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Please help with verifying or updating older sections of this article. At least some were last verified for version 3.9.

This article is for the PC version of Stellaris only.

Technology

Physics Research Physics research area comprises the fields: Computing, Field Manipulation and Particles.

The area provides access to several key points, including: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy 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 in the 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. To research techs of higher tiers it is first needed to acquire 6 techs of the preceding tier.
  5. Sorting the table by tiers will place all Starter tech at the top and Repeatable end-game tech at the bottom.
  6. Most icons also double as links. For more information about an unlocked effect (buildings, components, etc.) click on the accompanying icon.

Computing[]

The Computing tech tree focuses on Research, sensors and espionage.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Active Countermeasures 0 Component Sentinel Point-Defense The best defense is a good offense.
Interlinked Support Systems 6000 2 Component Barrier Point-Defense Active Countermeasures Base: 70
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Arrays of defensive armaments prove much more effective than independent countermeasures.
Predictive Algorithms 16000 4 Component Guardian Point-Defense Interlinked Support Systems Base: 45
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Advanced prediction greatly increases the accuracy of active countermeasure systems.
Scientific Method 0 Research Labs Research Labs Testable predictions of observable phenomena.
Exotic Materials Labs 3000 1 Research Complexes Research Complexes
  • Scientific Method
  • Access to Exotic Gases through tech or galactic market
Base: 90
Modifiers0
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
As we explore the galaxy, we continually encounter new materials and substances that are unfamiliar to us. Cataloging and analyzing these discoveries will require new facilities.
Multi-Dimensional Studies 8000 3 Advanced Research Complexes Advanced Research Complexes Base: 130
Modifiers0
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
To expand our knowledge base, we must consider all levels of existence. A new realm of science awaits us!
Interplanetary Research Initiative 8000 3 Research Institute Research Institute Base: 97.5
Modifiers0
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
  • 0.25x council scientist does not have Expertise: Computing or Curator traits
A bid for interplanetary resource pools and more flexible research grants.
Automated Exploration Protocols
Autonomous Exploration Algorithms
2500 1 +25% Survey speed Time Year is > 2205 Base: 95
Modifiers0
  • 2x year is >2210
  • 2x year is >221
  • 2x year is >2220.
  • 2x number of owned planets is >5
  • 2x number of owned planets is >10
  • 2x number of owned planets is >15
  • 2x number of owned planets is >20
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Computing trait
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.
Administrative AI
Synaptic Enhancers
Academic Optimization
2000 1 +5% Research speed Scientific Method Base: 100
Modifiers0
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
Organizational circuitry rerouting academic fervor.
Self-Evolving Logic
Autonomous Synapses
5000 2 +1 Research alternatives Administrative AI Base: 75
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Introspective prioritization.
Positronic AI
Positronic Implants
Positronic Processors
16000 4 +5% Research speed Self-Evolving Logic Base: 45
Modifiers0
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
Evolving artificial intellects are opening the door to the possibility for true synthetic sapience.
Synchronized Defenses Synchronized Defenses 20000 4 Defense-Grid Supercomputer Self-Evolving Logic Base: 20
Modifiers0
Aligning defensive and offensive weapon execution paradigms allows for increased efficiency.
Specialized Combat Computers 3000 1 Component Basic Combat Roles Administrative AI Base: 90
Modifiers0
  • 2x Destroyers Destroyers technology
  • 2x Cruisers technology
  • 2x Battleships technology
  • 1.25x council scientist has Expertise: Computing trait
Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency.
Extended Combat Algorithms 8000 3 Component Advanced Combat Roles Base: 65
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Further advances in predictive algorithms allow for augmented tactical decision-making in the field.
Sapient Combat Simulations 20000 4 Component Sentient Combat AI Base: 20
Modifiers0
Running sapient AIs through high-intensity combat simulations yields valuable insight into potential optimizations for risk-evaluation techniques.
Autonomous Ship Intellects 20000 4 Component Autonomous Ship Intellects Base: 20
Modifiers0
Granting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat.
Auxiliary Fire-control Auxiliary Fire-control 3000 1 Auxiliary Fire-control Specialized Combat Computers Base: 90
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy.
AI-Controlled Colony Ships
Colony Fabrication Drones
3000 1 +50% Colony development speed Base: 90
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
By giving control of the colony ship to an Artificial Intelligence, the crew and colonists can be suspended in a deep sleep.
Self-Aware Colony Ships 6000 3 +50% Colony development speed Base: 70
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Sufficiently advanced systems are capable of optimizing themselves if they are made acutely aware of the purpose for which they were made.
Zero-G Laboratories 2000 1 +10% Research station output Offworld Construction Base: 100
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
A lot of critical research can only be done in a zero gravity environment, which these specialized laboratories are eminently designed for.
Miniature Containment Fields 3000 1 +10% Research station output Zero-G Laboratories Base: 90
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Containment force fields are excellent for isolating and holding various substances or specimens so they can be analyzed in detail.
Quantum Probes 4000 2 +10% Research station output Miniature Containment Fields Base: 85
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Advanced probes that can thoroughly analyze subjects on a sub-atomic level, generating a wealth of valuable research data.
Autonomous Station Protocols 6000 2 +10% Research station output Quantum Probes Base: 70
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Increased automation of station functions will free up more staff for research duties.
Multi-Dimensional Analysis 8000 3 +10% Research station output Autonomous Station Protocols Base: 65
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Studying something from the limited perspective of a single dimensional reality does not paint the whole picture. Every angle must be considered.
Gravitic Sensors 4000 2
  • Gravitic Sensors
  • Listening Post
Base: 85
Modifiers0
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Computing trait
These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship.
Subspace Sensors Subspace Sensors 8000 3
  • Subspace Sensors
  • Black Hole Observatory
Gravitic Sensors Base: 65
Modifiers0
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Computing trait
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.
Tachyon Sensors 16000 4 Tachyon Sensors Subspace Sensors Subspace Sensors Base: 45
Modifiers0
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Computing trait
Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.
Quantum Theory 2000 1 Physics Research +20% Physics research from Researchers Base: 100
Modifiers0
  • 2x year is >2205
  • 2x year is >2210
  • 2x year is >2215
  • 2x year is >2220
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
Exploring the mediation of fundamental forces through subatomic Particles.
Applied Quantum Physics 6000 2 Physics Research +20% Physics research from Researchers Quantum Theory Base: 70
Modifiers0
  • 2x year is >2225
  • 2x year is >2230
  • 2x year is >2235
  • 2x year is >2240
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
The seemingly erratic behavior of tiny things can dramatically alter the way we think about bigger things.
Space-Time Theory 20000 4 Physics Research +20% Physics research from Researchers Applied Quantum Physics Base: 40
Modifiers0
  • 2x year is >2225
  • 2x year is >2230
  • 2x year is >2235
  • 2x year is >2240
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Computing trait
Three dimensions, inextricable from the fourth.
Gravitational Analysis 50000 5 −5% Building cost Applied Quantum Physics Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Increasingly powerful computation paradigms allow us to adapt individual construction projects to planetary and ultra-local gravitational conditions.
Quantum Firewalls 2500 1 +2 Encryption Base: 90
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Advances in computing technology have given us new ways to protect our data from prying eyes.
Simultaneous-Collapse Storage 5000 2 +2 Encryption Base: 70
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Further advances in unstable entanglement have given us new ways to prevent unauthorized intrusions into our databases.
Negative-Time Keys 20000 4 +2 Encryption Base: 50
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Our latest advances in encryption exploit recently discovered quirks of physics to require inputting a specialized key before it has been generated.
Quantum Hacking 2500 1 Base: 90
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Primitive encryption systems stand no chance against modern decryption tools.
Simulated Social Engineering 5000 2 +2 Codebreaking Base: 70
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
The weakest link in any security system are the individuals within it. By modeling their weaknesses in computer simulations we can find novel ways to bypass their security - or trick them into bypassing it for us.
Quasi-Dimensional Reflection 20000 4 +2 Codebreaking Base: 50
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Our operatives can access data from adjacent realities without risking setting off alarms in this reality.
Market Analysis Algorithms 4000 2 +10% Artisans output Base: 170
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Basic administrative AIs can be used to streamline supply and demand lines, reducing waste.
Predictive Consumerism 16000 4 +10% Artisans output Base: 90
Modifiers0
  • 1.25x council scientist has Expertise: Computing trait
Using advanced AIs, we can reliably predict consumer demand before it exists.
Science Nexus Science Nexus 48000 5 Science Nexus megastructure Base: 5
Modifiers0
The research labs and databanks of a Science Nexus generate an immense flow of raw, undiluted science.
Sentry Array Sentry Array 48000 5 Sentry Array megastructure Base: 5
Modifiers0
The stages of the Sentry Array gradually expand sensor range, eventually covering the entire galaxy.
Curator Archaeology Lab 4000 2 Base: 85
Modifiers0
  • 3x council scientist has Curator trait
  • 0.5x Curator Insight empire modifier
These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds.
Curator Exploration Lab 4000 2 +33% Survey speed Curator scientist or the Curator Insight empire modifier Base: 85
Modifiers0
  • 3x council scientist has Curator trait
  • 0.5x Curator Insight empire modifier
These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds.
Enigmatic Encoder 50000 5 Enigmatic Encoder Enigmatic Fortress event chain outcome The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command.
Enigmatic Decoder 50000 5 Enigmatic Decoder Enigmatic Fortress event chain outcome 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.
Atmospheric Orbital Mechanics 6000 1
  • +0.5 Available envoys
  • +5% Resources from orbital stations
  • Upkeep −50% Station upkeep
First Contact Observation Insights situation Due to our vast experience operating observation stations in orbit of pre-FTL worlds, we have discovered slight optimizations. By implementing them empire-wide, we can drastically reduce the maintenance our stations require.
New Numbers 6000 1
  • +0.5 Available envoys
  • +5% Research speed
First Contact Observation Insights situation After studying multiple pre-FTL civilizations, we have realized that there are many alternative ways to calculate the universe. It has even introduced new numbers into our mathematics.
Trinary Computing 6000 1
  • +0.5 Available envoys
  • Time +10% Operation speed
  • −1 Operation difficulty
First Contact Observation Insights situation Different societies have developed alternative solutions for their logistics and computing. These alien ways of thinking have made it easier for us to adapt to foreign empires' structures.

Field Manipulation[]

The Field Manipulation tech tree focuses on Energy production and shields.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
High-Energy Capacitors 0 Generator District Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization.
Field Modulation 2000 1
  • +20% Energy from technicians
  • +10% Energy from starbase constructions
High-Energy Capacitors Base: 100
Modifiers0
  • 1.25x council scientist has Expertise: Field Manipulation trait
  • 1.25x adopted the Prosperity tradition tree
Modulated fields allow for increased production and improved energy yield.
Quantum Energy States 4000 2
  • +20% Energy from Technicians
  • +10% Energy from starbase constructions
Field Modulation Base: 85
Modifiers0
  • 1.25x council scientist has Expertise: Field Manipulation trait
  • 1.25x adopted the Prosperity tradition tree
Basic entanglement principles applied to energy generation provide a substantial increase in energy output.
Quantum Field Manipulation 8000 3
  • +20% Energy from Technicians
  • +10% Energy from starbase constructions
Quantum Energy States Base: 65
Modifiers0
  • 1.25x council scientist has Expertise: Field Manipulation trait
  • 1.25x adopted the Prosperity tradition tree
Quantum superposition of energy coils, simultaneously drained and charged.
Applied Superconductivity 50000 5 +5% Energy from jobs Quantum Energy States Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss.
Global Energy Management 3000 1
  • Energy Grid Energy Grid
  • Capacity Overload
High-Energy Capacitors Base: 90
Modifiers0
  • 1.5x Prospectorium Prospectorium subject
  • 1.25x council scientist has Expertise: Field Manipulation trait
  • 1.25x adopted the Prosperity tradition tree
Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors.
Planetary Power Grid 6000 2 Energy Nexus Energy Nexus Base: 70
Modifiers0
  • 2x adopted the Prosperity tradition tree
  • 1.5x Prospectorium Prospectorium subject
  • 1.25x council scientist has Expertise: Field Manipulation trait
A re-engineered and unified grid further reduces energy losses over distance.
Deflectors 0 Deflectors Scientific Method Energy deflector screens can stop a limited amount of incoming enemy fire before overloading. Their main drawback is that they consume large amounts of power.
Improved Deflectors 3000 1 Improved Deflectors Deflectors Base: 112.5
Modifiers0
  • 1.5x Bulwark subject
  • 1.25x council scientist has Expertise: Field Manipulation trait
These updated deflector screens are capable of soaking up even more punishment before they overload.
Shields Shields 6000 2 Shields Improved Deflectors Base: 87.5
Modifiers0
  • 1.5x Bulwark subject
  • 1.25x council scientist has Expertise: Field Manipulation trait
These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection.
Advanced Shields 12000 3 Advanced Shields Shields Shields Base: 62.5
Modifiers0
  • 1.5x Bulwark subject
  • 1.25x council scientist has Expertise: Field Manipulation trait
An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier.
Hyper Shields 24000 4 Hyper Shields Advanced Shields Base: 43.75
Modifiers0
  • 1.5x Bulwark subject
  • 1.25x council scientist has Expertise: Field Manipulation trait
These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none.
Dark Matter Deflectors 50000 5 Dark Matter Deflectors These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.
Shield Capacitors 6000 2 Shield Capacitor Shields Shields Base: 70
Modifiers0
  • 1.25x council scientist has Expertise: Field Manipulation trait
These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.
Shield Hardening 2500 2 Shield Hardener Shield Capacitors

Exotic Gas Refining

Base: 70
Modifiers0
  • 1.25x council scientist has Expertise: Field Manipulation trait
With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields.
Advanced Shield Hardening 20000 5 Advanced Shield Hardener Shield Hardening

Zro Distillation

Base: 20
Modifiers0
  • 1.25x council scientist has Expertise: Field Manipulation trait
Zro particles raised to a high energy state add fluctuations to our shields that can deflect certain weapons that would otherwise easily penetrate the fields.
Shield Harmonics 50000 5 Shield +5% Shield hit points Advanced Shields Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
The basic mechanics of ship shields are complex, but they can be adjusted and improved in a multitude of ways.
Planetary Shields 8000 3 Planetary Shield Generator Planetary Shield Generator Shields Shields Base: 32.5
Modifiers0
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.
Basic Cloaking Fields 6000 2 Basic Cloaking Field Generator Base: 70
Modifiers0
  • 1.25x Councilor with the Curator scientist trait.
  • 1.25x Councilor with the Cunning scientist trait.
  • 1.5x Technological Ascendancy Has the Technological Ascendancy Acension Perk.
  • 2x Member of a level 3+ Research Cooperative and another member has the tech.
  • 5x Subterfuge Has adopted the Subterfuge Tradition Tree.
A modified particle field allows our vessels to effectively 'hide' in open space. However, this comes at the cost of destabilizing other forms of energy shielding which would otherwise protect the ship.
Advanced Cloaking Fields 12000 3 Advanced Cloaking Field Generator Base: 50
Modifiers0
  • 1.25x Councilor with the Curator scientist trait.
  • 1.25x Councilor with the Cunning scientist trait.
  • 1.5x Technological Ascendancy Has the Technological Ascendancy Acension Perk.
  • 2x Member of a level 3+ Research Cooperative and another member has the tech.
  • 5x Subterfuge Has adopted the Subterfuge Tradition Tree.
Advancements in rare crystal lensing technology have greatly improved cloaking efficiency.
Elite Cloaking Fields 24000 4 Elite Cloaking Field Generator Base: 35
Modifiers0
  • 1.25x Councilor with the Curator scientist trait.
  • 1.25x Councilor with the Cunning scientist trait.
  • 1.5x Technological Ascendancy Has the Technological Ascendancy Acension Perk.
  • 2x Member of a level 3+ Research Cooperative and another member has the tech.
  • 5x Subterfuge Has adopted the Subterfuge Tradition Tree.
Typical cloaking technology can play havoc with a ship's more delicate instruments. However, these elite fields render such concerns obsolete.
Dark Matter Cloaking Fields 50000 5 Dark Matter Cloaking Field Generator Base: 25
Modifiers0
  • 1.25x Councilor with the Curator scientist trait.
  • 1.5x Technological Ascendancy Has the Technological Ascendancy Acension Perk.
  • 2x Member of a level 3+ Research Cooperative and another member has the tech.
  • 5x Subterfuge Has adopted the Subterfuge Tradition Tree.
This device uses dark matter to warp space-time around the vessel, making it incredibly difficult to detect.
Speculative Hyperlane Breaching 6000 2 Experimental Subspace Navigation Gravitic Sensors Base: 37.5
Modifiers0
Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations.
Dark Matter Drawing 12000 3 Can use Dark Matter resource
  • Tachyon Sensors
  • Dark Matter within borders or encountered an empire with tech
Base: 50
Modifiers0
  • 1.5x council scientist has Expertise: Field Manipulation trait
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.
Global Pacification 20000 5 Global Pacifier colossus weapon
  • Colossi
  • Completed the Colossus Project
Base: 10
Modifiers0
A shielding field is deployed around a planet, creating a barrier that is permanent and impenetrable (save for some wavelengths of light).
Entropic Recursion 4000 3 Continues the Horizon Signal event chain Horizon Signal event chain The universe tends irresistibly onwards and downwards. That tendency cannot be reversed... but it can be subverted, for a price.
Dyson Sphere Dyson Sphere 48000 5 Dyson Sphere megastructure
  • Utopia DLC
  • Galactic Wonders ascension perk
A Dyson Sphere fully envelops a given star, converting all solar output directly to Energy Credits.
Matter Decompressor 48000 5 Matter Decompressor megastructure
  • MegaCorp DLC
  • Galactic Wonders ascension perk
The Matter Decompressor lenses a black hole's gravity, forming a drill of gravitational forces to retrieve Minerals from the singularity.

Particles[]

The Particles tech tree focuses on lasers, reactors and FTL.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Bio-Reactor Bio-Reactor 0 Bio-Reactor Bio-Reactor Mechanical Mechanical, Machine species Machine or Lithoid main species A facility where organic matter is converted into energy at a highly efficient rate.
Fission Power 0 Fission Reactor This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste.
Fusion Power 2500 1 Fusion Reactor Fission Power Base: 190
Modifiers0
  • 2x Destroyers Destroyers technology
  • 1.25x council scientist has Expertise: Particles trait
Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power.
Cold Fusion Power 5000 2 Cold Fusion Reactor Fusion Power Base: 150
Modifiers0
  • 2x Cruisers technology
  • 1.25x council scientist has Expertise: Particles trait
The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships.
Antimatter Power 10000 3 Antimatter Reactor Cold Fusion Power Base: 120
Modifiers0
  • 2x Battleships technology
  • 1.25x council scientist has Expertise: Particles trait
By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion.
Zero Point Power 20000 4 Zero Point Reactor Antimatter Power Base: 80
Modifiers0
  • 2x Battleships technology
  • 1.25x council scientist has Expertise: Particles trait
These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy.
Dark Matter Power 50000 5 Dark Matter Reactor These generators appear to somehow draw energy directly from dark matter, providing more ship power than should be possible according to the laws of physics.
Jump Drive 32000 5
  • Jump Drive
Zero Point Power Base: 3
Modifiers0
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.
Reactor Boosters 0 Reactor Booster Fission Power Additional power generation systems increase the ship's reactor output.
Improved Reactor Boosters 3000 1 Improved Reactor Booster Base: 135
Modifiers0
  • 1.25x council scientist has Expertise: Particles trait
The discovery of fusion power allows for better reactor boosters to be fitted onto our ships.
Advanced Reactor Boosters 12000 1 Advanced Reactor Booster Base: 75
Modifiers0
  • 1.25x council scientist has Expertise: Particles trait
The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors.
Hyperspace Travel 0 Hyperdrive I Scientific Method 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.
Hyperlane Breach Points 5000 2
  • Hyperdrive II
  • Transit Hub
Hyperspace Travel Base: 75
Modifiers0
  • 1.5x Grasp the Void Grasp the Void ascension perk
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Particles trait
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.
Hyperspace Slipstreams 12000 3 Hyperdrive III Hyperlane Breach Points Base: 50
Modifiers0
  • 1.5x Grasp the Void Grasp the Void ascension perk
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Particles trait
A new generation of hyper drives capable of accessing the subspace slipstreams that are present within hyperspace. This leads to dramatically improved drive performance.
Wormhole Stabilization 8000 3 Feature Science ships can stabilize wormholes Base: 32.5
Modifiers0
  • 4x Wormhole inside borders
  • 1.5x Technological Ascendancy Technological Ascendancy ascension perk
  • 1.5x Grasp the Void Grasp the Void ascension perk
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Particles trait
A naturally occurring subspace wormhole is a fickle thing, and its fluctuating energy levels typically make it impossible to travel safely between its linked apertures. There are ways to temporarily stabilize its matrix, however.
Gateway Activation 24000 4 Feature Can reactivate gateways Base: 17.5
Modifiers0
  • 4x Gateway or L-Gate inside borders
  • 1.5x Technological Ascendancy Technological Ascendancy ascension perk
  • 1.5x Grasp the Void Grasp the Void ascension perk
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Particles trait
The ability to reactivate the derelict Gateway stations that can be found scattered throughout the galaxy has the potential to dramatically shorten travel times.
Gateway Construction 48000 5 Gateway megastructure
  • Gateway Activation
  • Mega-Engineering
Base: 10
Modifiers0
  • 4x Gateway inside borders
  • 1.5x Technological Ascendancy Technological Ascendancy ascension perk
  • 1.5x Grasp the Void Grasp the Void ascension perk
  • 1.25x adopted the Discovery tradition tree
  • 1.25x council scientist has Expertise: Particles trait
The construction of new Gateway stations enables us to build a fast-travel network that could revolutionize interstellar travel.
Hyper Relays Hyper Relays 5000 2
  • Hyper Relay megastructure
  • Network edicts
Base: 35
Modifiers0
Hyper Relays form a chain of structures built outside the gravity well of systems, allowing fast travel from relay to relay rather than requiring transit to established hyperlane entrances.
Quantum Catapult Quantum Catapult 48000 5 Quantum Catapult megastructure Base: 5
Modifiers0
A Quantum Catapult harnesses the power of a Neutron Star or Pulsar to twist the fabric of space, skipping a fleet across great distances.
L-Gate Activation 12000 3 Special Project to open L-Gates Gathered 7 L-Gate Insights The L-Gates defy our current understanding of subspace mechanics. This must be remedied before they can be opened for travel.
FTL Inhibition 4000 2
  • Starbases gain FTL inhibitors
  • Fortresses gain FTL inhibitors
Hyperspace Travel Base: 340
Modifiers0
  • 1.25x adopted the Unyielding tradition tree
  • 1.25x council scientist has Expertise: Particles trait
Gravity well projectors can be used to create localized pockets of space where safe entry into hyperspace is impossible. The immense power requirements and the size of the projectors prohibits their use on anything smaller than a starbase.
Red Lasers Red Lasers 0 Component Red Laser Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat.
Blue Lasers 2500 1 Component Blue Laser Red Lasers Red Lasers Base: 95
Modifiers0
More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics.
UV Lasers 4000 2 Component UV Laser Blue Lasers Base: 85
Modifiers0
Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage.
X-Ray Lasers 8000 3 Component X-Ray Laser UV Lasers Base: 65
Modifiers0
These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive.
Gamma Lasers 16000 4 Component Gamma Laser X-Ray Lasers Base: 45
Modifiers0
The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons.
Particle Lances Particle Lances 20000 4 Component Particle Lance
  • Battleships
  • X-Ray Lasers
Base: 40
Modifiers0
These heavy energy weapons fire focused particle beams that cause massive damage. The size of the emitter arrays limits their use to battleships and titans.
Tachyon Lances 24000 4 Component Tachyon Lance
  • Particle Lances Particle Lances
  • Gamma Lasers
Base: 35
Modifiers0
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 battleships and titans.
Proton Launchers Proton Launchers 12000 3 Component Proton Launchers X-Ray Lasers Base: 50
Modifiers0
These energy projectiles consist of tightly concentrated protons capable of causing immense damage to the hull of enemy ships.
Neutron Launchers Neutron Launchers 20000 4 Component Neutron Launchers Proton Launchers Proton Launchers Base: 40
Modifiers0
Upgraded energy projectiles that rely on neutrons instead of protons for their destructive power.
Flash Coolant 50000 5 Attack speed +5% Energy weapon attack speed Blue Lasers Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
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 50000 5 Damage +5% Energy weapon damage X-Ray Lasers Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Perfecting the firing cadence of laser weaponry is a task that could keep the engineering elite of any given planet busy for centuries.
Disruptors Disruptors 5000 2 Component Disruptor Blue Lasers Base: 75
Modifiers0
Disruptors fire high-energy bolts that weaken and destroy the molecular bonds that hold the target's constituent atoms together. They are capable of passing through shields and armor to wreak havoc directly on enemy hull and crew.
Ion Disruptors Ion Disruptors 8000 3 Component Ion Disruptor Disruptors Disruptors Base: 65
Modifiers0
These upgraded disruptors fire bolts of more destructive ion Particles at targets.
Phase Disruptors Phase Disruptors 16000 4 Component Phase Disruptor Ion Disruptors Ion Disruptors Base: 45
Modifiers0
Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way.
Arc Emitters Arc Emitters 20000 4 Component Arc Emitter
  • Battleships
  • Phase Disruptors Phase Disruptors
Base: 40
Modifiers0
Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields.
Focused Arc Emitters Focused Arc Emitters 24000 4 Component Focused Arc Emitter Arc Emitters Arc Emitters Base: 35
Modifiers0
These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge.
Plasma Throwers Plasma Throwers 5000 2 Component Plasma Thrower Blue Lasers Base: 75
Modifiers0
Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor.
Plasma Accelerators Plasma Accelerators 8000 3 Component Plasma Accelerator Plasma Throwers Plasma Throwers Base: 65
Modifiers0
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.
Plasma Cannons Plasma Cannons 16000 4 Component Plasma Cannon Plasma Accelerators Plasma Accelerators Base: 45
Modifiers0
The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier.
Neutron Sweeping 48000 5 Neutron Sweep colossus weapon Base: 10
Modifiers0
An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue.
Mining Drone Lasers 5000 2 Component Mining Drone Lasers Analyzed Ancient Mining Drones debris Using strong-focus lenses in combination with an oscillating firing frequence help create lasers strong enough to mine asteroids, or shoot down hostiles.
Cloud Lightning Conduits 6000 2 Component Cloud Lightning Analyzed Void Clouds debris 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.
Null Void Beam Null Void Beam 6000 2 Component Null Void Beam The Doorway event outcome By harnessing the entropic nature of the Null Void, this beam can actually destroy energy.
Extradimensional Weaponry 48000 5 Component Matter Disintegrator Analyzed Extradimensional Invaders debris Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons.
Volatile Material Plants 4000 2
  • Chemical Plants Chemical Plants
  • Can use Volatile Motes resource
Industrial Base Base: 170
Modifiers0
  • 1.25x council scientist has Expertise: Particles trait
  • 0.5x no celestial body within borders has a deposit of Volatile Motes
Aside from the obvious safety concerns, the artificial creation of Volatile Motes is an extremely delicate and complicated process that requires highly specialized equipment.
Mote Stabilization 4000 2
  • Mote Harvesting Traps Mote Harvesting Traps
  • Can use Volatile Motes resource
Base: 170
Modifiers0
  • 1.25x council scientist has Expertise: Particles trait
Volatile Motes are fickle particles that are dangerous to work with. In order to safely harvest them without setting off a chain-reaction of explosions, energy fields must be used to stabilize the motes.
Omega Theory 10000 3 Omega Alignment Omega Alignment
  • Doctrine: Strange Loop
  • Entropic Recursion
Base: 60 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.
Unusual Senses 6000 1
  • +0.5 Available envoys
  • +0.33 Sensor range per Detection Array
  • +0.33 Detection strength per Detection Array
First Contact Observation Insights situation Nothing is more innovative than natural evolution. By studying how pre-FTL societies view their world, we have devised new methods of detecting uninvited ships.

References[]

Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
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Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
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