Version

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.
This article is for the PC version of Stellaris only.
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:
- 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 in the 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).
- 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.
Computing[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
The Computing tech tree focuses on
Research, sensors and espionage.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|
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Active Countermeasures | 0 | ![]() |
The best defense is a good offense. | |||
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Interlinked Support Systems | 6000 | 2 | ![]() |
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Base: 70 | Arrays of defensive armaments prove much more effective than independent countermeasures. |
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Predictive Algorithms | 16000 | 4 | ![]() |
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Base: 45 | Advanced prediction greatly increases the accuracy of active countermeasure systems. |
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Scientific Method | 0 | Research Labs | Testable predictions of observable phenomena. | |||
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Exotic Materials Labs | 3000 | 1 | Research Complexes | Base: 90
Modifiers
|
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. | |
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Multi-Dimensional Studies | 8000 | 3 | Advanced Research Complexes | Base: 130
Modifiers
|
To expand our knowledge base, we must consider all levels of existence. A new realm of science awaits us! | |
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Interplanetary Research Initiative | 8000 | 3 | Research Institute | Base: 97.5
Modifiers
|
A bid for interplanetary resource pools and more flexible research grants. | |
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Automated Exploration Protocols![]() |
2500 | 1 | ![]() |
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Base: 95 | 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. |
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Administrative AI![]() ![]() |
2000 | 1 | ![]() |
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Base: 100
Modifiers
|
Organizational circuitry rerouting academic fervor. |
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Self-Evolving Logic![]() |
5000 | 2 | ![]() |
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Base: 75 | Introspective prioritization. |
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Positronic AI![]() ![]() |
16000 | 4 | ![]() |
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Base: 45
Modifiers
|
Evolving artificial intellects are opening the door to the possibility for true synthetic sapience. |
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Synchronized Defenses | 20000 | 4 | ![]() |
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Base: 20
Modifiers
|
Aligning defensive and offensive weapon execution paradigms allows for increased efficiency. |
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Specialized Combat Computers | 3000 | 1 | ![]() |
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Base: 90 | Active matrices tuned for specific combat-centric tasks greatly improve engagement efficiency. |
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Extended Combat Algorithms | 8000 | 3 | ![]() |
Base: 65 | Further advances in predictive algorithms allow for augmented tactical decision-making in the field. | |
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Sapient Combat Simulations | 20000 | 4 | ![]() |
|
Base: 20
Modifiers
|
Running sapient AIs through high-intensity combat simulations yields valuable insight into potential optimizations for risk-evaluation techniques. |
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Autonomous Ship Intellects | 20000 | 4 | ![]() |
Base: 20
Modifiers
|
Granting our ships their own semi-autonomous intellect will greatly enhance their responsiveness in combat. | |
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Auxiliary Fire-control | 3000 | 1 | ![]() |
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Base: 90 | By installing an auxiliary fire-control system our ships can afford to make more advanced calculations, increasing accuracy. |
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AI-Controlled Colony Ships![]() |
3000 | 1 | ![]() |
|
Base: 90 | By giving control of the colony ship to an Artificial Intelligence, the crew and colonists can be suspended in a deep sleep. |
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Self-Aware Colony Ships | 6000 | 3 | ![]() |
Base: 70 | Sufficiently advanced systems are capable of optimizing themselves if they are made acutely aware of the purpose for which they were made. | |
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Zero-G Laboratories | 2000 | 1 | ![]() |
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Base: 100 | A lot of critical research can only be done in a zero gravity environment, which these specialized laboratories are eminently designed for. |
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Miniature Containment Fields | 3000 | 1 | ![]() |
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Base: 90 | Containment force fields are excellent for isolating and holding various substances or specimens so they can be analyzed in detail. |
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Quantum Probes | 4000 | 2 | ![]() |
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Base: 85 | Advanced probes that can thoroughly analyze subjects on a sub-atomic level, generating a wealth of valuable research data. |
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Autonomous Station Protocols | 6000 | 2 | ![]() |
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Base: 70 | Increased automation of station functions will free up more staff for research duties. |
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Multi-Dimensional Analysis | 8000 | 3 | ![]() |
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Base: 65 | Studying something from the limited perspective of a single dimensional reality does not paint the whole picture. Every angle must be considered. |
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Gravitic Sensors | 4000 | 2 | Base: 85 | These sensors have been tuned to look for any gravitational changes in space, such as those produced by the presence of a starship. | ||
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Subspace Sensors | 8000 | 3 | ![]() |
Base: 65 | 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. | |
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Tachyon Sensors | 16000 | 4 | ![]() |
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Base: 45 | Advanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances. |
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Quantum Theory | 2000 | 1 | ![]() |
Base: 100
Modifiers
|
Exploring the mediation of fundamental forces through subatomic Particles. | |
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Applied Quantum Physics | 6000 | 2 | ![]() |
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Base: 70
Modifiers
|
The seemingly erratic behavior of tiny things can dramatically alter the way we think about bigger things. |
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Space-Time Theory | 20000 | 4 | ![]() |
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Base: 40
Modifiers
|
Three dimensions, inextricable from the fourth. |
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Gravitational Analysis | 50000 | 5 | ![]() |
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Base: 12.5
Modifiers
|
Increasingly powerful computation paradigms allow us to adapt individual construction projects to planetary and ultra-local gravitational conditions. |
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Quantum Firewalls | 2500 | 1 | ![]() |
Base: 90 | Advances in computing technology have given us new ways to protect our data from prying eyes. | |
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Simultaneous-Collapse Storage | 5000 | 2 | ![]() |
Base: 70 | Further advances in unstable entanglement have given us new ways to prevent unauthorized intrusions into our databases. | |
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Negative-Time Keys | 20000 | 4 | ![]() |
Base: 50 | Our latest advances in encryption exploit recently discovered quirks of physics to require inputting a specialized key before it has been generated. | |
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Quantum Hacking | 2500 | 1 |
|
Base: 90 | Primitive encryption systems stand no chance against modern decryption tools. | |
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Simulated Social Engineering | 5000 | 2 | ![]() |
Base: 70 | 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. | |
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Quasi-Dimensional Reflection | 20000 | 4 | ![]() |
Base: 50 | Our operatives can access data from adjacent realities without risking setting off alarms in this reality. | |
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Market Analysis Algorithms | 4000 | 2 | ![]() |
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Base: 170 | Basic administrative AIs can be used to streamline supply and demand lines, reducing waste. |
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Predictive Consumerism | 16000 | 4 | ![]() |
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Base: 90 | Using advanced AIs, we can reliably predict consumer demand before it exists. |
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Quantum Neuro-Links | 8000 | 3 | ![]() |
Base: 97.5 | Advanced neurological implants with connection to quantum computing clusters allow for multi-threaded thoughts. | |
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Science Nexus | 48000 | 5 | ![]() |
Base: 5
Modifiers
|
The research labs and databanks of a Science Nexus generate an immense flow of raw, undiluted science. | |
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Sentry Array | 48000 | 5 | ![]() |
Base: 5
Modifiers
|
The stages of the Sentry Array gradually expand sensor range, eventually covering the entire galaxy. | |
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Curator Archaeology Lab | 4000 | 2 |
|
Base: 85
Modifiers
|
These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds. | |
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Curator Exploration Lab | 4000 | 2 | ![]() |
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Base: 85
Modifiers
|
These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds. |
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Enigmatic Encoder | 50000 | 5 | ![]() |
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The Enigmatic Encoder scrambles flight path data according to some indeterminable design before feeding it back to fleet command. | |
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Enigmatic Decoder | 50000 | 5 | ![]() |
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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. | |
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Atmospheric Orbital Mechanics | 6000 | 1 | ![]() |
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. | ||
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New Numbers | 6000 | 1 | ![]() |
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. | ||
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Trinary Computing | 6000 | 1 | ![]() |
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[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
The Field Manipulation tech tree focuses on
Energy production and shields.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|
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High-Energy Capacitors | 0 | ![]() |
Capacitors capable of storing vast amounts of energy is one of the cornerstones for any modern civilization. | |||
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Field Modulation | 2000 | 1 | ![]() |
Base: 100 | Modulated fields allow for increased production and improved energy yield. | |
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Quantum Energy States | 4000 | 2 | ![]() |
Base: 85 | Basic entanglement principles applied to energy generation provide a substantial increase in energy output. | |
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Quantum Field Manipulation | 8000 | 3 | ![]() |
Base: 65 | Quantum superposition of energy coils, simultaneously drained and charged. | |
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Applied Superconductivity | 50000 | 5 | ![]() |
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Base: 12.5
Modifiers
|
Minor improvements to transmission efficiency adds up to a sizeable reduction in overall energy loss. |
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Global Energy Management | 3000 | 1 | ![]() |
Base: 90
Modifiers
|
Load-balancing facilities can greatly improve the stability of local grids and feed excess power back into centralized capacitors. | |
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Planetary Power Grid | 6000 | 2 | Energy Nexus |
|
Base: 70
Modifiers
|
A re-engineered and unified grid further reduces energy losses over distance. |
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Deflectors | 0 | ![]() |
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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. | ||
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Improved Deflectors | 3000 | 1 | ![]() |
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Base: 112.5
Modifiers
|
These updated deflector screens are capable of soaking up even more punishment before they overload. |
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Shields | 6000 | 2 | ![]() |
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Base: 87.5
Modifiers
|
These new shield generators represent the next generation of energy screens, replacing the older deflector technology. They offer significantly better protection. |
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Advanced Shields | 12000 | 3 | ![]() |
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Base: 62.5
Modifiers
|
An updated shield generator that produces an even stronger energy field. Only sustained enemy fire can penetrate this barrier. |
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Hyper Shields | 24000 | 4 | ![]() |
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Base: 43.75
Modifiers
|
These reinforced and hardened energy shields are incredibly powerful. The protection they offer is second to none. |
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Dark Matter Deflectors | 50000 | 5 | ![]() |
|
These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature. | |
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Shield Capacitors | 6000 | 2 | ![]() |
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Base: 70 | These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields. |
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Shield Hardening | 2500 | 2 | ![]() |
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Base: 70 | With these modifications, the fields generated by our shield emitters will partially deflect attacks that would otherwise bypass the shields. |
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Advanced Shield Hardening | 20000 | 5 | ![]() |
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Base: 20 | 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. |
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Shield Harmonics | 50000 | 5 | ![]() |
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Base: 12.5
Modifiers
|
The basic mechanics of ship shields are complex, but they can be adjusted and improved in a multitude of ways. |
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Planetary Shields | 8000 | 3 | Planetary Shield Generator | ![]() |
Base: 32.5
Modifiers
|
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. |
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Basic Cloaking Fields | 6000 | 2 | ![]() |
Base: 70 | 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. | |
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Advanced Cloaking Fields | 12000 | 3 | ![]() |
|
Base: 50 | Advancements in rare crystal lensing technology have greatly improved cloaking efficiency. |
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Elite Cloaking Fields | 24000 | 4 | ![]() |
|
Base: 35 | Typical cloaking technology can play havoc with a ship's more delicate instruments. However, these elite fields render such concerns obsolete. |
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Dark Matter Cloaking Fields | 50000 | 5 | ![]() |
|
Base: 25 | This device uses dark matter to warp space-time around the vessel, making it incredibly difficult to detect. |
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Speculative Hyperlane Breaching | 6000 | 2 | ![]() |
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Base: 37.5
Modifiers
|
Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations. |
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Dark Matter Drawing | 12000 | 3 | ![]() |
|
Base: 50 | 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. |
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Global Pacification | 20000 | 5 | ![]() |
Base: 10
Modifiers
|
A shielding field is deployed around a planet, creating a barrier that is permanent and impenetrable (save for some wavelengths of light). | |
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Entropic Recursion | 4000 | 3 | ![]() |
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The universe tends irresistibly onwards and downwards. That tendency cannot be reversed... but it can be subverted, for a price. | |
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Dyson Sphere | 48000 | 5 | ![]() |
|
A Dyson Sphere fully envelops a given star, converting all solar output directly to ![]() | |
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Matter Decompressor | 48000 | 5 | ![]() |
|
The Matter Decompressor lenses a black hole's gravity, forming a drill of gravitational forces to retrieve ![]() |
Particles[]
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Please help with verifying or updating this section. It was last verified for version 3.9. |
The Particles tech tree focuses on lasers, reactors and FTL.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
---|---|---|---|---|---|---|---|
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Bio-Reactor | 0 | Bio-Reactor | ![]() ![]() ![]() |
A facility where organic matter is converted into energy at a highly efficient rate. | ||
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Fission Power | 0 | ![]() |
This energy source generates power for ships through induced fission, but it also produces harmful nuclear waste. | |||
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Fusion Power | 2500 | 1 | ![]() |
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Base: 190 | Nuclear fusion processes generate a great amount of power for ships, but without many of the risks associated with fission power. |
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Cold Fusion Power | 5000 | 2 | ![]() |
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Base: 150 | The ability to sustain a fusion reaction at relatively low temperatures will result in a new generation of fusion reactors for our ships. |
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Antimatter Power | 10000 | 3 | ![]() |
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Base: 120 | By harnessing the energy produced by matter/antimatter annihilations, our efficiency at generating ship power will be orders of magnitude better than fusion. |
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Zero Point Power | 20000 | 4 | ![]() |
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Base: 80 | These generators extract vacuum energy, providing an almost limitless supply of ship power. There is no more efficient way to generate energy. |
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Dark Matter Power | 50000 | 5 | ![]() |
|
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. | |
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Jump Drive | 32000 | 5 | ![]() |
Base: 3
Modifiers
|
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. | |
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Reactor Boosters | 0 | ![]() |
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Additional power generation systems increase the ship's reactor output. | ||
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Improved Reactor Boosters | 3000 | 1 | ![]() |
|
Base: 135 | The discovery of fusion power allows for better reactor boosters to be fitted onto our ships. |
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Advanced Reactor Boosters | 12000 | 1 | ![]() |
|
Base: 75 | The discovery of antimatter power allows for highly advanced reactor boosters that can greatly enhance ship reactors. |
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Hyperspace Travel | 0 | ![]() |
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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. | ||
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Hyperlane Breach Points | 5000 | 2 | ![]() |
Base: 75
Modifiers
|
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. | |
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Hyperspace Slipstreams | 12000 | 3 | ![]() |
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Base: 50
Modifiers
|
A new generation of hyper drives capable of accessing the subspace slipstreams that are present within hyperspace. This leads to dramatically improved drive performance. |
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Wormhole Stabilization | 8000 | 3 | ![]() |
|
Base: 32.5
Modifiers
|
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. |
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Gateway Activation | 24000 | 4 | ![]() |
|
Base: 17.5
Modifiers
|
The ability to reactivate the derelict Gateway stations that can be found scattered throughout the galaxy has the potential to dramatically shorten travel times. |
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Gateway Construction | 48000 | 5 | ![]() |
Base: 10
Modifiers
|
The construction of new Gateway stations enables us to build a fast-travel network that could revolutionize interstellar travel. | |
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Hyper Relays | 5000 | 2 |
|
Base: 35
Modifiers
|
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. | |
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Quantum Catapult | 48000 | 5 | ![]() |
|
Base: 5
Modifiers
|
A Quantum Catapult harnesses the power of a Neutron Star or Pulsar to twist the fabric of space, skipping a fleet across great distances. |
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L-Gate Activation | 12000 | 3 | ![]() |
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The L-Gates defy our current understanding of subspace mechanics. This must be remedied before they can be opened for travel. | |
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FTL Inhibition | 4000 | 2 | ![]() |
Base: 340 | 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. | |
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Red Lasers | 0 | ![]() |
Laser weapons fire focused beams of light at targets, causing damage through the generation of intense heat. | |||
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Blue Lasers | 2500 | 1 | ![]() |
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Base: 95
Modifiers
|
More powerful than red lasers, these blue variants emit electromagnetic radiation at a wavelength that appears blue or violet to most organics. |
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UV Lasers | 4000 | 2 | ![]() |
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Base: 85
Modifiers
|
Ultraviolet lasers are an updated and more powerful version of their blue predecessors. Accurate and destructive, these weapons are capable of inflicting great damage. |
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X-Ray Lasers | 8000 | 3 | ![]() |
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Base: 65
Modifiers
|
These lasers have a shorter wavelength than UV-based laser weaponry, but are even more destructive. |
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Gamma Lasers | 16000 | 4 | ![]() |
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Base: 45
Modifiers
|
The electromagnetic radiation emitted by gamma lasers is of an extremely high frequency. Their destructive potential is unmatched in the field of laser weapons. |
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Particle Lances | 20000 | 4 | ![]() |
Base: 40
Modifiers
|
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. | |
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Tachyon Lances | 24000 | 4 | ![]() |
Base: 35
Modifiers
|
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. | |
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Proton Launchers | 12000 | 3 | ![]() |
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Base: 50
Modifiers
|
These energy projectiles consist of tightly concentrated protons capable of causing immense damage to the hull of enemy ships. |
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Neutron Launchers | 20000 | 4 | ![]() |
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Base: 40
Modifiers
|
Upgraded energy projectiles that rely on neutrons instead of protons for their destructive power. |
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Flash Coolant | 50000 | 5 | ![]() |
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Base: 12.5
Modifiers
|
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. |
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Focusing Arrays | 50000 | 5 | ![]() |
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Base: 12.5
Modifiers
|
Perfecting the firing cadence of laser weaponry is a task that could keep the engineering elite of any given planet busy for centuries. |
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Disruptors | 5000 | 2 | ![]() |
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Base: 75
Modifiers
|
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. |
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Ion Disruptors | 8000 | 3 | ![]() |
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Base: 65
Modifiers
|
These upgraded disruptors fire bolts of more destructive ion Particles at targets. |
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Phase Disruptors | 16000 | 4 | ![]() |
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Base: 45
Modifiers
|
Extremely high-yield disruptors that fire quantum energy charges causing incredible damage to those unfortunate enough to get in their way. |
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Arc Emitters | 20000 | 4 | ![]() |
Base: 40
Modifiers
|
Powerful weapons that launch a lightning arc of chaotic energy at targets, which in part can ignore armor and shields. | |
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Focused Arc Emitters | 24000 | 4 | ![]() |
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Base: 35
Modifiers
|
These upgraded emitters are equipped with better focusing lenses, resulting in a more powerful energy discharge. |
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Plasma Throwers | 5000 | 2 | ![]() |
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Base: 75
Modifiers
|
Weapons that eject destructive balls of high-energy plasma at targets. These plasma projectiles are extremely effective at eating through ship armor. |
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Plasma Accelerators | 8000 | 3 | ![]() |
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Base: 65
Modifiers
|
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. |
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Plasma Cannons | 16000 | 4 | ![]() |
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Base: 45
Modifiers
|
The latest in plasma weaponry, these cannons are fully militarized versions of the older, somewhat improvised plasma throwers. Their plasma projectiles are even deadlier. |
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Neutron Sweeping | 48000 | 5 | ![]() |
|
Base: 10
Modifiers
|
An accelerated plume of neutron radiation "paints" the planet surface, severely degrading most materials and directly destroying biological tissue. |
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Mining Drone Lasers | 5000 | 2 | ![]() |
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Using strong-focus lenses in combination with an oscillating firing frequence help create lasers strong enough to mine asteroids, or shoot down hostiles. | |
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Cloud Lightning Conduits | 6000 | 2 | ![]() |
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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. | |
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Null Void Beam | 6000 | 2 | ![]() |
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By harnessing the entropic nature of the Null Void, this beam can actually destroy energy. | |
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Extradimensional Weaponry | 48000 | 5 | ![]() |
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Applying 5th-dimensional energy manipulation principles on lower dimensional planes allows for the creation of powerful energy weapons. | |
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Volatile Material Plants | 4000 | 2 | ![]() |
Base: 170
Modifiers
|
Aside from the obvious safety concerns, the artificial creation of Volatile Motes is an extremely delicate and complicated process that requires highly specialized equipment. | |
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Mote Stabilization | 4000 | 2 |
|
Base: 170 | 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. | |
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Omega Theory | 10000 | 3 | Omega Alignment | 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. | |
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Unusual Senses | 6000 | 1 | ![]() |
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[]
- External link: Stellaris Tech Tree (Vanilla)
Game concepts
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 |