Open main menu

Technology

Revision as of 19:58, 9 May 2017 by Flazeo255 (talk | contribs) (The card system: Added Natural Neural Network)

Version

Outliner top.png
Please help with verifying or updating older sections of this article. At least some were last verified for version 1.6.

This article is for the PC version of Stellaris only.
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 ("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.

Contents

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).

Stored research

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

 
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[1] 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.

  Population Governance Planet Technology
+1
  •   Natural Neural Network
  •   Static Research Analysis
  •   Technocracy
  •   Science Division
  •   Self-Evolving Logic

Debris

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.

Hidden values

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.

Special markings

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.

Scientists

Scientists are leaders that are hired to lead three research areas or to command science ships. An area without a scientist to lead it suffers a –20% research speed penalty.

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.

Technology 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.

 

Important notes:

  1. 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.
  2. 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 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, which makes it possible for small empires to maintain technological parity with larger ones.

Categories

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.

  Computing   Field Manipulation   Particles   Voidcraft
The science of applied algorithms. Bending fundamental forces to our will. Isolating and utilizing particulate matter and phenomena. Space is the final frontier. To master it, is to master the future.
  Biology   Military Theory   New Worlds   Statecraft
The science of life, in its many forms and complexities. The art of war and its many important aspects. Colonization protocols and pioneer training. The art of building a successful society.
  Industry   Materials   Rocketry   Psionics
Ingenuity and productivity. The creation and manipulation of materials for increased utility and durability. The study of explosive propulsion. Mind over matter.

List of technologies

Legend (Colors): Starter , Acquisition , Rare , Dangerous , Repeatable .

Legend (Icons):   Armies / Attachments ,   Buildings ,   Components ,   Edicts / Policies ,   Feature unlock ,   Modules ,   Resources ,   Ship / Station class .

Engineering


Technology C Cost T Effects Prerequisites Weight & Modifiers Description
  Industrial Base     Mining Network I The basic industrial infrastructure that is required to become a spacefaring civilization.
  Offworld Construction  
  •   Construction Ship
  •   Mining 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.
  Betharian Refining   360 1   Betharian Power Plant
  •   Offworld Construction
  •   Potential resource on an owned planet.
Base: 200
Modifiers
  • 2x if scientist expertise is   industry.
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.
  Geothermal Fracking   360 1
  •   +1000 Mineral storage capacity
  •   Mining Network II
  Industrial Base Base: 100
Modifiers
  • 1.25x if scientist expertise is   industry.
New fracking techniques will allow us to tap into previously unattainable pockets of geothermal resources deep beneath the planet's crust.
  Mineral Processing   360 1
  •   +1000 Mineral storage capacity
  •   Mineral Processing Plant I
  •   Mineral Silo II
  Geothermal Fracking Base: 100
Modifiers
  • 1.25x if scientist expertise is   industry.
Optimal processing of mined materials have allowed us to reach new levels of efficiency.
  Nanomechanics   360 1   Engineering Facility I Base: 100
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   industry.
Advanced instrumentation allows for the study and practical application of physical systems at nanometric scales.
  Powered Exoskeletons   360 1
  •   +5% Army damage
  •   +5% Minerals
  Industrial Base Base: 150
Modifiers
  • 1.25x if scientist expertise is   industry.
Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.
  Assembly Patterns   600 1   +25% Building build speed   Nanomechanics Base: 50
Modifiers
  • 1.25x if   militarist or   fanatic militarist.
no description.
  Robotic Workers   600 1   Robot
  •   Powered Exoskeletons
  •    Hive-minded
  •    Spiritualist
  •    Fanatic spiritualist
Base: 135
Modifiers
  • 1.25x if scientist expertise is   industry.
These robotic work units are perfect for menial labor tasks. They are hard-working and capable of following simple vocal instructions, but should not be expected to climb stairs.
  Advanced Mineral Processing   1400 2
  •   +1000 Mineral storage capacity
  •   Mineral Processing Plant II
  •   Mineral Silo III
  •   Colonial Centralization
  •   Mineral Processing
Base: 70
Modifiers
  • 1.25x if scientist expertise is   industry.
Second-stage processing of pseudo-refined minerals allow for more efficient storage and transportation.
  Deep Core Mining   1400 2
  •   +1000 Mineral storage capacity
  •   Mining Network III
  •   Colonial Centralization
  •   Geothermal Fracking
Base: 70
Modifiers
  • 1.25x if scientist expertise is   industry.
These massive drills are needed to access the rich mineral deposits that can often be found close to a planet's core.
  Droids   1400 2
  •   Robotic Army
  •   Droid
  •   Colonial Centralization
  •   Robotic Workers
  •    Hive-minded
  •    Spiritualist
  •    Fanatic spiritualist
Base: 70
Modifiers
  • 2x if   mechanist (valid civic).
  • 1.25x if scientist expertise is   industry and level is >2.
Upgraded robotic workers, these units have an expanded movement range equal to that of most organics. Their neural processors have also been greatly improved.
  Supersolid Materials   1400 2   Engineering Facility II
  •   Colonial Centralization
  •   Nanomechanics
Base: 70
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   industry.
The production and understanding of supersolids are of immeasurable value to any and every space-age civilization.
  Construction Templates   2200 2   +50% Building build speed   Assembly Patterns Base: 45
Modifiers
  • 1.25x if   militarist or   fanatic militarist.
  • 0.5x if scientist has none of:
    • Expertise is   industry.
    • Trait is   curator.
no description.
  Assembly Algorithms   3000 3   +10% Building build speed   Construction Templates Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
The application of game and puzzle theory has the potential to greatly optimize modular assembly and construction.
  Extraction Patterns   3000 3   +5% Minerals   Advanced Mineral Processing Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Changes in how mineral deposits are evaluated relative to each other lead to more efficient boring patterns.
  Mineral Isolation   4000 3
  •   +1000 Mineral storage capacity
  •   Mining Network IV
  •   Mining Network V
  •   Deep Core Mining
  •   Galactic Administration
Base: 45
Modifiers
  • 1.25x if scientist expertise is   industry.
Advanced spectrometry combines with fracking techniques and chemical flushing to rapidly exploit shallow and mid-depth deposits.
  Synthetics   4000 3
  •   Android Army
  •   Synthetic
  •   Artificial Intelligence – Citizen Rights
  •   Droids
  •   Galactic Administration
  •   Sentient AI
  •    Hive-minded
  •    Spiritualist
  •    Fanatic spiritualist
Base: 22.5
Modifiers
  • 4x if has ascension perk   The Flesh is Weak.
  • 2x if   mechanist (valid civic).
  • 0.2x if scientist has none of:
    • Expertise is   industry.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
Highly advanced robots that are stronger, faster and more durable than the vast majority of organics. With their upgraded neural processors they are fully capable of independent operations.
  Superfluid Materials   5000 3
  •   Engineering Facility III
  •   Engineering Facility IV
  •   Galactic Administration
  •   Supersolid Materials
Base: 40
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   industry.
The study of superfluidity promises to marry quantum mechanics with the fundamental interaction of gravity.
  Synthetic Personality Matrix   5000 3   Can elect synth leaders
  •   Synthetics
  •    Hive-minded
  •    Spiritualist
  •    Fanatic spiritualist
Base: 40
Modifiers
  • 1.25x if scientist expertise is   industry and level is >3.
Equipped with a personality, synthetics will finally be able to interact socially on equal terms with the rest of our citizens. Some units may even assume leadership roles.
  Mass Drivers   360 1
  •   Mass Driver
  •   Projectile Defense Module
Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds.
  Nanocomposite Materials   480 1   Nanocomposite Armor   Spaceport Base: 118.75
Modifiers
  • 1.25x if scientist expertise is   materials.
Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.
  Coilguns   600 1   Coilgun   Mass Drivers Base: 90
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
Coilguns are more powerful versions of the early mass drivers, using electromagnetic coils to rapidly accelerate projectiles towards targets.
  Garanthium Mining   600 1     Garanthium Ore
  •   Mineral Processing
  •   Potential resource within borders or established contact with an empire owning the tech.
Base: 180
Modifiers
  • 2x if scientist expertise is   materials.
Establishing successful Garanthium quarries poses unique challenges, as the malleable qualities of the ore make it as difficult to mine as it is attractive.
  Orillium Extraction   600 1     Orillium Ore
  •   Mineral Processing
  •   Potential resource within borders or established contact with an empire owning the tech.
Base: 180
Modifiers
  • 2x if scientist expertise is   materials.
Stabilization beams allow relatively safe extraction of volatile Orillium ores.
  Teldar Crystal Mining   600 1     Teldar Crystals
  •   Mineral Processing
  •   Potential resource within borders or established contact with an empire owning the tech.
Base: 180
Modifiers
  • 2x if scientist expertise is   materials.
Teldar crystals emanate tell-tale wavelengths of light outside the visible spectrum.
  Yurantic Crystal Mining   600 1     Yurantic Crystals
  •   Mineral Processing
  •   Potential resource within borders or established contact with an empire owning the tech.
Base: 180
Modifiers
  • 2x if scientist expertise is   materials.
Yurantic crystals have rare reflective properties that enhance the effectiveness of energy weapons.
  Ceramo-Metal Materials   720 1   Ceramo-Metal Armor   Nanocomposite Materials Base: 106.25
Modifiers
  • 1.25x if scientist expertise is   materials.
A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.
  Autocannons   1000 2   Autocannon   Coilguns Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
  • 0.5x if not researched   Mass Drivers.
Large-caliber ballistic weapons that fire cased explosive shells. The main advantage of these cannons is their high rate of fire.
  Railguns   1000 2   Railgun   Coilguns Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
The latest in electromagnetic accelerators, railguns use twin parallel rails to fire projectiles at incredible speeds.
  Crystal-Infused Plating   1400 1   Crystal-Infused Plating   Debris analysis outcome (Crystalline Entities) Base: 0
Modifiers
  • +5 if has country flag crystal_armor_1_weight.
This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.
  Plasteel Materials   1400 2   Plasteel Armor   Ceramo-Metal Materials Base: 87.5
Modifiers
  • 1.25x if scientist expertise is   materials.
Plasteel is an elastic material that combines many of the qualities of plastics and metal. It is relatively cheap to produce and can be used to augment ship armor.
  Advanced Railguns   1800 2   Advanced Railgun   Railguns Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
A new version of the venerable railgun, with sturdier rails and an enhanced power supply. These weapons are even more powerful and accurate than their predecessors.
  Flak Battery   1800 2   Flak Battery   Ripper Cannons Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
Gun batteries that fire area effect shrapnel rounds at close range. They are particularly lethal to enemy strike craft, but can also inflict damage on larger ships.
  Ripper Cannons   1800 2   Ripper Autocannon   Autocannon Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
These upgraded rotary autocannons feature improved tracking and fire control systems. This allows them to maintain an even higher rate of fire.
  Durasteel Materials   2200 2   Durasteel Armor   Plasteel Materials Base: 75
Modifiers
  • 1.25x if scientist expertise is   materials.
This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor.
  Flak Artillery   3000 3   Flak Artillery   Flak Battery Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
Upgraded flak batteries with new, more powerful shrapnel rounds. They offer excellent defense against both strike craft and missiles.
  Gauss Cannons   3000 3   Gauss Cannon   Advanced Railguns Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
This updated version of the old coilgun design is even more destructive than the latest railgun designs. It is capable of launching projectiles with incredible accuracy and speed.
  High-Density Munitions   3000 3   +5% Kinetic weapon damage   Railguns Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Ultra-dense slugs can punch through even the strongest of projected shields.
  Kinetic Battery   3000 3   Kinetic Battery   Advanced Railguns Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
Very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy.
  Loader Efficiency   3000 3   +5% Kinetic weapon attack speed   Railguns Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Minor technical advances combine with improved shipboard routines for handling munitions to provide a noticeable boost in fire rate.
  Matter Compression   3000 3   +5% Ship armor   Plasteel Materials Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Compressing suitable materials into ultra-dense forms is a cheap and efficient way to improve their ability to absorb weapons-grade impacts.
  Stormfire Cannons   3000 3   Stormfire Autocannon   Ripper Cannons Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
Advanced rotary autocannons capable of spewing a cloud of armor-piercing and high-explosive shells at a target.
  Crystal-Forged Plating   4000 3   Crystal-Forged Plating   Debris analysis outcome (Crystalline Entities) Introducing Crystalline matter into the forging process further improves the ultra-hard qualities of crystal-infused metals.
  Mega Cannon   4000 3   Mega Cannon
  •   Battleships
  •   Gauss Cannons
Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
An enormous mass accelerator cannon that can only be placed in a spinal mount and fires monstrously powerful rounds over vast distances.
  Kinetic Artillery   5000 3   Kinetic Artillery   Kinetic Battery Base: 40
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
An even more powerful long-range, ship-based artillery cannon, equipped with a new barrel and an upgraded fire control computer.
  Neutronium Materials   5000 3   Neutronium Armor
  •   Durasteel Materials
  •   Neutronium Extraction
Base: 50
Modifiers
  • 1.25x if scientist expertise is   materials.
This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.
  Giga Cannon   6000 3   Giga Cannon   Mega Cannon Base: 35
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   materials.
An even more powerful mass accelerator cannon that can rip through even the toughest shields.
  Living Metal   6000 3     Living Metal
  •   Offworld Construction
  •   Event chain outcome (Precursors)
Mining and processing the rare living metals is exceedingly difficult, but successful application of the mutable alloys yields incomparable advantages.
  Artificial Dragonscales   7000 3   Dragonscale Armor   Event chain outcome (Ether Drake) The Ether Drake's scales are made up of multiple layers of unique mineral nanostructures. Unorthodox manufacturing techniques allow us to closely emulate these self-repairing structures.
  Chemical Thrusters     Chemical Thruster Simple yet moderately effective chemical thrusters that rely on combustible propellant to function.
  Ion Thrusters   360 1   Ion Thruster   Chemical Thrusters Base: 125
Modifiers
  • 2x if researched   Improved Spaceport.
  • 2x if researched   Destroyers.
  • 1.25x if scientist expertise is   rocketry.
These electric thrusters use beams of ions to generate thrust without the need for propellant.
  Nuclear Missiles   360 1
  •   Nuclear Missiles
  •   Missile Defense Module
Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
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 Torpedoes   480 1   Space Torpedoes   Fusion Missiles Base: 95
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
These 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.
  Fusion Missiles   600 1   Fusion Missiles   Nuclear Missiles Base: 90
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
These updated space-to-space missiles have more powerful fusion warheads and improved flight performance.
  Afterburners   1000 2   Afterburners   Ion Thrusters Base: 93.75
Modifiers
  • 2x if researched   Ion Thrusters.
  • 2x if researched   Plasma Thrusters.
  • 1.25x if scientist expertise is   rocketry.
These powerful thrusters provide additional combat speed but consume a great deal of power.
  Antimatter Missiles   1000 2   Antimatter Missiles   Fusion Missiles Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets.
  Plasma Thrusters   1000 2   Plasma Thruster   Ion Thrusters Base: 93.75
Modifiers
  • 2x if researched   Advanced Spaceport.
  • 2x if researched   Cruisers.
  • 1.25x if scientist expertise is   rocketry.
An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
  Swarmer Missiles   1000 2   Swarmer Missiles   Quantum Missiles Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems.
  Armored Torpedoes   1400 2   Armored Torpedoes   Space Torpedoes Base: 70
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
Upgraded space torpedoes encased in armor, to better withstand enemy point-defense fire. The armor fragments into shards that cause additional damage when the torpedo detonates.
  Quantum Missiles   1800 2   Quantum Missiles   Antimatter Missiles Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum.
  Advanced Afterburners   3000 3   Advanced Afterburners
  •   Afterburners
  •   Plasma Thrusters
Base: 62.5
Modifiers
  • 1.25x if scientist expertise is   rocketry.
This improved version of the standard afterburners provide an even greater boost to a ship's combat speed.
  Impulse Thrusters   3000 3   Impulse Thruster   Plasma Thrusters Base: 62.5
Modifiers
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   rocketry.
These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
  Marauder Missiles   3000 3   Marauder Missiles   Quantum Missiles Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
These highly advanced missiles are equipped with limited onboard AI pilots that substantially improve their performance and ability to track targets.
  Miniaturized Pre-Igniters   3000 3   +5% Explosive weapon attack speed   Antimatter Missiles Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Advances in miniaturization allow for more rapid loading and discharging of rocket-propelled payloads.
  Thermodynamic Yield Control   3000 3   +5% Explosive weapon damage   Antimatter Missiles Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
With the chemical reaction tightly controlled by missile-board microprocessors, warhead detonations can be tuned for maximum effect for local conditions at the time of impact.
  Whirlwind Missiles   3000 3   Whirlwind Missiles   Swarmer Missiles Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
New miniaturization techniques will allow us to equip swarmer missiles with more powerful warheads and improved flight performance.
  Devastator Torpedoes   4000 3   Devastator Torpedoes   Armored Torpedoes Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   rocketry.
Advanced torpedoes with very powerful warheads. They have a sleeker design, faster engines and upgraded shield modulators for slipping through energy screens.
  Deep Space Outposts     Defense Platform   Offworld Construction This will enable the construction of defensive deep space platforms far from the gravity wells of a planetary body.
  Interplanetary Expeditionary Forces     Assault Army   Planetary Defenses 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.
  Spaceport  
  •   Corvette
  •   Science Ship
  •   Spaceport
The spaceport is a planet's foothold in space, a center for trade and commerce as well as home base for military and civilian vessels.
  Improved Spaceport   600 1
  •   +2000 Mineral storage capacity
  •   Corvette Assembly Yards
  •   Spaceport Level II
  Offworld Construction Base: 90
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2210.
  • 3x if year is >2207.
  • 2x if year is >2204.
  • 1.25x if scientist expertise is   voidcraft.
Enhancements to artificial gravity and life support systems allow for further expansion of orbital facilities.
  Carrier Operations   1000 2
  •   Basic Bomber Wing
  •   Basic Fighter Wing
  Cruisers Base: 75
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
These manned, short-range strike craft are launched from a mothership and rely on their speed and small size to survive long enough to punch through enemy defenses.
  Deep Space Stations   1000 2   Defense Station   Deep Space Outposts Base: 75
Modifiers
  • 5x if researched   Advanced Spaceport.
  • 1.25x if   militarist or   fanatic militarist.
  • 1.25x if scientist expertise is   voidcraft.
New construction methods will allow for the construction of even larger military stations in the depths of space.
  Destroyers   1000 2
  •   +2000 Mineral storage capacity
  •   Destroyer
  •   Spaceport Level III
  Improved Spaceport Base: 75
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2230.
  • 3x if year is >2220.
  • 2x if year is >2215.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.1x if year is <2210.
Expanded dry-docks allow for the construction of Destroyer-class military vessels.
  Standardized Cruiser Patterns   1000 2   Cruiser Assembly Yards   Cruisers Base: 75
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Establishing new standards for the modeling and construction of cruisers greatly improves the efficiency of the production pipeline.
  Advanced Spaceport   1400 2
  •   +2000 Mineral storage capacity
  •   Destroyer Assembly Yards
  •   Spaceport Level IV
  Destroyers Base: 70
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2230.
  • 3x if year is >2225.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.1x if year is <2215.
State-of-the-art orbital construction techniques result in spaceports the size of major planet side cities.
  Improved Strike Craft   1400 2
  •   Improved Bomber Wing
  •   Improved Fighter Wing
  Carrier Operations Base: 70
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
The next generation of strike craft, featuring improved avionics, better handling characteristics and more powerful armaments.
  Corps of Engineers   1800 2
  •   –15% Military station build cost
  •   +25% Military station health
  Deep Space Stations Base: 32.5
Modifiers
  • 1.25x if   militarist or   fanatic militarist.
  • 0.5x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
The creation of a dedicated naval engineering corps will greatly benefit the construction of deep space defense platforms, decreasing building costs and increasing durability.
  Advanced Strike Craft   2200 2
  •   Advanced Bomber Wing
  •   Advanced Fighter Wing
  Improved Strike Craft Base: 60
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
A further refinement in strike craft design, these advanced fighters and bombers are a pilot's dream. Their performance far exceeds that of previous models.
  Cruisers   2200 2
  •   +2000 Mineral storage capacity
  •   Cruiser
  •   Spaceport Level V
  Advanced Spaceport Base: 60
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2240.
  • 3x if year is >2235.
  • 2x if year is >2230.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.1x if year is <2220.
Expanded dry-docks allow for the construction of Cruiser-class military vessels.
  Standardized Battleship Patterns   2200 2   Battleship Assembly Yards   Battleships Base: 60
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Establishing new standards for how we design and construct massive battleship greatly improves the speed at which they can be assembled.
  Deep Space Installations   3000 3   Fortress   Deep Space Stations Base: 50
Modifiers
  • 5x if researched   Battleships.
  • 1.25x if   militarist or   fanatic militarist.
  • 1.25x if scientist expertise is   voidcraft.
These massive installations are like cities floating in space. They can support a crew of thousands, and are often equipped with firepower rivaling that of a fleet.
  Fortified Core Layers   3000 3   +10% Military station health   Deep Space Stations Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Additional layers of armor plating within the structure itself improves the resilience of Military Stations.
  Heat Recyclers   3000 3   +10% Strike craft attack speed   Cruisers Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Circulating excess heat from weapons discharge in order to prime munitions as they are loaded increases the rate of fire of strike craft weaponry.
  Hull Integrity   3000 3   +5% Ship health   Advanced Spaceport Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Further increasing compartmentalization of shipboard spaces allows ships to sustain more damage before hull integrity reaches critically low levels.
  Synapse Interceptors   3000 3   +10% Strike craft damage   Cruisers Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Increasing the speed at which fighter pilots can process and act upon enemy positioning data elevates strike craft a few steps up the food chain.
  Synchronized Firing Patterns   3000 3   +10% Military station damage   Deep Space Stations Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Cross-linking weapon systems to fire in staggered volleys improves the actual damage output of Military Stations over time.
  Battleships   4000 3
  •   +2000 Mineral storage capacity
  •   Battleship
  •   Spaceport Level VI
  Cruisers Base: 45
Modifiers
  • 10x if a neighbor has the tech.
  • 4x if year is >2270.
  • 3x if year is >2265.
  • 2x if year is >2260.
  • 1.25x if scientist expertise is   voidcraft.
  • 0.1x if year is <2250.
Expanded dry-docks allow for the construction of Battleship-class military vessels.
  Mega-Engineering   10000 4
  •   +20000 Mineral storage capacity
  •   +50% Building build speed
  •   Battleships
  •   Deep Space Installations
  •   Zero Point Power
Base: 7.5
Modifiers
  • 20x if has any mega-structure (in any condition) within borders.
  • 2x if has ascension perk   Master Builders.
  • 2x if has ascension perk   Voidborne.
  • 0.5x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
    • Trait is   maniacal.
To complete constructing projects of truly staggering scales we must first achieve a fundamental understanding of both the engineering and resource storage requirements for such megastructures.

Physics


Technology C Cost T Effects Prerequisites Weight & Modifiers Description
  Scientific Method     Basic Science Lab I Testable predictions of observable phenomena.
  Administrative AI   360 1   +5% Research speed   Scientific Method Base: 100
Modifiers
  • 1.25x if scientist expertise is   computing.
Organizational circuitry rerouting academic.
  Quantum Theory   360 1   Physics Lab I Base: 100
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   computing.
Exploring the mediation of fundamental forces through subatomic particles.
  Active Countermeasures   480 1   Sentinel Point-Defense   Administrative AI Base: 95
Modifiers
  • 1.25x if scientist expertise is   computing.
The best defense is a good offense.
  Specialized Combat Computers   480 1   Basic Combat Roles   Administrative AI Base: 95
Modifiers
  • 2x if researched   Destroyers.
  • 2x if researched   Advanced Spaceport.
  • 2x if researched   Cruisers.
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   computing.
Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency.
  Synchronized Defenses   480 1   Synchronized Defenses   Administrative AI Base: 47.5
Modifiers
  • 1.2x if   fanatic militarist.
  • 1.1x if   militarist.
  • 0.75x if   pacifist.
  • 0.65x if   fanatic pacifist.
  • 0.5x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
Aligning defensive and offensive weapon execution paradigms allows for increased efficiency.
  AI-Controlled Colony Ships   600 1
  •   +50% Colony development speed
  •   –25% Colony ship build cost
  •   Administrative AI
  •   New Worlds Protocol
Base: 90 By giving control of the colony ship to an Artificial Intelligence, the crew and colonists can be suspended in a deep sleep.
  Curator Archeology Lab   720 1   Curator Archeology Lab
  •   Has modifier Curator Insight
  •   Scientist trait is   curator
Base: 85
Modifiers
  • 3x if scientist trait is   curator.
  • 0.5x if has modifier Curator Insight.
A shipboard lab with advanced archaeological equipment, including a vast database supplied by the Curator Order where new discoveries can easily be cross-referenced.
  Curator Exploration Lab   720 1   Curator Exploration Lab
  •   Has modifier Curator Insight
  •   Scientist trait is   curator
Base: 85
Modifiers
  • 3x if scientist trait is   curator.
  • 0.5x if has modifier Curator Insight.
These shipboard lab facilities incorporates advanced technologies from the ancient Curator Order to further increase survey speeds.
  Automated Exploration Protocols   1000 2
  •   +50% Survey speed
  •   Automatic Exploration
  Administrative AI Base: 75
Modifiers
  • 2x if year is >2210.
  • 2x if year is >2220.
  • 2x if year is >2230.
  • 2x if year is >2240.
  • 2x if year is >2250.
  • 2x if number of owned plants is >5.
  • 2x if number of owned plants is >10.
  • 2x if number of owned plants is >15.
  • 2x if number of owned plants is >20.
  • 1.25x if scientist expertise is   computing.
An advanced AI will aid science officers in their task to explore strange new worlds, to seek out new life and new civilizations, to boldly go where no Blorg has gone before. The Science Ship will be able to explore the galaxy with help from an AI.
  Self-Aware Colony Ships   1000 2
  •   +50% Colony development speed
  •   –15% Colony ship build cost
  •   AI-Controlled Colony Ships
  •   Self-Aware Logic
Base: 75 Sufficiently advanced systems are capable of optimizing themselves if they are made acutely aware of the purpose for which they were made.
  Self-Aware Logic   1000 2   +1 Research alternatives   Administrative AI Base: 75
Modifiers
  • 1.25x if scientist expertise is   computing.
Introspective prioritization.
  Applied Quantum Physics   1400 2   Physics Lab II
  •   Colonial Centralization
  •   Quantum Theory
Base: 70
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   computing.
The seemingly erratic behavior of tiny things can dramatically alter the way we think about bigger things.
  Extended Combat Algorithms   1400 2   Advanced Combat Roles
  •   Self-Aware Logic
  •   Specialized Combat Computers
Base: 70
Modifiers
  • 1.25x if scientist expertise is   computing.
Further advances in predictive algorithms allow for augmented tactical decision-making in the field.
  Interlinked Support Systems   1400 2   Barrier Point-Defense   Active Countermeasures Base: 70
Modifiers
  • 1.25x if scientist expertise is   computing.
Arrays of defensive armaments prove much more effective than independent countermeasures.
  Sentient AI   2200 3   +10% Research speed   Self-Aware Logic Base: 30
Modifiers
  • 1.25x if scientist expertise is   computing and level is >2.
  • 1.2x if scientist trait is   spark of genius.
  • 1.1x if scientist trait is   maniacal.
  • 0.2x if scientist has none of:
    • Expertise is   computing.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
Evolving intellects advance science not only as subjects of study, but as researchers themselves.
  Gravitational Analysis   3000 3   –5% Building cost   Applied Quantum Physics Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Increasingly powerful computation paradigms allow us to adapt individual construction projects to planetary and ultra-local gravitational conditions.
  Sentient Combat Simulations   3000 3   Sentient Combat AI
  •   Extended Combat Algorithms
  •   Sentient AI
Base: 25
Modifiers
  • 1.25x if scientist expertise is   computing and level is >2.
  • 0.2x if scientist has none of:
    • Expertise is   computing.
    • Trait is   curator.
    • Trait is   maniacal.
Running sentient AIs through high-intensity combat simulations yields valuable insight into potential optimizations for risk-evaluation techniques.
  Predictive Algorithms   5000 3   Guardian Point-Defense   Interlinked Support Systems Base: 40
Modifiers
  • 1.25x if scientist expertise is   computing.
Advanced prediction greatly increases the accuracy of active countermeasure systems.
  Space-Time Theory   5000 3
  •   Physics Lab III
  •   Physics Lab IV
  •   Applied Quantum Physics
  •   Galactic Administration
Base: 40
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   computing.
Three dimensions, inextricable from the fourth.
  Enigmatic Decoder   7000 3   Enigmatic Decoder   Event chain outcome (Enigmatic Fortress) While producing average results in standard tests, the accuracy of Enigmatic Decoder's prediction algorithms seemingly increases as the target's flight path grows more erratic.
  Enigmatic Encoder   7000 3   Enigmatic Encoder   Event chain outcome (Enigmatic Fortress) The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
  Ascension Theory   8000 4   +1 Ascension perks Base: 17.5
Modifiers
  • 0.2x if none of:
    • Has modifier Curator Insight
    • scientist expertise is   industry.
    • scientist trait is   curator.
Our history is a repeating cycle of dramatic technological, political, and cultural leaps; these leaps are often preceded by periods of upheaval and followed by times of relative stability. By identifying the core, recurring premises of these leaps, we may be able to effectively short-circuit the cycle for our own benefit.
  Subspace Wormholes     Wormhole Station
  •    Hyperspace Travel
  •    Warp Travel
By tunneling directly through subspace, a temporary conduit can be established between two different points in normal space. Travel between these points would be near instantaneous.
  Warp Travel     Warp Drive I
  •    Hyperspace Travel
  •    Subspace Wormholes
By enveloping a vessel in a warp field and forming a subspace bubble around it, velocities exceeding the speed of light are theoretically possible.
  Deflectors   360 1
  •   +20% Planet fortification toughness
  •   Deflectors
Base: 125
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
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.
  Lythuric Gas Refining   600 1     Lythuric Gas
  •   Gravitic Sensors
  •   Potential resource within borders or established contact with an empire owning the tech.
Base: 180
Modifiers
  • 2x if scientist expertise is   materials.
Small concentration of this gas has been shown to significantly strengthen the integrity of energy force fields. It also has a dulling effect on the minds of creatures exposed to the gas.
  Improved Deflectors   600 1
  •   +20% Planet fortification toughness
  •   Improved Deflectors
  Deflectors Base: 112.5
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These updated deflector screens are capable of soaking up even more punishment before they overload.
  Planetary Shields   720 1   Planetary Shield Generator   Improved Deflectors Base: 42.5
Modifiers
  • 0.5x if scientist has none of:
    • Expertise is   field manipulation.
    • Trait is   curator.
    • Trait is   spark of genius.
Generating a strong energy shield within a planetary atmosphere is a greater challenge than in the vacuum of space, but it offers a potent defense against orbital bombardment.
  Shields   1000 2
  •   +20% Planet fortification toughness
  •   Shields
  Improved Deflectors Base: 93.75
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.
  Warp Field Stabilizers   1000 2   Warp Drive II   Warp Travel Base: 75
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
Improved stabilization techniques for warp fields will enable our ships to travel farther while expending less energy.
  Wormhole Calibration Matrix   1000 2
  • +25% Wormhole generation rate
  • +50% Wormhole range
  Subspace Wormholes Base: 75
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
The creation of a stable wormhole takes time and requires massive amounts of energy, but the process can be streamlined with the use of special calibrators.
  Shield Capacitors   1400 2   Shield Capacitor   Shields Base: 70
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These capacitors store surplus energy which can quickly be transferred in the event of shield failure. This will greatly increase the rate at which shields recharge.
  Advanced Shields   1800 2
  •   +20% Planet fortification toughness
  •   Advanced Shields
  Shields Base: 81.25
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.
  Capacitor Fields   2200 2   Capacitor Fields   Advanced Shields Base: 30
Modifiers
  • 0.5x if scientist has none of:
    • Expertise is   field manipulation.
    • Trait is   curator.
    • Trait is   spark of genius.
Localized fields of charged particles can energize depleted shield capacitors.
  Quantum Destabilizer   2200 2   Quantum Destabilizer   Shields Base: 30
Modifiers
  • 0.2x if scientist has none of:
    • Expertise is   field manipulation.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
Quantum Destabilizers agitate the local quantum field, disturbing sensitive targeting equipment aboard hostile ships.
  Jump Drive   3000 3   Jump Drive   Zero Point Power Base: 5
Modifiers
  • 0.5x if not researched   Wormhole Containment Fields.
  • 0.1x if scientist has none of:
    • Expertise is   field manipulation.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
A groundbreaking technological marvel, the Jump Drive shreds the local space-time continuum and rearranges it on the quantum level to be identical to that of the target destination - and thus the ship appears to near-instantly "jump" from system to system.
  Shield Harmonics   3000 3   +5% Shield hit points   Advanced Shields Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
The basic mechanics of ship shields are complex, but they can be adjusted and improved in a multitude of ways.
  Warp Drive Ramscoops   3000 3   Warp Drive III   Warp Field Stabilizers Base: 50
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These revolutionary ramscoops are attached to warp drives and function as particle collectors, replenishing a starship's fuel supply.
  Wormhole Containment Fields   3000 3
  • +25% Wormhole generation rate
  • +50% Wormhole range
  Wormhole Calibration Matrix Base: 50
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These containment fields allow for the creation of more powerful wormholes without the risk of triggering a sudden subspace energy cascade.
  Dark Matter Drawing   4000 3     Dark Matter   Tachyon Sensors Base: 45
Modifiers
  • 1.5x if scientist expertise is   materials.
This exotic substance has many properties that seemingly defy the laws of physics. Harvestable concentrations can only be found near Black Holes or in certain nebulas.
  Hyper Shields   4000 3
  •   +20% Planet fortification toughness
  •   Hyper Shields
  Advanced Shields Base: 56.25
Modifiers
  • 1.25x if scientist expertise is   field manipulation.
These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.
  Enigmatic Deflectors   7000 3   Enigmatic Deflector   Event chain outcome (Enigmatic Fortress) These deflectors operate in ways that seem to defy the laws of nature. Somehow they can manage to muster a protective field many times greater than what could seem possible.
  Enigmatic Disruption Field   7000 3   Enigmatic Disruption Field   Event chain outcome (Enigmatic Fortress) By flooding a localized area with weak, randomly-modulated electromagnetic pulses, enemy shield and weapons systems can be partially disrupted.
  Fission Power     Fission Reactor This energy source generates power through induced fission, but it also produces harmful nuclear waste.
  High-Energy Capacitors     Power Plant I Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization.
  Field Modulation   360 1
  •   +2000 Energy storage capacity
  •   Power Plant II
  High-Energy Capacitors Base: 100
Modifiers
  • 1.25x if scientist expertise is   industry.
Modulated fields allow for increased production and improved energy yield.
  Global Energy Management   360 1
  •   +2500 Energy storage capacity
  •   Energy Grid
  •   Capacity Overload
  High-Energy Capacitors Base: 100
Modifiers
  • 1.25x if scientist expertise is   industry.
Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors.
  Orbital Energy Conversion   360 1   Solar Panel Network   Offworld Construction Base: 100
Modifiers
  • 2x if scientist expertise is   industry.
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   720 1
  •   +2000 Energy storage capacity
  •   Power Plant III
  •   Colonial Centralization
  •   Field Modulation
Base: 85
Modifiers
  • 1.25x if scientist expertise is   industry.
Basic entanglement principles applied to energy generation provide a substantial increase in energy output.
  Planetary Power Grid   1400 2
  •   +2500 Energy storage capacity
  •   Energy Nexus
  •   Colonial Centralization
  •   Global Energy Management
Base: 70
Modifiers
  • 1.25x if scientist expertise is   industry.
A re-engineered and unified grid further reduces energy losses over distance.
  Applied Superconductivity   3000 3   +5% Energy credits   Quantum Energy States Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss.
  Entropic Recursion   4000 3   Spiral-Feed Power Hub   Event chain outcome (Horizon Signal) The universe tends irresistibly onwards and downwards. That tendency cannot be reversed... but it can be subverted, for a price.
  Quantum Field Manipulation   4000 3
  •   +2000 Energy storage capacity
  •   Power Plant IV
  •   Power Plant V
  •   Galactic Administration
  •   Quantum Energy States
Base: 45
Modifiers
  • 1.25x if scientist expertise is   industry.
Quantum superposition of energy coils, simultaneously drained and charged.
  Satramene Refining   1000 2     Satramene Gas   Subspace Sensors Base: 150
Modifiers
  • 2x if scientist expertise is   materials.
This gas is a naturally occuring 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.
  Neutronium Extraction   4000 3     Neutronium Ore   Tachyon Sensors Base: 90
Modifiers
  • 1.5x if scientist expertise is   materials.
Neutronium is a super-dense substance composed of neutrons that can be forged into extremely resistant and durable armor.
  Hyperspace Travel  
  •   Hyperdrive I
  •   Hyperlane Mapping
  •    Subspace Wormholes
  •    Warp Travel
Like the strands of a spider web, the extra-dimensional realm of hyperspace runs between the gravity wells of most stars. Faster than light travel is theoretically possible along these hyperlanes.
  Red Lasers   360 1
  •   Red Laser
  •   Laser Defense Module
Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat.
  Blue Crystal Capacitors   480 1   Blue Shard Thrower Crystalline Entities store stellar radiation within their prismatic bodies and can focus it to emit laser-like beams. Using the sapphire type's prismatic pattern as a base we can construct laser capacitors that produce energy at a similar wavelength.
  Fusion Power   480 1
  •   +1000 Energy storage capacity
  •   Fusion Reactor
  Fission Power Base: 142.5
Modifiers
  • 2x if researched   Improved Spaceport.
  • 2x if researched   Destroyers.
  • 1.25x if scientist expertise is   industry.
Nuclear fusion processes generate a great amount of power, but without many of the risks associated with fission power.
  Blue Lasers   600 1   Blue Laser   Red Lasers Base: 90
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics.
  Green Crystal Capacitors   720 1   Green Shard Thrower Crystalline Entities store stellar radiation within their prismatic bodies and can focus it to emit laser-like beams. Using the emerald type's prismatic pattern as a base we can construct laser capacitors that produce energy at a similar wavelength.
  Mining Drone Lasers   720 1   Mining Drone Lasers   Debris analysis outcome (Ancient Mining Drone) Using strong-focus lenses in combination with an oscillating firing frequence help create lasers strong enough to mine asteroids, or shoot down hostiles.
  Cold Fusion Power   1000 2
  •   +1000 Energy storage capacity
  •   Cold Fusion Reactor
  Fusion Power Base: 112.5
Modifiers
  • 2x if researched   Advanced Spaceport.
  • 2x if researched   Cruisers.
  • 1.25x if scientist expertise is   industry.
The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors.
  Disruptors   1000 2   Disruptor Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. They are particularly effective against shields.
  Hyperlane Breach Points   1000 2   Hyperdrive II   Hyperspace Travel Base: 75
Modifiers
  • 1.25x if scientist expertise is   particles.
We have identified the existence of points in space where a ship expends less energy to "breach" their way into a hyperlane. This will lead to a new generation of hyper drives.
  Hyperlane Mapping   1000 2   Hyperlane Mapping    Hyperspace Travel Base: 37.5
Modifiers
  • 0.2x if scientist has none of:
    • Expertise is   particles.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
Although we do not travel through hyperspace, mapping the galaxy's extensive hyperlane network gives us a clear advantage against those who do.
  Plasma Throwers   1000 2   Plasma Thrower Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor.
  UV Lasers   1000 2   UV Laser   Blue Lasers Base: 75
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage.
  Cloud Lightning Conduits   1400 2   Cloud Lightning   Debris analysis outcome (Void Clouds) Void Clouds use the electrical charges generated by the dense gases that make up most of their core to release bolts of burning plasma. Using the same gas composition together with a specialized conduit allows for powerful lightning weaponry.
  Proton Torpedoes   1400 2   Proton Torpedoes   Disruptors Base: 70
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
These energy torpedoes consist of tightly concentrated protons, and they are capable of completely penetrating deflector screens or shield systems.
  Yellow Crystal Capacitors   1400 2   Yellow Shard Thrower Crystalline Entities store stellar radiation within their prismatic bodies and can focus it to emit laser-like beams. Using the topaz type's prismatic pattern as a base we can construct laser capacitors that produce energy at a similar wavelength.
  Ion Disruptors   1800 2   Ion Disruptor   Disruptors Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
These upgraded disruptors fire bolts of more destructive ion particles at targets.
  Plasma Accelerators   1800 2   Plasma Accelerator   Plasma Throwers Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
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.
  X-Ray Lasers   1800 2   X-Ray Laser   UV Lasers Base: 65
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive.
  Red Crystal Capacitors   2200 2   Red Shard Thrower Crystalline Entities store stellar radiation within their prismatic bodies and can focus it to emit laser-like beams. Using the ruby type's prismatic pattern as a base we can construct laser capacitors that produce energy at a similar wavelength.
  Antimatter Power   3000 3
  •   +1000 Energy storage capacity
  •   Antimatter Reactor
  Cold Fusion Power Base: 75
Modifiers
  • 2x if researched   Cruisers.
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   industry.
By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating power will be orders of magnitude better than fusion.
  Flash Coolant   3000 3   +5% Energy weapon attack speed   Blue Lasers Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
New developments in tech cooling regularly surface, improving the stability and efficiency of our weapons systems, keeping them from blowing up the ships upon which they are mounted.
  Focusing Arrays   3000 3   +5% Energy weapon damage   X-Ray Lasers Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Perfecting the firing cadence of laser weaponry is a task that could keep the engineering elite of any given planet busy for centuries.
  Hyperspace Slipstreams   3000 3   Hyperdrive III   Hyperlane Breach Points Base: 50
Modifiers
  • 1.25x if scientist expertise is   particles.
A new generation of hyper drives capable of accessing the subspace slipstreams that are present within hyperspace. This leads to dramatically improved drive performance.
  Gamma Lasers   3000 3   Gamma Laser   X-Ray Lasers Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons.
  Neutron Torpedoes   3000 3   Neutron Torpedoes   Proton Torpedoes Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
Upgraded energy torpedoes that rely on neutrons instead of protons for their destructive power. Like their predecessors, they cannot be stopped by energy shields.
  Particle Lances   3000 3   Particle Lance
  •   Battleships
  •   Gamma Lasers
Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
These heavy energy weapons fire focused particle beams that cause massive damage. The size of the emitter arrays limits their use to large turret mounts.
  Phase Disruptors   3000 3   Phase Disruptor   Ion Disruptors Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way.
  Plasma Cannons   3000 3   Plasma Cannon   Plasma Accelerators Base: 50
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier.
  Arc Emitters   4000 3   Arc Emitter
  •   Battleships
  •   Plasma Cannons
Base: 45
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
  • 0.5x if not researched   Red Lasers.
Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields.
  Extradimensional Weaponry   6000 3   Matter Disintegrator
  •   Has the modifier Covenant: End of the Cycle
  •   Debris analysis outcome (Unbidden)
Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons.
  Focused Arc Emitters   6000 3   Focused Arc Emitter   Arc Emitters Base: 35
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge.
  Tachyon Lances   6000 3   Tachyon Lance   Particle Lances Base: 35
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   particles.
A more powerful version of the particle lance, this weapon fires a tachyon beam of immense power. Like its predecessor, its use is limited to large turrets.
  Zero Point Power   6000 3
  •   +1000 Energy storage capacity
  •   Zero Point Reactor
  Antimatter Power Base: 52.5
Modifiers
  • 2x if researched   Battleships.
  • 1.25x if scientist expertise is   industry.
These generators extract vacuum energy, providing an almost limitless supply of power. There is no more efficient way to generate energy.
  Enigmatic Power Generation   7000 3   Enigmatic Power Core   Event chain outcome (Enigmatic Fortress) These generators cause particles to interact with each other in ways that seem to defy nature. Somehow they can put out more power than what would seem possible.
  Zro Distillation   2200 2     Zro   Subspace Sensors Base: 60
Modifiers
  • 10x if scientist expertise is   psionics.
  • 0.1x if scientist has none of:
    • Expertise is   materials.
    • Expertise is   psionics.
    • Trait is   curator.
An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psonically-gifted individuals, Zro acts as a very potent (and addictive) drug that enhances Psi abilities.
  Psionic Shields   6000 3   Psionic Shields
  •   Psionic Theory
  •   Event chain outcome (The Shroud)
These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.
  Interplanetary Research Initiative   4000 2
  •   Research Institute
  •   Map the Stars
  •   Galactic Administration
  •   Quantum Theory
Base: 22.5
Modifiers
  • 1.25x if scientist expertise is   statecraft.
  • 0.25x if scientist has none of:
    • Expertise is   statecraft.
    • Trait is   curator.
A bid for interplanetary resource pools and more flexible research grants.
  Gravitic Sensors   360 1
  •   +50% Planet sensor range
  •   Gravitic Sensors
Base: 100
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
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   480 1   Observatory   Gravitic Sensors Base: 47.5
Modifiers
  • 1.5x if scientist expertise is   voidcraft and level is >3.
  • 1.25x if scientist expertise is   voidcraft and level is >2.
  • 1.25x if scientist trait is   spark of genius.
  • 1.1x if scientist trait is   maniacal.
  • 0.5x if scientist has none of:
    • Expertise is   voidcraft.
    • Trait is   curator.
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   1000 2
  •   +50% Planet sensor range
  •   Subspace Sensors
  Gravitic Sensors Base: 75
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Sensors that detect the subspace fluctuations left in the wake of traveling starships. Their sensitivity and range is greater than that of a gravitic sensor array.
  Planetary Signal Boosters   3000 3   +10% Planet sensor range   Subspace Sensors Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
As our fleets roam every further from our ancestral home, our sensor technology continuously pushes past the limits of old.
  Tachyon Sensors   3000 3
  •   +50% Planet sensor range
  •   Tachyon Sensors
  Subspace Sensors Base: 50
Modifiers
  • 1.25x if scientist expertise is   voidcraft.
Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.
  Omega Theory   4000 3   Omega Alignment
  •   Doctrine: Strange Loop
  •   Entropic Recursion
Base: 1
Modifiers
  • +60 if researched:
  Doctrine: Strange Loop
  Entropic Recursion
When a temporal paradox becomes tangled, a kind of consciousness arises, with its own needs, its own desires. This is what has occurred with the consciousness that some call the Worm-in-Waiting. If we can align ourselves with that consciousness, we might just achieve a kind of immortality.

Society


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
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   biology.
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 Farm II
  •   Farming Subsidies
  Hydroponics Base: 100
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 1.25x if scientist expertise is   biology.
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
Modifiers
  • 1.25x if scientist expertise is   biology.
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
Modifiers
  • 2x if   fanatic pacifist.
  • 1.5x if   pacifist.
  • 1.25x if scientist expertise is   biology.
The challenges inherent in cultivating crops in zero-G are fairly unique, but far from insurmountable.
  Frontier Health   480 1   Frontier Clinic
  •   Genome Mapping
  •   New Worlds Protocol
Base: 190
Modifiers
  • 1.25x if scientist expertise is   biology.
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
Modifiers
  • 3x if   fanatic xenophile.
  • 2x if   xenophile.
  • 1.25x if scientist expertise is   biology.
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
  •   Genome Mapping
  •   Potential resource within borders or established contact with an empire owning the tech.
Base: 180
Modifiers
  • 2x if scientist expertise is   materials.
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
  •   Genome Mapping
  •   Potential resource within borders or established contact with an empire owning the tech.
Base: 180
Modifiers
  • 2x if scientist expertise is   materials.
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
  •   Genome Mapping
  •   Found alien life
  •    Hive mind
Base: 85
Modifiers
  • 1.5x if   fanatic xenophile.
  • 1.25x if   xenophile.
  • 1.25x if scientist expertise is   biology.
  • 0.75x if   xenophobe.
  • 0.5x if   fanatic xenophobe.
Advanced DNA methylation techniques allow for functionally significant alterations to be made to arbitrary genomes.
  Cloning   1000 2
  •   Clone Army
  •   Clone Vats
  Vitality Boosters Base: 112.5
Modifiers
  • 1.25x if scientist expertise is   biology.
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
Modifiers
  • 1.25x if scientist expertise is   biology.
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
Modifiers
  • 1.25x if scientist expertise is   biology.
no description available.
  Gene Banks   1400 2   Clone Commandos   Cloning Base: 35
Modifiers
  • 1.5x if scientist level is >4.
  • 1.25x if scientist trait is   spark of genius.
  • 0.75x if scientist level is <2.
  • 0.2x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
Gene Banks filter and curate available genomes for deployment in clones.
  Gene Crops   1400 2   Hydroponics Farm III
  •   Colonial Centralization
  •   Eco Simulation
Base: 70
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 1.25x if scientist expertise is   biology.
Sophisticated genetic engineering of crops helps increase yield and further improves both taste and nutrient levels.
  Xenobiology   1400 2   Biolab II
  •   Biodiversity Studies
  •   Colonial Centralization
Base: 70
Modifiers
  • 2x if year is >2205.
  • 2x if year is >2210.
  • 2x if year is >2215.
  • 2x if year is >2220.
  • 1.25x if scientist expertise is   biology.
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
  •   Xeno Cavalry
  •   Xenomorph Army
  Epigenetic Triggers Base: 32.5
Modifiers
  • 1.5x if scientist level is >4.
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist trait is   maniacal.
  • 1.25x if scientist trait is   spark of genius.
  • 0.75x if scientist level is <3.
  • 0.2x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
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
  •   +1 Trait points
  •   Environmental Adaptation
  •   Genetic Modification
  Cloning Base: 90
Modifiers
  • 1.25x if scientist expertise is   biology.
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
Modifiers
  • 1.5x if scientist trait is   spark of genius.
  • 1.25x if   fanatic authoritarian.
  • 1.1x if   authoritarian.
  • 0.5x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
  • 0.1x if   egalitarian or   fanatic egalitarian.
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
  Cell Revitalization   3000 3   +5 Leader lifespan   Vitality Boosters Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
Regimens of periodic cell revitalization treatments keep the leader class spry and active beyond traditionally expected lifespans.
  Stimulant Diet   3000 3
  •   +5% Slave food output
  •   +5% Slave mineral output
  Neural Implants Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
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
Modifiers
  • 0.01x if researching another repeatable tech.
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
Modifiers
  • 1.5x if scientist trait is   spark of genius.
  • 1.25x if   fanatic authoritarian.
  • 1.1x if   authoritarian.
  • 0.2x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
  • 0.1x if   egalitarian or   fanatic egalitarian.
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
  •   Gene Tailoring
  •   Engineered Evolution
Base: 45
Modifiers
  • 1.5x if scientist level is >4.
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist trait is   spark of genius.
  • 0.75x if scientist level is <4.
  • 0.1x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits.
  Nano-Vitality Crops   4000 3
  •   Hydroponics Farm IV
  •   Hydroponics Farm V
  •   Galactic Administration
  •   Gene Crops
Base: 45
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 1.25x if scientist expertise is   biology.
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
Modifiers
  • 1.5x if   authoritarian or   fanatic authoritarian.
  • 1.5x if scientist trait is   spark of genius.
  • 0.5x if scientist has none of:
    • Expertise is   biology.
    • Trait is   curator.
  • 0.1x if   egalitarian or   fanatic egalitarian.
Stricter control of RNA and protein production on the cellular level.
  Genetic Resequencing   5000 3
  •   Advanced Genetic Modification
  •   Advanced Traits
  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
Modifiers
  • 1.5x if   fanatic pacifist.
  • 1.25x if   pacifist.
  • 1.25x if scientist expertise is   biology.
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
  •   Biolab III
  •   Biolab IV
  •   Galactic Administration
  •   Xenobiology
Base: 40
Modifiers
  • 2x if year is >2225.
  • 2x if year is >2230.
  • 2x if year is >2235.
  • 2x if year is >2240.
  • 1.25x if scientist expertise is   biology.
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
  •   –10% Army upkeep
  •   Military Academy
Base: 100
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
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
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Fleet Support   480 1
  •   Crew Quarters
  •   Engineering Bay
  Doctrine: Space Combat Base: 95
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
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
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
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
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
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
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Standardizing workflows for upgrading and retrofitting ship components can lead to massive efficiency gains.
  Interstellar Fleet Traditions   720 1
  •   The Grand Fleet
  •   Fleet Academy
  Doctrine: Reactive Formations Base: 85
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
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
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Doctrine: Command Matrix   1400 2   –5% Ship upkeep
  •   Doctrine: Interstellar Warfare
  •   Scientist expertise is   Military Theory.
Base: 70
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
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
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Aggressive Conditioning   3000 3   +10% Army damage   Combat Training Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
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
Modifiers
  • 1.5x if   fanatic militarist.
  • 1.25x if   militarist.
  • 1.25x if scientist expertise is   military theory.
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
  Nerve Dampeners   3000 3   +10% Army health   Combat Training Base: 12.5
Modifiers
  • 0.01x if researching another repeatable tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
Orbital systems of mirrors and shades can effect dramatic changes in planetary climates, when managed properly.
  Dangerous Wildlife Removal   480 1   Dangerous Wildlife
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •   New Worlds Protocol
  •   Owns more than 1 planet.
  •   Same tile blocker on a colonized planet within borders.
Base: 190
Modifiers
  • 4x if has ascension perk   Mastery of Nature.
  • 1.25x if scientist expertise is   new worlds.
  • 0.5x if researching another tile blocker tech.
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
  •     Terraforming Gases
  •     Terraforming Liquids
  •   Terraform planets
  •   New Worlds Protocol
  •   Completely surveyed home system.
Base: 90
Modifiers
  • 1.25x if scientist expertise is   new worlds.
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
Modifiers
  • 1.25x if scientist expertise is   new worlds.
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
Modifiers
  • 3x if has ascension perk   World shaper.
  • 1.25x if scientist expertise is   new worlds.
Humidity regulators and chemical dispersal units are the first step towards a fundamentally altered atmosphere.
  Colonial Centralization   1000 2
  •   Planetary Capital
  •   Production Targets
  Planetary Unification Base: 300
Modifiers
  • 1.25x if scientist expertise is   new worlds.
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
Modifiers
  • 3x if has ascension perk   World shaper.
  • 1.25x if scientist expertise is   new worlds.
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
Modifiers
  • 0.2x if scientist has none of:
    • Expertise is   new worlds.
    • Trait is   curator.
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
Modifiers
  • 1.25x if scientist expertise is   new worlds.
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
Modifiers
  • 3x if has ascension perk   World shaper.
  • 1.25x if scientist expertise is   new worlds.
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
Modifiers
  • 1.25x if scientist expertise is   new worlds.
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
Modifiers
  • 3x if has ascension perk   World shaper.
  • 2x if owns a Gaia planet.
  • 0.33x if none of:
    • Scientist expertise is   new worlds.
    • Has ascension perk   World shaper.
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
Modifiers
  • 1.25x if scientist expertise is   new worlds.
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
  •   Is   Spiritualist or   Fanatic Spiritualist
  •   If   Materialist or   Fanatic Materialist requires scientist expertise   Psionics.
Base: 30
Modifiers
  • 5x if scientist trait is   maniacal.
  • 2x if   fanatic spiritualist.
  • 2x if scientist expertise is   psionics and level is >4.
  • 1.5x if scientist expertise is   psionics and level is >3.
  • 1.1x if scientist expertise is   psionics and level is >2.
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
Modifiers
  • 4x if scientist trait is   maniacal.
  • 3x if   fanatic spiritualist.
  • 2x if   spiritualist.
  • 2x if scientist expertise is   psionics and level is >4.
  • 1.5x if scientist expertise is   psionics and level is >3.
  • 1.1x if scientist expertise is   psionics and level is >2.
  • 0.5x if scientist expertise is not   psionics.
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
  •   Psionic Theory
  •   Mind over Matter
Base: 25
Modifiers
  • 4x if scientist trait is   maniacal.
  • 3x if   fanatic spiritualist.
  • 2x if   spiritualist.
  • 2x if scientist expertise is   psionics and level is >4.
  • 1.5x if scientist expertise is   psionics and level is >3.
  • 1.1x if scientist expertise is   psionics and level is >2.
  • 0.5x if scientist expertise is not   psionics.
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
Modifiers
  • 0.1x if scientist has none of:
    • Expertise is   psionics.
    • Trait is   curator.
    • Trait is   maniacal.
    • Trait is   spark of genius.
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
Modifiers
  • 1.25x if scientist expertise is   statecraft.
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
  •   +1 Influence
  •   Propaganda Broadcasts
  Planetary Government Base: 400
Modifiers
  • 0.75x if not   pacifist or   fanatic pacifist.
Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.
  Adaptive Bureaucracy   480 1
  •   +2 Empire leader capacity
  •   +1 Leader pool size
  •   +1 Max influence from factions
  Planetary Unification Base: 95
Modifiers
  • 1.5x if number of owned planets is >2.
  • 1.5x if number of owned planets is >3.
  • 1.5x if number of owned planets is >4.
  • 1.25x if scientist expertise is   statecraft.
  • 0.5x if number of owned planets is <2.
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
  •   Slave Army
  •   Slave Processing Facility
  Slavery is allowed Base: 90
Modifiers
  • 2x if number of enslaved pops is >0.
  • 2x if number of enslaved pops is >19.
  • 2x if number of enslaved pops is >29.
  • 1.5x if number of enslaved pops is >9.
  • 1.25x if scientist expertise is   statecraft.
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
  •   Adaptive Bureaucracy
  •   Owns at least 2 planets
Base: 85
Modifiers
  • 1.5x if number of owned planets is >2.
  • 1.5x if number of owned planets is >3.
  • 1.5x if number of owned planets is >4.
  • 1.25x if scientist expertise is   statecraft.
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
Modifiers
  • 2x if number of alien communications is >2.
  • 2x if number of alien communications is >3.
  • 2x if number of alien communications is >4.
  • 1.25x if scientist expertise is   statecraft.
Reduces 'Cede Planet' and 'Cede Military Station' war demand cost.
  Subdermal Stimulation   1000 2   Living Standard – Chemical Bliss    Hive-minded Base: 37.5
Modifiers
  • 1.25x if not   egalitarian or   fanatic egalitarian.
  • 1.25x if scientist expertise is   statecraft.
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
  •   –10% Resettlement cost
  •   Share the Burden
Base: 65
Modifiers
  • 1.25x if scientist expertise is   statecraft.
It is circumstance that dictates what is moral. Define the circumstances, and ethics is like clay in your hands.
  Holographic Rituals   1400 2   Holotemple
  •   Colonial Centralization
  •   Sociocultural History
  •   Is   Spiritualist or   Fanatic Spiritualist
Base: 70
Modifiers
  • 1.25x if scientist expertise is   statecraft.
Seeing is believing, and belief begets reality.
  Local Hypercommunication   1400 2   Hypercomms Forum
  •   Colonial Centralization