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This article is for the PC version of Stellaris only.

Technology

Engineering research Engineering research comprises the fields: Industry, Materials, Propulsion and Voidcraft.

This area provides access to several key points, including: new ship classes and starbase upgrades, strategic resources reveal, kinetic & explosive weapons, robotic pops, machine modification capabilities, improved mineral production & storage, and more.

Table usage[]

Color indicators: Starter , Acquisition , Rare , Dangerous , Repeatable .

Notes:

  1. The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
  2. If a tech has been available as a research option as part of the last choice, then its (total) weight will be halved in the coming choice.
  3. The table denotes the base cost of a tech. Actual in-game tech cost will scale with the empire's size (number of colonized planets and population).
  4. The Technocracy civic doubles the weight modifier for leading scientist expertise traits.
  5. To research techs of higher tiers it is first needed to acquire 6 techs of the preceding tier.
  6. Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
  7. Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.), click on the accompanying icon.

Industry[]

The Industry tech tree focuses on Minerals production and Mechanical Mechanical pops.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Industrial Base - 0 The basic industrial infrastructure that is required to become a spacefaring civilization.
Offworld Construction - 0
  • Ship class Construction Ship
  • Station class Mining Station
  • Station class 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.
Mechanized Mining - 0 Mining District The basic industrial infrastructure that is required to become a spacefaring civilization.
Geothermal Fracking 2000 1
  • +20% Minerals from Miners
  • +10% Minerals from Starbase Constructions
Industrial Base Base: 100
Modifiers0

Council scientist with:

New fracking techniques will allow us to tap into previously unattainable pockets of geothermal resources deep beneath the planet's crust.
Deep Core Mining 4000 2
  • +20% Minerals from Miners
  • +10% Minerals from Starbase Constructions
Geothermal Fracking Base: 85
Modifiers0

Council scientist with:

These massive drills are needed to access the rich mineral deposits that can often be found close to a planet's core.
Mineral Isolation 8000 3
  • +20% Minerals from Miners
  • +10% Minerals from Starbase Constructions
Deep Core Mining Base: 65
Modifiers0

Council scientist with:

Advanced spectrometry combines with fracking techniques and chemical flushing to rapidly exploit shallow and mid-depth deposits.
Mineral Purification 3000 1
  • Mineral Purification Plants Mineral Purification Plants
  • Mining Subsidies
Geothermal Fracking Base: 90
Modifiers0

Council scientist with:

Optimal processing of mined materials have allowed us to reach new levels of efficiency.
Advanced Mineral Purification 6000 2
  • Mineral Purification Hubs Mineral Purification Hubs
  • Low Gravity Mega-Refiners
Base: 140
Modifiers0

Council scientist with:

Second-stage processing of pseudo-refined minerals allow for more efficient storage and transportation.
Extraction Patterns 50000 5 +5% Minerals from Jobs Advanced Mineral Purification Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Changes in how mineral deposits are evaluated relative to each other lead to more efficient boring patterns.
Nanomechanics 2000 1 Engineering research +20% Engineering Research from Researchers Base: 100
Modifiers0

Council scientist with:

Advanced instrumentation allows for the study and practical application of physical systems at nanometric scales.
Supersolid Materials 6000 2 Engineering research +20% Engineering Research from Researchers Nanomechanics Base: 70
Modifiers0

Council scientist with:

The production and understanding of supersolids are of immeasurable value to any and every space-age civilization.
Superfluid Materials 20000 4 Engineering research +20% Engineering Research from Researchers Supersolid Materials Base: 40
Modifiers0

Council scientist with:

The study of superfluidity promises to marry quantum mechanics with the fundamental interaction of gravity.
Assembly Patterns 3000 1 +25% Planetary Build Speed Nanomechanics Base: 90
Modifiers0

Council scientist with:

Rapid iteration in construction simulations determines the optimal component assembly patterns for each building project ahead of time.
Construction Templates 10000 3
  • +50% Planetary Build Speed
  • +5000 Resource Silos Capacity
  • −10% Empire Size from Districts
Assembly Patterns Base: 30
Modifiers0

Council scientist with:

Standardized pre-fab templates massively reduce on-site facility construction times.
Assembly Algorithms 50000 5 +10% Planetary Build Speed Construction Templates Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
The application of game and puzzle theory has the potential to greatly optimize modular assembly and construction.
Weather Control Systems 5000 2 +1 City District Housing Base: 112.5
Modifiers0

Council scientist with:

The ability to alter a planet's weather patterns to suppress destructive weather phenomena will make residential buildings easier to maintain and open up new areas for habitation.
Anti-Gravity Engineering 8000 3
  • +1 City District Housing
  • Expanded Warren Expanded Warren
  • Habitation Module
Base: 97.5
Modifiers0

Council scientist with:

With directional gravity technology, buildings on the surface of planets can reach higher than ever before without risking structural collapse. The sky is the limit!
Zero-G Refineries 2000 1
  • +10% Mining Station Output
  • Nebula Refinery
Offworld Construction Base: 100
Modifiers0

Council scientist with:

The addition of internal refineries on mining stations will substantially increase mineral production.
Long-Range Mineral Scanners 3000 1 +10% Mining Station Output Zero-G Refineries Base: 90
Modifiers0

Council scientist with:

Increased scanner range will allow us to more quickly identify mineral concentrations, and focus our mining efforts there.
Mineral Cutting Beams 4000 2 +10% Mining Station Output Long-Range Mineral Scanners Base: 85
Modifiers0

Council scientist with:

These powerful short-range lasers can easily slice through rock, making the extraction of minerals a more efficient affair.
Autonomous Mining Drones 6000 2 +10% Mining Station Output Mineral Cutting Beams Base: 70
Modifiers0

Council scientist with:

Fleets of autonomous drones equipped with mining beams are deployed to quickly and efficiently gather nearby minerals.
Nanite Mineral Probes 8000 3 +10% Mining Station Output Autonomous Mining Drones Base: 65
Modifiers0

Council scientist with:

These special probes are equipped with swarms of nanites that identify previously unknown mineral concentrations and mark them for later extraction.
Powered Exoskeletons
Improved Servomotors
2000 1
  • +5% Army damage
  • +5% Worker resource output
Industrial Base Base: 150
Modifiers0

Council scientist with:

Wearing a powered exoskeleton suit augments the user's strength and speed. The military applications are obvious, but it will also increase labor efficiency.
  • Integrated Cybernetics
  • Adaptive Cybernetics
6000 2 +5% Habitability Base: 105
Modifiers0

Council scientist with:

Improving upon basic exoskeletal suits, these integrated cybernetic implants make the user more resistant to harmful environmental effects.
Robotic Workers 3000 1
  • Mechanical Can build Mechanical pops
  • Robot Assembly Plants Robot Assembly Plants
Base: 135
Modifiers0

Council scientist with:

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.
Droids Droids 6000 2
  • Mechanical Mechanical pops can take Specialist jobs
  • Robotic Assault Army
Base: 70
Modifiers0

Council scientist with:

Upgraded robotic workers, these units have an expanded movement range equal to that of most organics. Their neural processors have also been greatly improved.
Synthetics Synthetics 20000 4
  • +10% Robot Output
  • Mechanical Mechanical pops can take Ruler jobs
Base: 20
Modifiers0

Council scientist with:

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.
Synthetic Personality Matrix 24000 4 Mechanical pops can generate Leaders Base: 35
Modifiers0

Council scientist with:

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.
Machine Template System 4000 1
  • Trait Point +2 Mechanical pop trait points
  • Trait Point +1 Machine pop trait points
  • Feature Can modify Mechanical pops
Base: 85
Modifiers0

Council scientist with:

Rewritable assembly templates allow for the creation of bespoke synthetic worker designs.
Cross-Model Standardization 8000 2 Trait Point +1 Mechanical pop trait points Base: 65
Modifiers0

Council scientist with:

Improved production practices allow for greater alterations to synthetic workers without compromising core functionality.
Binary Motivators 8000 3 Trait Point +1 Machine pop trait points Base: 65
Modifiers0

Council scientist with:

These advanced motivators are both smaller and lighter than previous versions, allowing robotic units to allocate additional space for subsystems.
Fungible Circuitry 16000 4 Trait Point +1 Mechanical pop trait points Base: 22.5
Modifiers0

Council scientist with:

Improved production practices allow for fundamental changes to synthetic workers without compromising core functionality.
Nanite Assemblers 16000 4 Trait Point +1 Machine modification points Base: 22.5
Modifiers0
Using programmable nanites to assist in the construction of new robotic units will allow for more advanced models that are equipped with an even greater array of subsystems.
Robotic Assembly Systems 16000 4 Robot Assembly Complex Robot Assembly Complex Base: 22.5
Modifiers0

Council scientist with:

Advanced templates allow us to drastically increase the assembly of new robots.
Mega-Assembly Systems 16000 4 Machine Assembly Complex Machine Assembly Complex Base: 22.5
Modifiers0

Council scientist with:

Advanced templates allow us to drastically increase the assembly of new units.
Micro-Replicators 5000 2
  • +10% Pop Assembly Speed
  • Upgraded Drone Storage Upgraded Drone Storage
Machine Intelligence Base: 112.5
Modifiers0

Council scientist with:

Microscopic tools that can assist our replication units in creating the more complex circuitry needed for new drones.
Self-Assembling Components 12000 3 +10% Pop Assembly Speed Base: 75
Modifiers0

Council scientist with:

Modeled on organic DNA, these microscopic machine intellects are capable of autonomously assembling most components needed for new drones.
Lost Building Methods 6000 1
  • +0.25 Available Envoys
  • −30% Empire Size from Districts
  • −30% District Cost
First Contact Observation Insights situation Any civilization with a long enough history has examples of great wonders built by forgotten ancients which can no longer be replicated. Luckily for us we have documented these great ancients when they appeared on pre-FTL worlds.

Materials[]

The Materials tech tree focuses on advanced and strategic resources and ship armor.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Nanocomposite Materials 2000 0 Nanocomposite Armor Reinforced nanocomposite hull plating can provide an extra layer of protection that could be the difference between life and death in a combat situation.
Ceramo-Metal Materials 2500 1 Ceramo-Metal Armor Nanocomposite Materials Base: 118.75
Modifiers0

Council scientist with:

A combination of different metals and ceramics that result in a strong armor without sacrificing flexibility.
Plasteel Materials 5000 2 Plasteel Armor Ceramo-Metal Materials Base: 93.75
Modifiers0

Council scientist with:

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.
Durasteel Materials 10000 3 Durasteel Armor Plasteel Materials Base: 75
Modifiers0

Council scientist with:

This strong yet flexible material is capable of withstanding severe punishment. It serves well as ship armor.
Neutronium Materials 20000 4 Neutronium Armor Durasteel Materials Base: 50
Modifiers0

Council scientist with:

This incredibly dense and strong material can resist firepower that would turn armor made of any other alloys into slag.
Artificial Dragonscales 50000 5 Component Dragonscale Armor Ether Drake or Sky Dragon outcome 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.
Armor Hardening 6000 2 Reactive Armor Base: 70
Modifiers0

Council scientist with:

Incorporating a crystal lattice in our ship's defenses provides some resistance to weapons that normally cut through armor.
Adaptive Armor Hardening 48000 5 Living Reactive Armor Base: 20
Modifiers0

Council scientist with:

Threads of living metal react to incoming fire, rearranging itself to better resist penetrating weapons fire.
Matter Compression 50000 5 +5% Armor Hit Points Plasteel Materials Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Compressing suitable materials into ultra-dense forms is a cheap and efficient way to improve their ability to absorb weapons-grade impacts.
Crystal-Infused Plating 6000 2 Crystal-Infused Plating Crystalline entities outcome By infusing armor plating with Crystalline matter we are able to further increase the durability of our ships' protective hulls.
Crystal-Forged Plating 16000 4 Crystal-Forged Plating Destroying Crystal Nidus Introducing Crystalline matter into the forging process further improves the ultra-hard qualities of crystal-infused metals.
Nano-Circuit Assembly Nano-Circuit Assembly 3000 1 Civilian Fabricators Civilian Fabricators
  • Industrial Base
  • Access to Rare Crystals through tech or galactic market
  • Gestalt Consciousness unless Rogue Servitor
Base: 90
Modifiers0

Council scientist with:

With pre-programmed nano-circuits, many consumer products can be rapidly assembled in fabricators.
Replicator Kiosks 8000 3
  • Civilian Repli-Complexes Civilian Repli-Complexes
  • Orbital Logistics Systems
Base: 130
Modifiers0

Council scientist with:

These kiosks can replicate any pre-approved object if its pattern has been stored within their memory banks.
Holographic Casts 3000 1 Alloy Mega-Forges Alloy Mega-Forges
  • Industrial Base
  • Access to Volatile Motes through tech or galactic market
Base: 90
Modifiers0

Council scientist with:

Solid holographic casts can alter their shapes at a moment's notice, speeding up alloy production.
Nano-Separators Nano-Separators 8000 3
  • Alloy Nano-Plants Alloy Nano-Plants
  • Alloy Processing Facilities
Base: 130
Modifiers0

Council scientist with:

Nano-separators are a revolutionary new step in the creation of alloys, simplifying the casting process while improving overall production quality.
Ceramo-Metal Alloys 4000 2 Metallurgist +10% Metallurgists Output Base: 170
Modifiers0

Council scientist with:

The widespread use of advanced ceramics in industry can improve metallurgical yields.
Durasteel-Laced Alloys 16000 4 Metallurgist +10% Metallurgists Output Base: 90
Modifiers0

Council scientist with:

By replacing antiquated ceramo-metal equipment with cutting edge technology, we can run our forges hotter and longer, increasing production.
Exotic Gas Refining 4000 2
  • Exotic Gas Refineries Exotic Gas Refineries
  • Can use Exotic Gases resource
Industrial Base Base: 170
Modifiers0

Council scientist with:

Exotic Gas can be produced artificially, but it is a difficult process that requires advanced refinery equipment.
Rare Crystal Manufacturing 4000 2
  • Synthetic Crystal Plants Synthetic Crystal Plants
  • Can use Rare Crystals resource
Industrial Base Base: 170
Modifiers0

Council scientist with:

The crystallization process is complicated and difficult, but synthetic crystals can be manufactured by using specialized industrial plants.
Exotic Gas Extraction 4000 2
  • Gas Extraction Wells Gas Extraction Wells
  • Can use Exotic Gases resource
Base: 170
Modifiers0

Council scientist with:

Pockets of Exotic Gas are rare and often inaccessible by conventional means. Such deposits can only be reached by using special extractor technology.
Rare Crystal Mining 4000 2
  • Crystal Mines Crystal Mines
  • Can use Rare Crystals resource
Base: 170
Modifiers0

Council scientist with:

Mining these crystals without damaging or even destroying them is an extremely delicate process. It requires advanced equipment capable of pinpoint precision.
Betharian Refining 2500 2 Betharian Power Plant Betharian Power Plant
  • Offworld Construction
  • Betharian Fields planetary feature on any colony
Base: 190
Modifiers0

Council scientist with:

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.
Living Metal Living Metal 32000 5 Can use Living Metal resource
  • Offworld Construction
  • Discovered Living Metal
Base: 15
Modifiers0

Council scientist with:

Mining and processing the rare living metals is exceedingly difficult, but successful application of the mutable alloys yields incomparable advantages.
Nanite Transmutation 6000 2 Nanite Transmuter Nanite Transmuter Base: 35
Modifiers0

Council scientist with:

The mass-production of these rare resources require particularly capable nanites.
Supreme Alloy 6000 1
  • +0.25 Available Envoys
  • +0.50 Alloys from Metallurgists
First Contact Observation Insights situation What we thought was the greatest alloy turned out to be far from the truth. Countless pre-FTL refining processes have been cataloged, and we have now synthesized an unbearable metal.

Propulsion[]

The Propulsion tech tree focuses on thruster, missile and kinetic ship components.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Chemical Thrusters - 0 Chemical Thruster Simple yet moderately effective chemical thrusters that rely on combustible propellant to function.
Ion Thrusters Ion Thrusters 4000 2 Ion Thruster Chemical thrusters Base: 106.25
Modifiers0

Council scientist with:

These electric thrusters use beams of ions to generate thrust without the need for propellant.
Plasma Thrusters Plasma Thrusters 8000 3 Plasma Thruster Ion Thrusters Ion Thrusters Base: 81.25
Modifiers0

Council scientist with:

An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability.
Impulse Thrusters Impulse Thrusters 16000 4 Impulse Thruster Plasma Thrusters Plasma Thrusters Base: 56.25
Modifiers0

Council scientist with:

These highly advanced fusion-powered thrusters provide ships with unmatched maneuverability and speed under sublight conditions.
Dark Matter Propulsion 50000 5 Dark Matter Thrusters These thrusters utilize Dark Matter technology to generate propulsion in a manner that appears to defy numerous laws of physics.
Afterburners Afterburners 2500 1 Afterburners Chemical Thrusters Base: 118.75
Modifiers0

Council scientist with:

These powerful thrusters provide additional combat speed but consume a great deal of power.
Advanced Afterburners Advanced Afterburners 10000 3 Advanced Afterburners

Base: 75

Modifiers0

Council scientist with:

This improved version of the standard afterburners provide an even greater boost to a ship's combat speed.
Flak Battery Flak Battery - 0 Component Flak Battery Gun batteries that fire shrapnel rounds at close range. They are particularly lethal to enemy strike craft, but can also defend against missiles.
Flak Cannons Flak Cannons 6000 3 Component Flak Cannon Flak Battery Flak Battery

Base: 70

Modifiers0

Council scientist with:

Upgraded flak batteries with new, more powerful shrapnel rounds.
Flak Artillery Flak Artillery 16000 4 Component Flak Artillery Flak Cannons Flak Cannons

Base: 45

Modifiers0

Council scientist with:

Predictive tracking algorithms and even more powerful rounds make these batteries incredibly lethal to enemy strike craft.
Nuclear Missiles - 0
  • Component Nuclear Missiles
Space-to-space missiles equipped with high-yield nuclear warheads. Although based on old pre-space technology, these crude fire-and-forget weapons can be surprisingly effective at range.
Fusion Missiles Fusion Missiles 2500 1 Component Fusion Missiles

Base: 95

Modifiers0

Council scientist with:

These updated space-to-space missiles have more powerful fusion warheads and improved flight performance.
Antimatter Missiles Antimatter Missiles 4000 2 Component Antimatter Missiles Fusion Missiles Fusion Missiles

Base: 85

Modifiers0

Council scientist with:

Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets.
Quantum Missiles Quantum Missiles 8000 3 Component Quantum Missiles Antimatter Missiles Antimatter Missiles

Base: 65

Modifiers0

Council scientist with:

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.
Marauder Missiles 20000 4 Component Marauder Missiles Quantum Missiles Quantum Missiles

Base: 40

Modifiers0

Council scientist with:

These highly advanced missiles are equipped with limited onboard AI pilots that substantially improve their performance and ability to track targets.
Swarmer Missiles Swarmer Missiles 5000 2 Component Swarmer Missiles Fusion Missiles Fusion Missiles

Base: 75

Modifiers0

Council scientist with:

These smaller missiles are launched in volleys and have been specifically designed to overwhelm enemy point-defense systems.
Whirlwind Missiles 20000 4 Component Whirlwind Missiles Swarmer Missiles Swarmer Missiles

Base: 40

Modifiers0
New miniaturization techniques will allow us to equip swarmer missiles with more powerful warheads and improved flight performance.
Space Torpedoes Space Torpedoes 5000 2
  • Component Space Torpedoes
  • Frigate Frigate
  • Missile Battery
  • Planetary Defense Batteries
Fusion Missiles Fusion Missiles

Base: 75

Modifiers0

Council scientist with:

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.
Armored Torpedoes Armored Torpedoes 10000 3 Component Armored Torpedoes Space Torpedoes Space Torpedoes

Base: 60

Modifiers0

Council scientist with:

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.
Devastator Torpedoes 20000 4 Component Devastator Torpedoes Armored Torpedoes Armored Torpedoes Base: 40
Modifiers0

Council scientist with:

Advanced torpedoes with very powerful warheads. They have a sleeker design, faster engines and upgraded shield modulators for slipping through energy screens.
Mass Drivers - 0
  • Component Mass Driver
  • Gun Battery
  • Planetary Defense Guns
These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds.
Coilguns 2500 1 Component Coilgun Mass Drivers

Base: 95

Modifiers0

Council scientist with:

Coilguns are more powerful versions of the early mass drivers, using electromagnetic coils to rapidly accelerate projectiles towards targets.
Railguns Railguns 4000 2 Component Railgun Coilguns

Base: 85

Modifiers0

Council scientist with:

The latest in electromagnetic accelerators, railguns use twin parallel rails to fire projectiles at incredible speeds.
Advanced Railguns Advanced Railguns 8000 3 Component Advanced Railgun Railguns Railguns

Base: 65

Modifiers0

Council scientist with:

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.
Gauss Cannons 16000 4 Component Gauss Cannon Advanced Railguns Advanced Railguns

Base: 45

Modifiers0

Council scientist with:

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.
Kinetic Battery Kinetic Battery 12000 3 Component Kinetic Battery Advanced Railguns Advanced Railguns Base: 50
Modifiers0

Council scientist with:

Very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy.
Kinetic Artillery Kinetic Artillery 20000 4 Component Kinetic Artillery

Base: 40

Modifiers0

Council scientist with:

An even more powerful long-range, ship-based artillery cannon, equipped with a new barrel and an upgraded fire control computer.
Mega Cannon 20000 4

Component Mega Cannon

Base: 40

Modifiers0

Council scientist with:

An enormous mass accelerator cannon that can only be placed in a spinal mount and fires monstrously powerful rounds over vast distances.
Giga Cannon 24000 4 Component Giga Cannon

Base: 35

Modifiers0

Council scientist with:

An even more powerful mass accelerator cannon that can rip through even the toughest shields.
Autocannons Autocannons 5000 2 Component Autocannon Coilguns

Base: 75

Modifiers0

Council scientist with:

Large-caliber ballistic weapons that fire cased explosive shells. The main advantage of these cannons is their high rate of fire.
Ripper Cannons Ripper Cannons 8000 3 Component Ripper Autocannon Autocannons Autocannons

Base: 65

Modifiers0

Council scientist with:

These upgraded rotary autocannons feature improved tracking and fire control systems. This allows them to maintain an even higher rate of fire.
Stormfire Cannons Stormfire Cannons 16000 4 Component Stormfire Autocannon Ripper Cannons Ripper Cannons

Base: 45

Modifiers0

Council scientist with:

Advanced rotary autocannons capable of spewing a cloud of high-explosive shells at a target.
Thermodynamic Yield Control 50000 5 +5% Explosive Weapon Damage Antimatter Missiles Antimatter Missiles Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
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.
Miniaturized Pre-Igniters 50000 5 Attack speed +5% Explosive Weapon Attack Speed Antimatter Missiles Antimatter Missiles Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Advances in miniaturization allow for more rapid loading and discharging of rocket-propelled payloads.
High-Density Munitions 50000 5 +5% Kinetic Weapon Damage Railguns Railguns Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Ultra-dense slugs can punch through even the strongest of projected shields.
Loader Efficiency 50000 5 Attack speed +5% Kinetic Weapon Attack Speed Railguns Railguns Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Minor technical advances combine with improved shipboard routines for handling munitions to provide a noticeable boost in fire rate.
Orbital Trash Dispersal 8000 1 Orbital Trash Disperser Caravaneers deal This orbital bombardment management system spams a planet with millions of minute, high-velocity projectiles, overwhelming planetside defensive grids with trash data. Ships equipped with this component will cause more damage during orbital bombardment.
Ordered Retreat 6000 1
  • +0.25 Available Envoys
  • Time −15% Time spent Missing In Action
First Contact Observation Insights situation While studying the victors of battles might be the most obvious way to gain insight from combat, observing the loser on pre-FTL worlds has taught us how to organize our withdraws more effectively.
Temple of Transportation 6000 1
  • +0.25 Available Envoys
  • +3 Unity from Hyper Relays
First Contact Observation Insights situation Transportation networks bring people together: a sentiment shared by many civilization we observed. While we do not have steam engines, our hyper relay networks could serve a similar purpose.

Voidcraft[]

The Voidcraft tech tree focuses on ships and spaceborne structures.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Space Exploration - 0
  • Station class Science Ship
  • Automatic Surveying
The Science Ship is used as a base of operations for a top Scientist, ready to explore the vastness of space.
Interplanetary Expeditionary Forces - 0 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.
Deep Space Defenses - 0 Station class Defense Platform Starbase Construction This will enable the construction of defensive deep space platforms to protect our Starbases.
Orbital Energy Conversion - 0 Solar Panel Network Gestalt Consciousness

Starport

Starport Starport

Advances in solar panel technology could offset the operating costs of our starbases. The panels would require an entire starbase module to generate enough energy, however.
Starbase Construction - 0 Outpost Offworld Construction A centralized space installation built in close orbit around the system primary is necessary to make full use of the resources in a star system.
Starport Starport - 0 Starport Starbase Construction The earliest starbases were little more than makeshift outposts. Permanent starports will enable us to maintain a firmer grip on star systems.
Starhold Starhold 5000 2 Starhold Starport Starport Base: 75
Modifiers0

Council scientist with:

As space traffic increases, larger and more defensible starbases are needed to maintain control over system spacelanes.
Star Fortress Star Fortress 10000 3
  • Star Fortress
  • Orbital Ring tier 2
Starhold Starhold Base: 60
Modifiers0

Council scientist with:

These mighty space forts will provide a focal point for all military activity in a star system, and their presence is sure to deter all but the most stubborn attackers.
Citadel 20000 4
  • Citadel
  • Orbital Ring tier 3
Star Fortress Star Fortress Base: 40
Modifiers0

Council scientist with:

Plans for an immense battlestation capable of holding its own against several strike fleets are now being drawn up. If realized, these citadels will become monuments to greatness as much as system hubs.
Improved Structural Integrity 5000 2 Health +10% Defense platform hull points Starhold Starhold Base: 37.5
Modifiers0

Council scientist with:

1.5x Eager Explorers civic

A reinforced framework and blast shields with enhanced impact absorption will ensure the structural integrity of the platform even under immense pressure.
Fortified Core Layers 50000 5 Defense platform hull points +10% Defense platform hull points Improved Structural Integrity Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Additional layers of armor plating within the structure itself improves the resilience of Military Stations.
Synchronized Firing Patterns 50000 5 Defense platform damage +10% Defense platform damage Improved Structural Integrity Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Cross-linking weapon systems to fire in staggered volleys improves the actual damage output of Military Stations over time.
Modular Engineering 6000 2
  • −25% Starbase building build cost
  • −25% Starbase module build cost
Starhold Starhold Base: 35
Modifiers0

Council scientist with:

Streamlined starbase construction procedures, using modular designs, will halve the present build cost and time.
Corps of Engineers
Optimized Station Construction
12000 3
  • −15% Starbase upgrade cost
  • +25% Starbase upgrade speed
Base: 25
Modifiers0

Council scientist with:

The creation of a dedicated naval engineering corps will greatly benefit the construction of deep space defense platforms, decreasing building costs and increasing durability.
Orbital Rings 10000 3 Orbital Ring megastructures Base: 60
Modifiers0

Council scientist with:

These mighty space forts will provide a focal point for all military activity in a star system, and their presence is sure to deter all but the most stubborn attackers.
Orbital Habitats 10000 3
  • Habitat megastructures
  • Minor Orbital megastructures
  • Major Orbital megastructures
Base: 60
Modifiers0
  • Council scientist with:
  • 10x a neighbor has the tech
  • 5x at least 3 Starholds
  • 4x year is >2270
  • 3x year is >2265
  • 2x year is >2260
  • 1.25x adopted the Expansion tradition tree
  • 1.25x finished the Expansion tradition tree
  • 0.1x year is <2250
Allows the construction of largely self-sustaining Orbital Habitats.
Habitat Expansion 20000 4 Building Tier 2 habitat capital Base: 35
Modifiers0

Council scientist with:

Our early habitats were primitive things compared to the efficient designs we can now develop.
Advanced Space Habitation 40000 4 Building Tier 3 habitat capital Base: 35
Modifiers0

Council scientist with:

Years of improvements to our orbital Habitats have led us to create newer more effective designs.
Mega-Engineering 48000 5
  • +20000 Resource Storage Capacity
  • Feature Can repair damaged Megastructures
Base: 5
Modifiers0

Council scientist with:

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.
Ring World Ring World 48000 5 Ring World megastructure A Ring World allows for multiple planet-like zones, cannibalizing all other planets in the system for materials.
Corvettes 1000 0 Corvette Corvette Starport Starport Base: 1000
Modifiers0

Council scientist with:

The Corvette is the most basic military ship, armed and ready in the event of hostile contacts.
Destroyers Destroyers 4000 2
  • +10 Fleet command limit
  • Destroyer Destroyer
Corvettes Base: 85
Modifiers0

Council scientist with:

While larger than Corvettes, Destroyer hull configurations still make for comparatively nimble gunboats.
Cruisers 8000 3
  • +10 Fleet command limit
  • Cruiser Cruiser
Destroyers Destroyers Base: 65
Modifiers0

Council scientist with:

Originally devised as an experimental next-generation colony ship hull configuration, the design's ample hardpoints made it ideal for carrying heavy weapons ordnance.
Battleships 16000 4
  • +10 Fleet command limit
  • Battleship Battleship
Cruisers Base: 45
Modifiers0

Council scientist with:

The largest of the standard military vessels, Battleships are traditionally heavily armored and sport several gun batteries.
Titans Titans 32000 5
  • +10 Fleet command limit
  • Ion Cannon defense platform
  • Titan Titan
Base: 30
Modifiers0

Council scientist with:

Modeled after the hulking shadows looming in the core systems of Stagnant Ascendancies, the Titan class can be outfitted with X-size weapons.
Colossi 48000 5
  • Colossus Colossus
  • Colossal Assembly Yards
Advances in mega-engineering make blur the lines between reality and the fantastical, enabling the construction of Colossus-class military vessels that carry weapons capable of obliterating - or fundamentally altering - entire worlds, with the push of a button.
Core Cracking 48000 5 World Cracker colossus weapon
  • Colossi
  • Completed the Colossus Project
  • Fanatic Pacifist Pacifist
Base: 10
Modifiers0
A directed feed of thermic energy superheats the atmosphere and agitates the planet's core, setting up disastrous tectonic events. A final and comparatively minute concussive blast is then delivered, cracking the planet open.
Atmospheric Nanobot Dispersal 48000 5 Nanobot Diffuser colossus weapon Base: 10
Modifiers0
Swarms of nanobots are dispersed in the atmosphere. They infect sapient beings and restructure themselves into cybernetic implants, turning their unwitting hosts into cyborgs slaved to the Machine Intelligence.
Juggernaut 48000 5
  • Juggernaut Juggernaut
  • Colossal Assembly Yards
Base: 20
Modifiers0

Council scientist with:

A mobile space base of unparalleled proportions, the Juggernaut ship takes offensive warfare to a whole new level.
Standardized Corvette Patterns 2500 1
  • −5% Corvette Build Cost
  • +25% Corvette Build Speed
  • +25% Frigate Build Speed
Corvettes Base: 95
Modifiers0

Council scientist with:

Establishing new standards for the modeling and construction of corvettes greatly improves the efficiency of the production pipeline.
Standardized Destroyer Patterns 5000 2
  • −5% Destroyer Build Cost
  • +25% Destroyer Build Speed
Destroyers Destroyers Base: 75
Modifiers0

Council scientist with:

Establishing new standards for the modeling and construction of destroyers greatly improves the efficiency of the production pipeline.
Standardized Cruiser Patterns 10000 3
  • −5% Cruiser Build Cost
  • +25% Cruiser Build Speed
Cruisers Base: 60
Modifiers0

Council scientist with:

Establishing new standards for the modeling and construction of cruisers greatly improves the efficiency of the production pipeline.
Standardized Battleship Patterns 20000 4
  • −5% Battleship Build Cost
  • +25% Battleship Build Speed
Battleships Base: 40
Modifiers0

Council scientist with:

Establishing new standards for how we design and construct massive battleships greatly improves the speed at which they can be assembled.
Improved Corvette Hulls 3000 1
  • +10% Corvette hull points
  • +10% Frigate hull points
Corvettes Base: 90
Modifiers0

Council scientist with:

Advances in building techniques will allow for the construction of sturdier and more durable corvettes.
Improved Destroyer Hulls 6000 2 +10% Destroyer hull points Destroyers Destroyers Base: 70
Modifiers0

Council scientist with:

Advances in building techniques will allow for the construction of sturdier and more durable destroyers.
Improved Cruiser Hulls 12000 3 +10% Cruiser hull points Cruisers Base: 50
Modifiers0

Council scientist with:

Advances in building techniques will allow for the construction of sturdier and more durable cruisers.
Improved Battleship Hulls 24000 4 +10% Battleship hull points Battleships Base: 35
Modifiers0

Council scientist with:

Advances in building techniques will allow for the construction of sturdier and more durable battleships.
Improved Titan Hulls 40000 5 +10% Titan hull points Titans Titans Base: 25
Modifiers0

Council scientist with:

Advances in building techniques will allow for the construction of sturdier and more durable titans.
Advanced Corvette Hulls 6000 2
  • +10% Corvette hull points
  • +10% Frigate hull points
Improved Corvette Hulls Base: 70
Modifiers0

Council scientist with:

The latest generation of corvette hulls have optimized structural integrity fields and improved bulkheads.
Advanced Destroyer Hulls 8000 3 +10% Destroyer hull points Improved Destroyer Hulls Base: 65
Modifiers0

Council scientist with:

The latest generation of destroyer hulls have optimized structural integrity fields and improved bulkheads.
Advanced Cruiser Hulls 16000 4 +10% Cruiser hull points Improved Cruiser Hulls Base: 45
Modifiers0

Council scientist with:

The latest generation of cruiser hulls have optimized structural integrity fields and improved bulkheads.
Advanced Battleship Hulls 32000 5 +10% Battleship hull points Improved Battleship Hulls Base: 30
Modifiers0

Council scientist with:

The latest generation of battleship hulls have optimized structural integrity fields and improved bulkheads.
Advanced Titan Hulls 48000 5 +10% Titan hull points Improved Titan Hulls Base: 20
Modifiers0

Council scientist with:

The latest generation of titan hulls have optimized structural integrity fields and improved bulkheads.
Carrier Operations 3000 1
  • Component Basic Strike Craft
  • Hangar Bay
  • Planetary Defense Hangars
Starport Starport Base: 90
Modifiers0

Council scientist with:

These manned strike craft are launched from a mothership and rely on their speed and small size to survive long enough to punch through enemy defenses.
Improved Strike Craft 6000 2 Component Improved Strike Craft Carrier Operations Base: 70
Modifiers0

Council scientist with:

The next generation of strike craft, featuring improved avionics, better handling characteristics and more powerful armaments.
Advanced Strike Craft 12000 3 Component Advanced Strike Craft Improved Strike Craft Base: 50
Modifiers0

Council scientist with:

A further refinement in strike craft design, these advanced strike craft are a pilot's dream. Their performance far exceeds that of previous models.
Skravird Strike Craft 24000 4 Component Skravird Strike Craft Galactic Paragons DLC

Skrand storyline

Learning from the design expertise of Skrand and his people, these superior strike craft are capable of prolonged engagement and highly adaptive tactics.
L-Gate Insight L-Gate Insight 2000 2 +1 L-Gate Insights
  • Encountered an L-Gate
  • L-Gates opened
Base: 70
Modifiers0
  • 0.01x if another repeatable tech was drawn
Intensive study within the fields of nanomachinery and subspace phenomena will eventually yield a new L-Gate Insight into the Disabled L-Gate mystery..
Nanite Repair System 48000 5 Nanite Repair System Scavenger Bot debris A highly effective hull auto-repair system comprised of billions of microscopic nanomachines was found among the smoking remains of the Scavenger, and has been repurposed for our uses. Whether the Scavenger pilfered this system from an ancient derelict, or was originally constructed with it remains unknown.
Nanite Autocannon 48000 5 Nanite Autocannon Scavenger Bot debris Highly advanced autocannons capable of ejecting shells that explode into a cloud of nanites at the target, overwhelming shields and chewing through hull sections.
Nanite Flak Battery 48000 5 Nanite Flak Battery Scavenger Bot debris Improving upon previous designs by launching canisters of nanites capable of eating away at strike craft, these flak batteries are the bane of any fighter pilot.

References[]

Game concepts
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