Version
This article is for the PC version of Stellaris only.
Technology
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:
- The table shows the default names/icons of techs. Flavor entry is displayed if accompanied by a change to effects/requirements.
- 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.
- 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).
- The Technocracy civic doubles the weight modifier for leading scientist expertise traits.
- To research techs of higher tiers it is first needed to acquire 6 techs of the preceding tier.
- Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
- Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.), click on the accompanying icon.
Industry[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
The Industry tech tree focuses on Minerals production and 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 | 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 | Industrial Base | Base: 100
Modifiers
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 | Geothermal Fracking | Base: 85
Modifiers
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 | Deep Core Mining | Base: 65
Modifiers
Council scientist with:
|
Advanced spectrometry combines with fracking techniques and chemical flushing to rapidly exploit shallow and mid-depth deposits. | ||
Mineral Purification | 3000 | 1 | Geothermal Fracking | Base: 90
Modifiers
Council scientist with:
|
Optimal processing of mined materials have allowed us to reach new levels of efficiency. | ||
Advanced Mineral Purification | 6000 | 2 |
|
Base: 140
Modifiers
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
Modifiers
|
Changes in how mineral deposits are evaluated relative to each other lead to more efficient boring patterns. | |
Nanomechanics | 2000 | 1 | +20% Engineering Research from Researchers | Base: 100
Modifiers
Council scientist with:
|
Advanced instrumentation allows for the study and practical application of physical systems at nanometric scales. | ||
Supersolid Materials | 6000 | 2 | +20% Engineering Research from Researchers | Nanomechanics | Base: 70
Modifiers
Council scientist with:
|
The production and understanding of supersolids are of immeasurable value to any and every space-age civilization. | |
Superfluid Materials | 20000 | 4 | +20% Engineering Research from Researchers | Supersolid Materials | Base: 40
Modifiers
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
Modifiers
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 | Assembly Patterns | Base: 30
Modifiers
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
Modifiers
|
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
Modifiers
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 | Base: 97.5
Modifiers
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 | Offworld Construction | Base: 100
Modifiers
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
Modifiers
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
Modifiers
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
Modifiers
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
Modifiers
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 | Industrial Base | Base: 150
Modifiers
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. | ||
6000 | 2 | +5% Habitability | Base: 105
Modifiers
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 |
|
Base: 135
Modifiers
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 | 6000 | 2 |
|
|
Base: 70
Modifiers
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 | 20000 | 4 |
|
|
Base: 20
Modifiers
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
Modifiers
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 |
|
Base: 85
Modifiers
Council scientist with:
|
Rewritable assembly templates allow for the creation of bespoke synthetic worker designs. | ||
Cross-Model Standardization | 8000 | 2 | +1 Mechanical pop trait points |
|
Base: 65
Modifiers
Council scientist with:
|
Improved production practices allow for greater alterations to synthetic workers without compromising core functionality. | |
Binary Motivators | 8000 | 3 | +1 Machine pop trait points | Base: 65
Modifiers
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 | +1 Mechanical pop trait points |
|
Base: 22.5
Modifiers
Council scientist with:
|
Improved production practices allow for fundamental changes to synthetic workers without compromising core functionality. | |
Nanite Assemblers | 16000 | 4 | +1 Machine modification points | Base: 22.5
Modifiers
|
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 | Base: 22.5 Modifiers
Council scientist with:
|
Advanced templates allow us to drastically increase the assembly of new robots. | ||
Mega-Assembly Systems | 16000 | 4 | Machine Assembly Complex | Base: 22.5 Modifiers
Council scientist with:
|
Advanced templates allow us to drastically increase the assembly of new units. | ||
Micro-Replicators | 5000 | 2 | Machine Intelligence | Base: 112.5
Modifiers
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
Modifiers
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 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
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
Modifiers
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
Modifiers
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
Modifiers
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
Modifiers
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 | 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
Modifiers
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
Modifiers
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
Modifiers
|
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 | 3000 | 1 | Civilian Fabricators |
|
Base: 90
Modifiers
Council scientist with:
|
With pre-programmed nano-circuits, many consumer products can be rapidly assembled in fabricators. | |
Replicator Kiosks | 8000 | 3 |
|
Base: 130
Modifiers
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 | Base: 90
Modifiers
Council scientist with:
|
Solid holographic casts can alter their shapes at a moment's notice, speeding up alloy production. | ||
Nano-Separators | 8000 | 3 | Base: 130
Modifiers
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 | +10% Metallurgists Output | Base: 170
Modifiers
Council scientist with:
|
The widespread use of advanced ceramics in industry can improve metallurgical yields. | ||
Durasteel-Laced Alloys | 16000 | 4 | +10% Metallurgists Output | Base: 90
Modifiers
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 | Industrial Base | Base: 170
Modifiers
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 | Industrial Base | Base: 170
Modifiers
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 |
|
Base: 170
Modifiers
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 |
|
Base: 170
Modifiers
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 | Base: 190
Modifiers
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 | 32000 | 5 | Can use Living Metal resource | Base: 15
Modifiers
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 |
|
Base: 35
Modifiers
Council scientist with:
|
The mass-production of these rare resources require particularly capable nanites. | |
Supreme Alloy | 6000 | 1 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
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 | 4000 | 2 | Ion Thruster | Chemical thrusters | Base: 106.25
Modifiers
Council scientist with:
|
These electric thrusters use beams of ions to generate thrust without the need for propellant. | |
Plasma Thrusters | 8000 | 3 | Plasma Thruster | Ion Thrusters | Base: 81.25
Modifiers
Council scientist with:
|
An advanced form of electric propulsion, plasma thrusters afford ships greater sublight speeds and maneuverability. | |
Impulse Thrusters | 16000 | 4 | Impulse Thruster | Plasma Thrusters | Base: 56.25
Modifiers
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 | 2500 | 1 | Afterburners | Chemical Thrusters | Base: 118.75
Modifiers
Council scientist with:
|
These powerful thrusters provide additional combat speed but consume a great deal of power. | |
Advanced Afterburners | 10000 | 3 | Advanced Afterburners |
Base: 75 Modifiers
Council scientist with:
|
This improved version of the standard afterburners provide an even greater boost to a ship's combat speed. | ||
Flak Battery | - | 0 | 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 | 6000 | 3 | Flak Cannon | Flak Battery |
Base: 70 Modifiers
Council scientist with:
|
Upgraded flak batteries with new, more powerful shrapnel rounds. | |
Flak Artillery | 16000 | 4 | Flak Artillery | Flak Cannons |
Base: 45 Modifiers
Council scientist with:
|
Predictive tracking algorithms and even more powerful rounds make these batteries incredibly lethal to enemy strike craft. | |
Nuclear Missiles | - | 0 | 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 | 2500 | 1 | Fusion Missiles |
|
Base: 95 Modifiers
Council scientist with:
|
These updated space-to-space missiles have more powerful fusion warheads and improved flight performance. | |
Antimatter Missiles | 4000 | 2 | Antimatter Missiles | Fusion Missiles |
Base: 85 Modifiers
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 | 8000 | 3 | Quantum Missiles | Antimatter Missiles |
Base: 65 Modifiers
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 | Marauder Missiles | Quantum Missiles |
Base: 40 Modifiers
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 | 5000 | 2 | Swarmer Missiles | Fusion Missiles |
Base: 75 Modifiers
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 | Whirlwind Missiles | Swarmer Missiles |
Base: 40 Modifiers
|
New miniaturization techniques will allow us to equip swarmer missiles with more powerful warheads and improved flight performance. | |
Space Torpedoes | 5000 | 2 | Fusion Missiles |
Base: 75 Modifiers
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 | 10000 | 3 | Armored Torpedoes | Space Torpedoes |
Base: 60 Modifiers
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 | Devastator Torpedoes | Armored Torpedoes | Base: 40
Modifiers
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 | These electromagnetic projectile launchers use magnets to accelerate armor-piercing rounds towards targets at high speeds. | ||||
Coilguns | 2500 | 1 | Coilgun | Mass Drivers |
Base: 95 Modifiers
Council scientist with:
|
Coilguns are more powerful versions of the early mass drivers, using electromagnetic coils to rapidly accelerate projectiles towards targets. | |
Railguns | 4000 | 2 | Railgun | Coilguns |
Base: 85 Modifiers
Council scientist with:
|
The latest in electromagnetic accelerators, railguns use twin parallel rails to fire projectiles at incredible speeds. | |
Advanced Railguns | 8000 | 3 | Advanced Railgun | Railguns |
Base: 65 Modifiers
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 | Gauss Cannon | Advanced Railguns |
Base: 45 Modifiers
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 | 12000 | 3 | Kinetic Battery | Advanced Railguns | Base: 50
Modifiers
Council scientist with:
|
Very long-range artillery capable of hurling powerful rounds over extreme distances with a large degree of accuracy. | |
Kinetic Artillery | 20000 | 4 | Kinetic Artillery |
Base: 40 Modifiers
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 |
Base: 40 Modifiers
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 | Giga Cannon |
Base: 35 Modifiers
Council scientist with:
|
An even more powerful mass accelerator cannon that can rip through even the toughest shields. | ||
Autocannons | 5000 | 2 | Autocannon | Coilguns |
Base: 75 Modifiers
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 | 8000 | 3 | Ripper Autocannon | Autocannons |
Base: 65 Modifiers
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 | 16000 | 4 | Stormfire Autocannon | Ripper Cannons |
Base: 45 Modifiers
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 | Base: 12.5
Modifiers
|
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 | +5% Explosive Weapon Attack Speed | Antimatter Missiles | Base: 12.5
Modifiers
|
Advances in miniaturization allow for more rapid loading and discharging of rocket-propelled payloads. | |
High-Density Munitions | 50000 | 5 | +5% Kinetic Weapon Damage | Railguns | Base: 12.5
Modifiers
|
Ultra-dense slugs can punch through even the strongest of projected shields. | |
Loader Efficiency | 50000 | 5 | +5% Kinetic Weapon Attack Speed | Railguns | Base: 12.5
Modifiers
|
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 | 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 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
The Voidcraft tech tree focuses on ships and spaceborne structures.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|
Space Exploration | - | 0 | 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 | 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 |
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 | - | 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 | 5000 | 2 | Starhold | Starport | Base: 75
Modifiers
Council scientist with:
|
As space traffic increases, larger and more defensible starbases are needed to maintain control over system spacelanes. | |
Star Fortress | 10000 | 3 | Starhold | Base: 60
Modifiers
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 | Star Fortress | Base: 40
Modifiers
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 | +10% Defense platform hull points | Starhold | Base: 37.5
Modifiers
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 | +10% Defense platform hull points | Improved Structural Integrity | Base: 12.5
Modifiers
|
Additional layers of armor plating within the structure itself improves the resilience of Military Stations. | |
Synchronized Firing Patterns | 50000 | 5 | +10% Defense platform damage | Improved Structural Integrity | Base: 12.5
Modifiers
|
Cross-linking weapon systems to fire in staggered volleys improves the actual damage output of Military Stations over time. | |
Modular Engineering | 6000 | 2 | Starhold | Base: 35
Modifiers
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 |
|
Base: 25
Modifiers
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
Modifiers
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 | Base: 60
Modifiers
|
Allows the construction of largely self-sustaining Orbital Habitats. | |||
Habitat Expansion | 20000 | 4 | Tier 2 habitat capital |
|
Base: 35
Modifiers
Council scientist with:
|
Our early habitats were primitive things compared to the efficient designs we can now develop. | |
Advanced Space Habitation | 40000 | 4 | Tier 3 habitat capital | Base: 35
Modifiers
Council scientist with:
|
Years of improvements to our orbital Habitats have led us to create newer more effective designs. | ||
Mega-Engineering | 48000 | 5 | Base: 5
Modifiers
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 | 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 | Starport | Base: 1000 Modifiers
Council scientist with:
|
The Corvette is the most basic military ship, armed and ready in the event of hostile contacts. | |
Destroyers | 4000 | 2 | Corvettes | Base: 85
Modifiers
Council scientist with:
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While larger than Corvettes, Destroyer hull configurations still make for comparatively nimble gunboats. | ||
Cruisers | 8000 | 3 | Destroyers | Base: 65
Modifiers
Council scientist with:
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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 | Cruisers | Base: 45
Modifiers
Council scientist with:
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The largest of the standard military vessels, Battleships are traditionally heavily armored and sport several gun batteries. | ||
Titans | 32000 | 5 | Base: 30
Modifiers
Council scientist with:
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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 |
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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 |
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Base: 10
Modifiers
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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 |
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Base: 10
Modifiers
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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 | Base: 20
Modifiers
Council scientist with:
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A mobile space base of unparalleled proportions, the Juggernaut ship takes offensive warfare to a whole new level. | |||
Standardized Corvette Patterns | 2500 | 1 | Corvettes | Base: 95
Modifiers
Council scientist with:
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Establishing new standards for the modeling and construction of corvettes greatly improves the efficiency of the production pipeline. | ||
Standardized Destroyer Patterns | 5000 | 2 | Destroyers | Base: 75
Modifiers
Council scientist with:
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Establishing new standards for the modeling and construction of destroyers greatly improves the efficiency of the production pipeline. | ||
Standardized Cruiser Patterns | 10000 | 3 | Cruisers | Base: 60
Modifiers
Council scientist with:
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Establishing new standards for the modeling and construction of cruisers greatly improves the efficiency of the production pipeline. | ||
Standardized Battleship Patterns | 20000 | 4 | Battleships | Base: 40
Modifiers
Council scientist with:
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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 | Corvettes | Base: 90
Modifiers
Council scientist with:
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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 | Base: 70
Modifiers
Council scientist with:
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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
Modifiers
Council scientist with:
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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
Modifiers
Council scientist with:
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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 | Base: 25
Modifiers
Council scientist with:
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Advances in building techniques will allow for the construction of sturdier and more durable titans. | |
Advanced Corvette Hulls | 6000 | 2 | Improved Corvette Hulls | Base: 70
Modifiers
Council scientist with:
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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
Modifiers
Council scientist with:
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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
Modifiers
Council scientist with:
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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
Modifiers
Council scientist with:
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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
Modifiers
Council scientist with:
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The latest generation of titan hulls have optimized structural integrity fields and improved bulkheads. | |
Carrier Operations | 3000 | 1 | Starport | Base: 90
Modifiers
Council scientist with:
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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 | Improved Strike Craft | Carrier Operations | Base: 70
Modifiers
Council scientist with:
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The next generation of strike craft, featuring improved avionics, better handling characteristics and more powerful armaments. | |
Advanced Strike Craft | 12000 | 3 | Advanced Strike Craft | Improved Strike Craft | Base: 50
Modifiers
Council scientist with:
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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 | 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 | 2000 | 2 | +1 L-Gate Insights | Base: 70
Modifiers
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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[]
- External link: Stellaris Tech Tree (Vanilla)
Exploration | Exploration • FTL • Anomaly • Archaeological site • Relics • Pre-FTL species • Fallen empire • Events • Spaceborne aliens • Enclaves • Guardians • Marauders • Caravaneers |
Celestial bodies | Celestial body • Colonization • Terraforming • Planetary features • Planet modifiers |
Species | Species • Traits • Population • Pop modification • Species rights • Ethics • Leader |
Governance | Empire • Origin • Government • Civics • Policies • Edicts • Factions • Technology • Traditions • Situations |
Economy | Resources • Planetary management • Districts • Buildings • Holdings • Jobs • Designation • Trade • Megastructures |
Diplomacy | Diplomacy • Relations • Galactic community • Federations • Subject empires • Intelligence • AI personalities |
Warfare | Warfare • Space warfare • Land warfare • Starbase • Ship • Ship designer • Crisis |
Others | The Shroud • L-Cluster • Unique systems • Preset empires • AI players • Easter eggs |