This article is for the PC version of Stellaris only.
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 ("unlocked") separately using different research resources. Unlike previous space strategy games, there is no openly displayed "tech tree"; instead, players are presented with a number of different choices of techs to research. There is still an underlying tech tree structure and prerequisites (for instance, for the Blue Lasers technology to appear for research requires that Red Lasers have been researched) but the 'random draw' nature of research choices introduces a degree of unpredictability that can significantly influence an empire's long and short term strategies.
Research areas & resources
There are three different technology research areas in Stellaris:
- Physics Research is concerned with the manipulation of the energy of the universe. Technology from this area unlocks laser weapons, reactors, power plants, sensors, shields, artificial intelligence, and more.
- Society Research is concerned with the organization of an empire's civilization. Technology from this area unlocks farming buildings, planet colonization, government options, genetic modification, and more.
- Engineering Research is concerned with the application of materials into tools. Technology from this area unlocks mass drivers, missiles, mining buildings, armor, thrusters, military ships and stations, robotic pops, and more.
Every month, an empire produces at least 5 research points for each area; this can be increased by building research stations over appropriate stellar bodies (such as black holes, which can offer Physics research) and by populations working planetary tiles that produce research points (such as laboratories).
If a technology is not being presently researched in a certain area then that area's research points are accumulated as Stored Research (can be seen by hovering over the appropriate resource). This prevents the loss of research points by forgetting to pick a tech to research. These storage "banks" can also grow by encountering certain anomalies, completing some special projects, debris analysis or event choices.
When in use the stored research will be depleted by an amount equal to that resource production. For example, if a player has 100 stored point and produces 12 points then the research progress will be 24 points for the first 8 months - 9th month will be 16 points - after which research progress will return to 12 points per month.
The card system
Even though Stellaris does have a conventional tech tree with prerequisites, the player does not have full control over what is available for research at any given moment. Instead, the game presents the player with a quasi-random selection of technologies that may or may not appear later on during a playthrough.
A good analogy for this process is a deck of cards in which each card represents a different technology. When research on a selected tech is completed, 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, to allow all for players to get a fair start. Additionally, an empire's ethos, the leading scientists' traits, the current researched technologies, and other factors can all affect the weighting of technology "cards", and even their overall availability.
It is possible to change research in an area at any time without penalty. Any progress on the technology will be saved, but does not scale if technology costs change. However, when the research alternatives are reshuffled on the completion of research, there is no guarantee that a technology with partial progress will be redrawn.
As a rule a base of 3 alternatives are available with each draw. It is possible to increase this amount by +1 by researching the Self-Aware Logic technology, or by adopting either the Technocracy or Natural Neural Network civic which gives another (stackable) +1 alternative.
The following table may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.9.
There is one minor exception to the shuffling system: technologies salvaged from studying the debris of enemy ships or spaceborne aliens, as well as some technologies that are made accessible through anomalies or events.
These technologies will remain available to research until completed (any normal prerequisites are waived), and will appear at the bottom of the options list with a yellow-orange border. This can include technologies that are available through normal research, so it can be quite worthwhile to salvage enemy debris to effectively "pin" technologies for later research.
The easiest way to gather these is through battle engagements. Destroyed enemy may leave behind debris special projects, which can then be analyzed by a science ship - note that doing so will halt progress in the indicated research field. Completing these debris special projects grants stored research and a potential research progress (usually +10%) in a certain technology which used to make the destroyed objects' components.
The card system uses several variables to organize technology. These are:
- Tier divides technologies into groups (along with unified sub-division for weight and cost). Higher tier technologies require a certain number of technologies from the previous tier to be unlocked before they will be available as research alternatives. The tiers and the required tech from previous tiers (in brackets) are: T0 (this is starter tech), T1 (0), T2 (8), T3 (8), T4 (10).
- Weight is the relative chance for a particular technology to be drawn as an alternative and can be further modified by an empire's ethics, the traits of scientists, or already researched technologies. The lower a technology's weight, the less likely it is to be drawn. Generally, weights decrease while costs increase with each tier.
Tiers, weight (and the modifiers affecting it) are hidden values.
Aside from marking technologies by their area color there are additional markers to define "special" technologies. These may include a whole different color (regardless of area color), highlighted border or a note to the side.
There is a difference between how the markers are represented in-game and the table below - this is mainly to ease wiki editing (the below colors shows the table marking).
- Starting technologies - These technologies are unlocked for free at the beginning of the game. In-game marked with the note Starting tech in green to the left on the title.
- Acquired technologies - These are technologies that have some research progress done in them. In-game marked by a highlighted border. Note: the table uses this to mark techs that can be acquired only via events or debris analysis.
- Rare technologies - These technologies usually have a low weight compared to other techs with similar cost. In-game marked by the color purple.
- Dangerous technologies - Unlocking these technologies may anger other empires and cause an end game crisis. In-game marked by the color red.
- Repeatable technologies - These are end-game technologies that can be researched again and again for the same bonus, but cost more each time. In-game marked by a golden line above and below tech.
Each level of the scientist increases research speed to their assigned area by +2%. Scientists often have specialty in a certain research category, adding another +10% bonus when leading the research of technologies from that category, as well as other traits that can increase research speed and cost.
Each technology has a cost to unlock, which must be paid for in research resources. The cost is the pre-set base cost of each technology increased by +10% per owned planet and by +1% for every pop in the empire over 10. Having a research agreement treaty with another empire gives a –25% cost reduction on any technology already unlocked by that empire. This reduction is applied after the Multipliers from Pops and Planets.
- Overall, empire research capabilities increases with population size, but with increasingly diminishing returns. For each extra pop and planet the research output will become increasingly inefficient. A large empire will have to relatively put out way more research than a smaller one for a similar result.
- Research agreement modifier is applied after all other modifiers. This makes it become better with increasing empire sizes, but the hefty cost reduction makes it crucial at all stages of the game. Do not forget about research agreements as they can give a powerful edge in an arms race.
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, which makes it possible for small empires to maintain technological parity with larger ones.
Every technology belongs to a category. These have no direct effects, but assigning a scientist with the corresponding expertise trait will increase research speed by 10% and increases the chance of research alternatives from that category.
List of technologies
Legend (Colors): Starter , Acquisition , Rare , Dangerous , Repeatable .
|Technology||C||Cost||T||Effects||Prerequisites||Weight & Modifiers||Description|
|Hydroponics||Hydroponics Farm I||Large-scale hydroponics farms producing nutrient-rich produce helps sustain a growing population while minimizing negative environmental impact.|
|Biodiversity Studies||360||1||Biolab I||Base: 100||Studying the different forms of life that appear on our world helps us better understand ourselves and the life that surrounds us.|
|Eco Simulation||360||1||Hydroponics||Base: 100||Hydroponics techniques can be further developed by creating farms with unique atmospheres, simulating different eco systems. This allows for the production of food with higher levels of nutrients.|
|Genome Mapping||360||1||+10% Growth speed||Base: 150||Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies.|
|52px||Orbital Hydroponics||360||1||Orbital Hydroponic Farms||Hydroponics||Base: 100||The challenges inherent in cultivating crops in zero-G are fairly unique, but far from insurmountable.|
|Frontier Health||480||1||Frontier Clinic||Base: 190||The colonization of alien worlds has opened up an entirely new field of biomedical research.|
|Xenology||480||1||Xeno Zoo||Has Alien Pets resource on an owned planet||Base: 95||Studying the fauna of other worlds gives insight into alien behaviors, allowing us to identify and domesticate docile entities.|
|Engos Vapor Refining||600||1||Engos Vapor||Base: 180||A naturally occurring stimulant that helps all forms of life adapt and evolve. It can also be used as a very potent conductor for energy weapons.|
|Frequency Tuning||600||1||Energy Siphon||Debris analysis outcome (Tiyanki)||Adapting the Tiyanki method of siphoning energy from gaseous matter, it is possible to construct weapons draining energy from enemy ships.|
|Pitharan Dust Refining||600||1||Pitharan Dust||Base: 180||This fine dust is a naturally occurring 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.|
|Epigenetic Triggers||720||2||Uplift||Base: 85||Advanced DNA methylation techniques allow for functionally significant alterations to be made to arbitrary genomes.|
|Cloning||1000||2||Vitality Boosters||Base: 112.5||Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies.|
|Frontier Hospital||1000||2||Frontier Hospital||Frontier Health||Base: 150||As a colony grows, so does its medical needs. Larger colonies are potentially exposed to more dangerous pathogens on alien worlds.|
|Vitality Boosters||1000||2||+10 Leader lifespan||Genome Mapping||Base: 112.5||no description available.|
|Gene Banks||1400||2||Clone Commandos||Cloning||Base: 35||Gene Banks filter and curate available genomes for deployment in clones.|
|Gene Crops||1400||2||Hydroponics Farm III||Base: 70||Sophisticated genetic engineering of crops helps increase yield and further improves both taste and nutrient levels.|
|Xenobiology||1400||2||Biolab II||Base: 70||Studying the life that arises on other worlds and beyond allows us to understand fundamental aspects of biology that were previously beyond our reach.|
|Morphogenetic Field Mastery||1800||2||Epigenetic Triggers||Base: 32.5||From its cradle as a purely pharmaceutical venture, advancements in our understanding of the morphogenetic field allow for direct, subconscious interfaces with organic units.|
|Amoeba Breeding Program||2200||2||Amoeba Flagella||Debris analysis outcome (Space Amoeba)||By breeding Space Amoebas in captivity, we can program their symbiotic flagella to act as organic strike craft for our navy.|
|Gene Tailoring||2200||2||Cloning||Base: 90||Making gene-editing tools widely available is sure to have a positive impact on our development as a species.|
|Selected Lineages||2200||2||Leader Enhancement – Selected Lineages||Vitality Boosters||Base: 30||Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.|
|Cell Revitalization||3000||3||+5 Leader lifespan||Vitality Boosters||Base: 12.5
|Regimens of periodic cell revitalization treatments keep the leader class spry and active beyond traditionally expected lifespans.|
|Stimulant Diet||3000||3||Neural Implants||Base: 12.5
|Chemically optimizing diets for indentured workers allow them to perform above projected productivity curves.|
|Transgenic Crops||3000||3||+5% Food||Gene Crops||Base: 12.5
|Transgenic crops offer the nutritional elements of several standard food crops in one convenient package.|
|Capacity Boosters||4000||3||Leader Enhancement – Capacity Boosters||Selected Lineages||Base: 22.5||We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.|
|Gene Seed Purification||4000||3||Gene Warrior Army||Base: 45||Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits.|
|Nano-Vitality Crops||4000||3||Base: 45||Infusing crop strands with small amounts of nano-machines help create a type of produce that is ultra resilient, and the chemical composition of which can be tailored and altered during its entire lifetime.|
|Targeted Gene Expressions||4000||3||+1 Trait points||Gene Tailoring||Base: 22.5||Stricter control of RNA and protein production on the cellular level.|
||Evolutionary Mastery||No longer will we be limited by the basic biological structure of a species when striving to improve them. DNA is just another material to be shaped as the sculptor wills it.|
|Nutrient Replication||5000||3||+15% Food||Nano-Vitality Crops||Base: 40||The process of synthetically replicating crops requires a lot of collected waste to create a small amount of produce, but nevertheless provides a significant boost to agricultural output.|
|Secrets of Life||5000||3||Base: 40||Having the opportunity to study the multitudes of life lets us find some common ground for all living beings. The foundational building blocks of life.|
|Scourge Missiles||5000||3||Scourge Missile||Debris analysis outcome (Prethoryn)||By analyzing the biological weaponry employed by the Swarm we can create self-propelled projectiles weapons spreading the very same horrific destruction.|
|Swarm Spawning Pools||5000||3||Swarm Strikers||Debris analysis outcome (Prethoryn)||Collecting specimens from defeated Prethoryn enables us to clone and genetically program a war-brood of our own.|
|Regenerative Hull Tissue||5000||3||Regenerative Hull Tissue||Debris analysis outcome (Crystalline Entities or Space Amoeba)||A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials.|
|Planetary Defenses||Defense Army||There may come a time when intellects, vast and cool and unsympathetic, regard our worlds with envy and draw plans against us. We must be ready.|
|Centralized Command||360||1||Base: 100||Creating dedicated headquarters for all levels of military operations shapes an efficient fleet, and lays a better foundation for future military training.|
|Doctrine: Space Combat||360||1||+10% Naval capacity||Base: 300||Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.|
|Doctrine: Fleet Support||480||1||Doctrine: Space Combat||Base: 95||As extrasolar expeditions become more common, it is important to provide planetside relief for returning fleets.|
|Doctrine: Reactive Formations||600||1||+10% Naval capacity||Doctrine: Space Combat||Base: 270||Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.|
|Combat Training||720||1||–10% Army upkeep||Centralized Command||Base: 85||Creating dedicated headquarters for all levels of military operations shapes an efficient fleet, and lays a better foundation for future military training.|
|Doctrine: Refit Standards||720||1||–15% Ship upgrade cost||Doctrine: Reactive Formations||Base: 85||Standardizing workflows for upgrading and retrofitting ship components can lead to massive efficiency gains.|
|Interstellar Fleet Traditions||720||1||Doctrine: Reactive Formations||Base: 85||A body of knowledge regarding combat behaviors is useless without a strong code governing its use.|
|Doctrine: Interstellar Warfare||1000||2||+10% Naval capacity||Doctrine: Reactive Formations||Base: 225||Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.|
|Doctrine: Command Matrix||1400||2||–5% Ship upkeep||Base: 70||Restructuring the chain of command and deciding what interdependencies are set between officers, make fleets more responsive and thus cost-effective.|
|Doctrine: Fluid Fleet Templates||2200||2||+10% Naval capacity||Doctrine: Interstellar Warfare||Base: 180|
|Aggressive Conditioning||3000||3||+10% Army damage||Combat Training||Base: 12.5
|Iterating on the standard conditioning regimen for ground troops has proven to make them more effective in direct combat.|
|Doctrine: Armada Battle Formation||3000||3||+10% Naval capacity||Doctrine: Fluid Fleet Templates||Base: 150|
|Nerve Dampeners||3000||3||+10% Army health||Combat Training||Base: 12.5
|Careful tuning of pain receptors allow soldiers to fight through what would previously have been debilitating injuries.|
|New Worlds Protocol||Colony Ship||Spaceport||Calculating required resources and gear required to establish a planetary colony allows us to herd brave pioneers into grand "ark ships", confident that they will survive the long voyage across the stars to a new home.|
|Climate Control Network||480||1||Massive Glacier||Base: 190||Orbital systems of mirrors and shades can effect dramatic changes in planetary climates, when managed properly.|
|Dangerous Wildlife Removal||480||1||Dangerous Wildlife||Base: 190||Tactical disruption of natural habitats combined with converging search-and-destroy patterns can effectively eliminate hostile wildlife in a very short span of time.|
|Deep Crust Engineering||480||1||Active Volcano||Base: 190||Advances in material technology and deep-shaft mining techniques allow geo-engineering at previously unthinkable depths and temperatures. Magma hotspots can now be exploited, suppressed, or even relocated.|
|Ocean Ecology Management||480||1||Toxic Kelp||Base: 190||Given enough processing power, networked sensors and distributed stations, even the ocean currents can be managed to a fine level of control.|
|Planetary Resurfacing||480||1||Mountain Range||Base: 190||With the advent of clean fusion, automation, and matter compression technologies, it was only a matter of time before mountain top removal became mountain range removal.|
|Selective Defoliants||480||1||Dense Jungle||Base: 190||Thorough cataloging, gene sequencing, and computer modeling of exobotanical ecosystems, coupled with gene editing and dispersal mechanisms, will allow us to reshape alien plant communities to our liking.|
|Soil Remediation||480||1||Quicksand Basin||Base: 190||The process of soil deposition normally takes millions of years. With advanced fracking, chemical engineering, and hydraulic management technologies even the poorest substrate can be turned into fertile topsoil.|
|Subterranean Colonization||480||1||Deep Sinkhole||Base: 190||Many planets exhibit extensive subsurface voids. Subterranean exploration, exploitation, and construction techniques can greatly increase the habitable area of some worlds.|
|Xeno-Hydraulic Mastery||480||1||Noxious Swamp||Base: 190||Sentient races have been reclaiming swampland for thousands of years. A coordinated system of modular aquaducts, pump stations, chemical remediation crawlers and automated soil compactors can reclaim land at unprecedented speeds.|
|Terrestrial Sculpting||600||1||Base: 90||There is no simple solution to the problem of macro-scale reshaping of planetary crusts - only bigger trowels and orbitally-deployed drills.|
|Atmospheric Filtering||1000||2||+5% Habitability||New Worlds Protocol||Base: 75||By adjusting atmospheric filtering on a per-site basis to better filter out undesirable elements, colonial living conditions may be improved.|
|Atmospheric Manipulation||1000||2||Terraform planets' climate||Terrestrial Sculpting||Base: 75||Humidity regulators and chemical dispersal units are the first step towards a fundamentally altered atmosphere.|
|Colonial Centralization||1000||2||Planetary Unification||Base: 300||Robust frameworks for local governance created on a per-case basis, to meet each colony's needs.|
|Ecological Adaptation||1800||2||Terraform inhabited planets||Atmospheric Manipulation||Base: 65||By adapting planetary ecosystems to large-scale environmental changes we can turn terraformation into a less disruptive process.|
|Tomb World Adaptation||1800||2||+20% Tomb world habitability||Atmospheric Filtering||Base: 32.5||Through comprehensive study of irradiated environments we will allow our settlers to colonize worlds that have been devastated by nuclear warfare.|
|Hostile Environment Adaptation||2200||2||+5% Habitability||Atmospheric Filtering||Base: 60||Further study into the hazardous environments found on other planets help alleviate the difficulties that colonizers encounter in their day-to-day lives on foreign worlds.|
|Climate Restoration||3000||3||Terraform tomb planets||Ecological Adaptation||Base: 50||By advancing our understanding of atmopsheric manipulation, we will be able to terraform even the most ecologically devastated worlds.|
|Foreign Soil Enrichment||4000||3||+5% Habitability||Hostile Environment Adaptation||Base: 45||Extensive study into different soil types and their ability to support crops will help improve the living conditions of our settlers on foreign worlds.|
|Gaia Creation||6000||3||Terraform to gaia planets||Climate Restoration||Base: 3.5||The creation of Gaia planets, worlds eminently suitable to almost all forms of life, is the ultimate proof of a species' mastery in the art of terraforming.|
|Eco-Integration Studies||6000||3||+5% Habitability||Foreign Soil Enrichment||Base: 35||Additional study into different planetary climates will allow us to settle our population on worlds previously thought too hostile to support them.|
|Psionic Theory||2200||2||PSI Warriors||Base: 30||The mind is in many ways a reflection of the universe itself, a microcosmos. All species may not reach this insight, but their minds are tools greater than any other.|
|Precognition Interface||3000||3||Precognitive Interface||Telepathy||Base: 25
|Advances in the field of Psionics suggest the possibility of creating combat computers capable of reading and analysing the impulses of telepathic operatives before they are cognitively processed.|
|Telepathy||3000||3||Psionic Army||Base: 25
|Once fully adapted to the basics of Psionics, the mind is capable of connecting to other individuals, becoming something greater.|
|Psi Jump Drives||6000||3||Psi Jump Drive||Precognition Interface||Base: 3.5||The Psi Jump Drive harnesses the psi energies emitted by the crew to force the vessel through the very fabric of reality, instantly "jumping" vast distances.|
|Planetary Government||Planetary Administration||Once a colony has been firmly established and pioneers turn into citizens, the need for a strong local government providing stability trumps the colonial need for flexibility.|
|Sociocultural History||Autochthon Monument||An understanding of a shared past is necessary in order to make any significant strides into the future.|
|Heritage Sites||360||1||Heritage Site||Sociocultural History||Base: 100||Physical reminders of how far we have come both instill a reverence for past achievements and bolster ambitions for the future.|
|Planetary Unification||360||1||Planetary Government||Base: 400||Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.|
|Adaptive Bureaucracy||480||1||Planetary Unification||Base: 95||The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.|
|Neural Implants||600||1||Slavery is allowed||Base: 90||Cognition is little but the processing of sensory input. It can be altered. Free will is nothing more than a sensory illusion.|
|Colonial Bureaucracy||720||1||+1 Core sector systems||Base: 85||Local administrative developments allow for closer supervision of colonial affairs without excessively burdening central decision-making.|
|Galactic Ambitions||720||1||+20% Border range||Established communications with an alien empire.||Base: 85||Reduces 'Cede Planet' and 'Cede Military Station' war demand cost.|
|Subdermal Stimulation||1000||2||Living Standard – Chemical Bliss||Hive-minded||Base: 37.5||Deep-tissue implants are the latest innovation in the revolutionary overlapping of sensory engineering and entertainment experiences. "Where we're going, we won't need skin to feel!"|
|Artificial Moral Codes||1400||2||Base: 65||It is circumstance that dictates what is moral. Define the circumstances, and ethics is like clay in your hands.|
|Holographic Rituals||1400||2||Holotemple||Base: 70||Seeing is believing, and belief begets reality.|
|Local Hypercommunication||1400||2||Hypercomms Forum||Base: 70||Not all research into faster-than-light communication channels produces useful results, but some outcomes may find new purpose in bringing our people together.|
|The Living State||1400||2||Colonial Centralization||Base: 70||The Empire lives, the Empire breathes. We may make up its body, but it is not for the left hand to know what the right hand is doing.|
|Galactic Bureaucracy||1800||2||+1 Core sector systems||Base: 65||Multiple administrative strata efficiently surface only the most vital information to the upper levels of government.|
|Interstellar Campaigns||1800||2||–25% War demand cost||Base: 65||A well-oiled war machine is the key to exerting influence on a galactic scale. Backed by the might of our military, we can lay claim to almost anything we want.|
|Synthetic Thought Patterns||2200||2||
||Artificial Moral Codes||Base: 60||Thinking outside the box merely places you into another, somewhat larger box.|
|Administrative Efficiency||3000||3||+1 Core sector systems||Galactic Bureaucracy||Base: 12.5
|Restructuring the managerial web linking core worlds to the capital can help alleviate the administrative stressors and information chokepoints that frequently arise within a budding empire.|
|Communication Protocols||3000||3||+1 Sector limit||Adaptive Bureaucracy||Base: 12.5
|Improved FTL communication channels allow for more coherent administrative direction.|
|Galactic Administration||3000||3||Colonial Centralization||Base: 200||The administrative needs of a star empire are as numerous as they are complex. We will rise to the occasion.|
|Galactic Campaigns||3000||3||–25% War demand cost||Base: 50||Further improvements to administration grant an extended power projection across the stars, and the military clout needed to enforce our demands.|
|Proclamation Broadcasts||3000||3||+10% Edict duration||Artificial Moral Codes||Base: 12.5
|More aggressive information campaigns improve the populace's receptiveness to Edicts.|
|Sentient Resource Management||3000||3||+1 Empire leader capacity||Adaptive Bureaucracy||Base: 12.5
|The concept of managing individuals as resources within larger systems of production must, by necessity, become more flexible as the potential natures of the managed individuals grow ever more numerous.|
|Talent Acquisition||3000||3||–5% Leader recruitment cost||Adaptive Bureaucracy||Base: 12.5
|Propaganda programs and subtle manipulation of economic records drive down the cost of employing top-tier Leaders.|
|Automated Curation Algorithms||4000||3||Auto-Curating Vault||Base: 45||Continuous, asynchronous analysis of disparate data sets allows for the accurate modeling of hitherto-unpredictable fluctuations in social currents.|
|Doctrine: Strange Loop||4000||3||Loop Institute||Event chain outcome (Horizon Signal)||A set of social protocols based on paradoxical intuition, and on love. When we know the System of the Loop, we learn that we can influence by receiving instructions, as well as giving them.|
|Galactic Benevolence||4000||3||Ministry of Benevolence||Galactic Administration||Base: 22.5||Our people are united and strong, and their rulers benevolent. Sometimes the populace needs to be reminded of this fact.|
|Galactic Markets||4000||3||Galactic Stock Exchange||Base: 22.5||The administrative needs of a star empire are as numerous as they are complex. We will rise to the occasion.|
|Metacognitive Faith||4000||3||Citadel of Faith||Base: 45||Leaving our planetary cradle has opened us up to a new understanding of faith, and its place in a wider context.|
|The Collective Self||4000||3||Base: 45||Finding aspects of the self within the group is natural and inevitable; eventually those shared aspects must be valued higher than individual identities.|
|Will to Power||5000||3||Synthetic Thought Patterns||Base: 20||As power is simply the ability to impose one's will on others, the will to power is a self-fulfilling prophecy.|
- Stellaris Tech Tree (Vanilla) for Patch 1.5
- See in .