlocks Colonization: Arid World
Atmospheric Filtering   900
  • Habitability: +5%
Ocean Colonization   900
  • Unlocks Colonization: Ocean World
Environmental Control   1200
  • Unlocks Clearing Tile Blockers: Sink Hole[more?]
Possibly obsolete.
Planetary Unification 240
  • Leader Recruitment Cost: -10%
  • Unlocks Edict: Propaganda Broadcasts
Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.
Xeno Outreach 240
  • Unlocks Diplomacy: Offer Trade Deal
Adaptive Bureaucracy 360
  • Empire Leader Capacity: +2
  • Edict Cost: -15%
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
  • Border Range: +20%
  • Unlocks Component: Boosted Border Beacon
Reduces 'Cede Planet' and 'Cede Military Station' war demand cost.
Xeno Diplomacy 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 1200
  • Empire Leader Capacity: +2
  • Unlocks Attachment: Commissar squads
Talent Aquisition 2500
  • Leader Recruirment Cost: -5%

Engineering


Technology C Cost Effects Description
Geothermal Fracking   240
  • Mineral Storage Capacity: +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   240
  • Mineral Storage Capacity: +500
  • Unlocks Building: Mineral Silo II
  • Unlocks Building: Mineral Processing Plant I
Offworld Construction   240
  • Unlocks Module: Solar Panel Network
Powered Exoskeletons   240
  • Army Damage: +5%
  • Minerals: +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   360
  • Unlocks Building: Engineering Facility I
Advanced instrumentation allows for the study and practical application of physical systems at nanometric scales.
Betharian Refining   360
  • Unlocks Building: Betharian Power Plant I
  • Reveals 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   480
  • Unlocks Attachment: Battle Strider Column
  • Unlocks Building: Robotics Assembly Plant
Deep Core Mining   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   900
  • Mineral Storage Capacity: +500
  • Unlocks Building: Mining Network III
Mass Drivers   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   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   480
  • Unlocks Module: Garanthium Forge
  • Reveals 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   600
  • Unlocks Component: Ceramo-Metal Armor
A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.
Autocannons   900
  • Unlocks Component: Autocannon
Plasteel Materials   1200
  • Unlocks Component: Plasteel Armor
Interplanetary Expeditionary Forces   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   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   480
  • Mineral Storage Capacity: +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   900
  • Unlocks Station: Defense Station
New construction methods will allow for the construction of even larger military stations in the depths of space.
Advanced Spaceports   1200
  • Mineral Storage Capacity: +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.
Template:Rare   1500
  • 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   1800
  • Mineral Storage Capacity: +1000
  • Unlocks Ship Type: Cruiser
  • Unlocks Feature: Spaceport Level V
Expanded dry-docks allow for the construction of Cruiser-class military vessels.
Offworld Construction 120
  • Unlocks Ship Type: 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.
Ion Thrusters 240
  • Unlocks Component: Ion Thruster
These electric thrusters use beams of ions to generate thrust without the need for propellant.
Nuclear Missiles 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.
Space Marine Corps 240
  • Unlocks Army: Assault Army
  • Unlocks Attachment: Assault Landers
Possibly obsolete.
Fusion Missiles 480
  • Unlocks Component: Fusion Missiles
These updated space-to-space missiles have more powerful fusion warheads and improved flight performance.
Destroyers 900
  • Mineral Storage Capacity: +1000
  • Unlocks Ship Type: Destroyer
  • Unlocks Module: Corvette Assembly Yards
  • Unlocks Feature: Spaceport level III
Plasma Thrusters 900
  • Unlocks Component: Plasma Thruster
An advanced from of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Space Torpedoes 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 2320 [uncertain]
  • Unlocks Component: Impulse Thruster
These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
Battleships 9315 [calc]
  • Mineral Storage Capacity: +500
  • Unlocks Ship Type: Battleship
  • Unlocks Feature: Spaceport Level IV

References