Stellaris Wiki
Advertisement

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.

Technology

Society research Society research area is composed mainly of the fields: Biology, Military Theory, New Worlds, Statecraft and Psionics. If the Ancient Relics DLC is installed it also includes the Archaeostudies field.

The area provides access to several key points, including: terraforming capabilities, uplift capabilities, genetic modification capabilities, new armies, improved food and unity production, 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.
  7. Weights from scientist expertise traits are doubled with the Technocracy civic.

Biology[]

The Biology tech tree focuses on Food production, genetic modification and unlocking armies.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & modifiers Description
Industrial Agriculture 0 Agriculture District Agriculture District Large-scale industrial farms growing nutrient-rich produce allows a civilization to grow its population manifold.
Eco Simulation 2000 1
  • +20% Food from Farmer Farmers
  • +10% Food from starbase constructions
Industrial Agriculture Base: 100
Modifiers0
Farming techniques can be further refined through sophisticated computer simulations of different environments and weather patterns. This allows for more predictable crop yields.
Gene Crops 4000 2
  • +20% Food from Farmer Farmers
  • +10% Food from starbase constructions
  • Nutritional Plenitude
  • Expanded Breeding Program
Eco Simulation Base: 85
Modifiers0
Sophisticated genetic engineering of crops helps increase yield and further improves both taste and nutrient levels.
Nano-Vitality Crops 8000 3
  • +20% Food from Farmer Farmers
  • +10% Food from starbase constructions
Gene Crops Base: 65
Modifiers0
Infusing crop strands with small amounts of nano-machines help create a type of produce that is ultra resilient, and the chemical composition of which can be tailored and altered during its entire lifetime.
Nutrient Replication 24000 4
  • +15% Food from Jobs
  • +10% Food from Starbase Constructions
Base: 35
Modifiers0
The process of synthetically replicating crops requires a lot of collected waste to create a small amount of produce, but nevertheless provides a significant boost to agricultural output.
Hydroponics Farming 2000 1
  • Hydroponics Farms Hydroponics Farms
  • Hydroponics Bay
Industrial Agriculture Base: 100
Modifiers0
  • 1.25x council scientist has Expertise: Biology trait
  • 0.5× Machine Intelligence
  • 0.5× Lithoid main species
  • 0.01× Machine Intelligence or Lithoid main species, unless one of the following is true:
Hydroponics Farming in a controlled environment allows for crops to be grown in climates where farming would normally be impossible.
Food Processing 2500 1
  • Food Processing Facilities Food Processing Facilities
  • Farming Subsidies
Eco Simulation Base: 95
Modifiers0
Improved food processing techniques will lead to better preservation methods and less spoilage.
Advanced Food Processing 10000 3
  • Food Processing Centers Food Processing Centers
  • Climate Optimization Stations
  • Food Processing
  • Access to Volatile Motes through tech or galactic market
Base: 130
Modifiers0
  • 1.25x council scientist has Expertise: Biology trait
  • 0.5× Machine Intelligence
  • 0.5× Lithoid main species
  • 0.01× Machine Intelligence or Lithoid main species, unless one of the following is true:
New cryopreservation and protein resequencing methods will make food processing much more efficient.
Transgenic Crops 50000 5 +5% Food from Jobs Gene Crops Base: 12.5
Modifiers0
  • 0.01× another repeatable tech was drawn
Transgenic crops offer the nutritional elements of several standard food crops in one convenient package.
Genome Mapping 2000 1 +10% Pop Growth Speed Can support biological species Base: 150
Modifiers0
  • 1.25× Hive Mind
  • 1.25x adopted the Supremacy tradition tree
  • 1.25x council scientist has Expertise: Biology trait
Mapping the genome of an individual through the sequencing of their DNA opens up for tailored medical treatments and therapies.
Vitality Boosters 5000 2 +10 Years Leader Lifespan Base: 112.5
Modifiers0
  • 1.25× Hive Mind
  • 1.25x adopted the Supremacy tradition tree
  • 1.25x council scientist has Expertise: Biology trait
Where the body fails, science intervenes.
Cell Revitalization 50000 5 +5 Years Leader Lifespan Vitality Boosters Base: 12.5
Modifiers0
  • 0.01× another repeatable tech was drawn
Regimens of periodic cell revitalization treatments keep the leader class spry and active beyond traditionally expected lifespans.
Selected Lineages Selected Lineages 10000 3 Policies Selected Lineages Leader Enhancement policy Base: 30
Modifiers0
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies.
Capacity Boosters 24000 4 Policies Capacity Boosters Leader Enhancement policy Base: 17.5
Modifiers0
We leave nothing to chance, no matter the cost. Through exacting curation of DNA banks do we build the leaders of tomorrow.
Gene Tailoring 8000 3
  • Trait Point +1 Gene modification points
  • Feature Genetic Modification
  • Feature Self-Modification
Base: 130
Modifiers0
  • 1.25× Hive Mind
  • 1.25× Necrophage origin
  • 1.25× Fanatic Xenophile Xenophile
  • 1.25x council scientist has Expertise: Biology trait
Making gene-editing tools widely available is sure to have a positive impact on our development as a species.
Glandular Acclimation 12000 3 Feature Habitability Modification Base: 75
Modifiers0
  • 1.25× Hive Mind
  • 1.25× Necrophage origin
  • 1.25x council scientist has Expertise: Biology trait
Through glandular biological tailoring we can change the environmental tolerance of a species to suit our needs.
Botanical Transgenesis 15000 5 FeaturePlantoid and Fungoid traits can be applied to any phenotype Finisher effect of Genetic tradition tree Base: 30
Modifiers0
  • 0.0x Do not have Plantoid Species Pack
  • 0.0x Do not have Genetic tradition complete
  • 0.0x No Plantoid or Fungoid pops
  • 0.5x Has Fanatic Xenophobe Fanatic Xenophobe
  • 0.75x Has Xenophobe
  • 1.25x Has Xenophile
  • 1.5x Has Fanatic Xenophile Fanatic Xenophile
  • 1.25x council scientist has Expertise: Biology trait
With some artificial encouragement, the evolutionary adaptations found in botanical species can be replicated in other forms of life.
Silicate Transgenesis 15000 5 FeatureLithoid traits can be applied to any phenotype Finisher effect of Genetic tradition tree Base: 30
Modifiers0
  • 0.0x Do not have Lithoid Species Pack
  • 0.0x Do not have Genetic tradition complete
  • 0.0x No Lithoid pops
  • 0.5x Has Fanatic Xenophobe Fanatic Xenophobe
  • 0.75x Has Xenophobe
  • 1.25x Has Xenophile
  • 1.5x Has Fanatic Xenophile Fanatic Xenophile
  • 1.25x council scientist has Expertise: Biology trait
The similarities between silicon based and carbon based life allow us to synthesize Lithoid evolutionary traits in carbon based species.
Leviathan Transgenesis 15000 5 FeatureUnlock Leviathan traits after defeating and completing special projects Finisher effect of Genetic tradition tree Base: 30
Modifiers0
  • 0.0x Do not have Leviathans Story Pack, Distant Stars Story Pack, Ancient Relic Story Pack, or Aquatics Species Pack
  • 0.0x Do not have Genetic tradition complete
  • 0.0x Have not already harvested a Leviathans DNA
  • 0.5x Has Fanatic Xenophobe Fanatic Xenophobe
  • 0.75x Has Xenophobe
  • 1.25x Has Xenophile
  • 1.5x Has Fanatic Xenophile Fanatic Xenophile
  • 1.25x council scientist has Expertise: Biology trait
Galactic fauna have remarkable adaptation to life in interstellar species. Mastery of these traits will be our genetic triumph.
Targeted Gene Expressions 12000 3 Trait Point +1 Gene modification points Base: 50
Modifiers0
Stricter control of RNA and protein production on the cellular level.
Gene Seed Purification 16000 4 Gene Warrior Army Base: 45
Modifiers0
Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits.
Epigenetic Triggers 5000 2 Feature Uplifting Base: 75
Modifiers0
Advanced DNA methylation techniques allow for functionally significant alterations to be made to arbitrary genomes.
Morphogenetic Field Mastery 16000 4 Xenomorph Army Base: 22.5
Modifiers0
From its cradle as a purely pharmaceutical venture, advancements in our understanding of the morphogenetic field allow for direct, subconscious interfaces with organic units.
Cloning 5000 2 +10% Pop Growth Speed Base: 112.5
Modifiers0
  • 1.25× Hive Mind
  • 1.25x adopted the Supremacy tradition tree
  • 1.25x council scientist has Expertise: Biology trait
Breakthroughs in enucleation and artificial womb technology allows for the mass-production of individuals based on a common genetic template.
Gene Banks 6000 2 Clone Army Base: 35
Modifiers0
Gene Banks filter and curate available genomes for deployment in clones.
Subdermal Stimulation 5000 2 Feature Chemical Bliss living standards Base: 37.5
Modifiers0
Deep-tissue implants are the latest innovation in the revolutionary overlapping of sensory engineering and entertainment experiences. "Where we're going, we won't need skin to feel!"
Tracking Implants 20000 4 Tracking Implants Base: 20
Modifiers0
Mandatory subdermal implants record movement and actions, greatly enhancing our empire's internal security. Loyal citizens have nothing to hide from the government.
Biodiversity Studies 2000 1 Society research +20% Society 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: Biology trait
Studying the different forms of life that appear on our world helps us better understand ourselves and the life that surrounds us.
Xenobiology 6000 2 Society research +20% Society Research from Researchers Biodiversity Studies Base: 70
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: Biology trait
Studying the life that arises on other worlds and beyond allows us to understand fundamental aspects of Biology that were previously beyond our reach.
Secrets of Life 20000 4 Society research +20% Society Research from Researchers Xenobiology Base: 40
Modifiers0
  • 2x if year is >2225
  • 2x if year is >2230
  • 2x if year is >2235
  • 2x if year is >2240
  • 1.5x Scholarium subject
  • 1.25x council scientist has Expertise: Biology trait
Having the opportunity to study the multitudes of life lets us find some common ground for all living beings. The foundational building blocks of life.
Genetic Healthcare 2500 1 Gene Clinics Gene Clinics Base: 190
Modifiers0
  • 1.25x adopted the Harmony tradition tree
  • 1.25x council scientist has Expertise: Biology trait
The colonization of alien worlds has opened up an entirely new field of biomedical research.
Cyto-Revitalization 6000 2 Cyto-Revitalization Centers Cyto-Revitalization Centers Base: 70
Modifiers0
  • 1.25x adopted the Harmony tradition tree
  • 1.25x council scientist has Expertise: Biology trait
As our empire grows, so does our understanding of our own Biology. Advanced medical treatments on a cellular level have allowed for significant advancements in population health.
Xenology 2500 1 Alien Zoo Alien Zoo Base: 95
Modifiers0
Studying the fauna of other worlds gives insight into alien behaviors, allowing us to identify and domesticate docile entities.
Biomechanics 20000 4 Mega-Warform Base: 40
Modifiers0
  • 1.5x Technological Ascendancy Technological Ascendancy ascension perk
  • 1.5x council scientist has skill level above 4
  • 0.75x council scientist has skill level below 4
  • 0.1x council scientist does not have Expertise: Biology or Curator traits
Millions of years of organic evolution will sometimes, through sheer persistence, produce elegant solutions that can also be applied to machine designs.
Frequency Tuning 3000 1 Component Energy Siphon Completed the Tiyanki Space Whales special project Adapting the Tiyanki method of siphoning energy from gaseous matter, it is possible to construct weapons draining energy from enemy ships.
Regenerative Hull Tissue Regenerative Hull Tissue 10000 3 Regenerative Hull Tissue Analyzed Space Amoeba or Tiyanki debris A genetically altered version of silicon-based bacteria could potentially be manipulated to regenerate non-organic materials.
Amoeba Breeding Program 5000 2 Component Amoeba Flagella Analyzed Space Amoeba debris By breeding Space Amoebas in captivity, we can program their symbiotic flagella to act as organic strike craft for our navy.
Scourge Missiles 48000 5 Component Scourge Missile Analyzed Prethoryn Scourge debris By analyzing the biological weaponry employed by the Swarm we can create self-propelled projectiles weapons spreading the very same horrific destruction.
Swarm Spawning Pools 48000 5 Component Swarm Strikers Analyzed Prethoryn Scourge debris Collecting specimens from defeated Prethoryn enables us to clone and genetically program a war-brood of our own.
Gargantuan Evolution 8000 1 +5% Energy Credits from Jobs Defeating the Voidspawn Voidspawn eggs have evolved to withstand the harsh conditions of space by absorbing and conserving energy from their nearest star.
Neural Tissue Engineering 20000 4
  • +25% Leader Experience Gain
  • +10 Years Leader Lifespan
Corrupted Avatar system anomaly When tailored to a species’ genome, this form of tissue engineering has intensive neuroregenerative properties, significantly increasing the development of neurons, axons, and synapses in its recipient.

Military Theory[]

The Military Theory tech tree focuses on armies and the size of fleets.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Planetary Defenses 0 Stronghold Stronghold There may come a time when intellects, vast and cool and unsympathetic, regard our worlds with envy and draw plans against us. We must be ready.
Ground Defense Planning 2500 1
  • +33% Defense Army Damage
  • +2 Naval Capacity from Soldiers
Planetary Defenses Base: 190
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
There are many alien empires who would gladly seize our worlds for themselves. We must be prepared for them, should the worst come to pass.
Global Defense Grid 4000 2
  • +25% Defense Army Health
  • Fortress Fortress
Ground Defense Planning Base: 170
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
The strategic value of a good defense remains as relevant today as it was to our predecessors in the far distant past. Technology does not render fortifications obsolete – it merely changes their requirements.
Centralized Command
Drone Command Centers
Maintenance Command
5000 2
  • +2 Max Occupation Garrisons
  • Military Academy Military Academy
Base: 75
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Creating dedicated headquarters for all levels of military operations shapes an efficient fleet, and lays a better foundation for future military training.
Combat Training
Field Repairs
8000 3
  • Assault army damage +15% Assault army damage
  • Assault army morale +15% Assault army morale
Centralized Command Base: 65
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
A more extensive training program for new recruits, including realistic combat scenarios, prepare them for the field.
Aggressive Conditioning 50000 5 +10% Army Damage Combat Training Base: 12.5
Modifiers0
  • 0.01× researching another repeatable tech
Iterating on the standard conditioning regimen for ground troops has proven to make them more effective in direct combat.
Nerve Dampeners 50000 5 +10% Army Health Combat Training Base: 12.5
Modifiers0
  • 0.01× another repeatable tech was drawn
Careful tuning of pain receptors allow soldiers to fight through what would previously have been debilitating injuries.
Doctrine: Space Combat 4000 2
  • +20 Fleet Command Limit
  • Fleet Supremacy
Base: 255
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
Doctrine: Reactive Formations 6000 2 +20 Fleet Command Limit Doctrine: Space Combat Base: 210
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
Doctrine: Interstellar Warfare 10000 3 +20 Fleet Command Limit Doctrine: Reactive Formations Base: 180
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
Doctrine: Fluid Fleet Templates 16000 4 +20 Fleet Command Limit Doctrine: Interstellar Warfare Base: 135
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
Doctrine: Armada Battle Formation 24000 4 +20 Fleet Command Limit Doctrine: Fluid Fleet Templates Base: 105
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Gradual adaptation to the realities of deep-space combat allows us to effectively coordinate larger maneuvers.
Admiralty Support Staff 50000 5 +10 Fleet Command Limit Doctrine: Armada Battle Formation Base: 12.5
Modifiers0
  • 0.01× another repeatable tech was drawn
  • 0x once 5 have been researched
Improving the support staff available to our admirals will increase the number of ships they can command in a single fleet.
Doctrine: Fleet Support 5000 2 +30 Naval Capacity Base: 225
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
As extrasolar expeditions become more common, it is important to provide planetside relief for returning fleets.
Doctrine: Support Vessels 10000 3 +30 Naval Capacity Doctrine: Fleet Support Base: 600
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
A fleet does not run on zeal alone. To ensure steady access to critical supplies, we should organize our logistics corps into dedicated support vessels.
Doctrine: Interstellar Logistics 16000 4 +30 Naval Capacity Doctrine: Support Vessels Base: 135
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Amateurs talk about tactics. Professionals study logistics. By ensuring our fleets are regularly and efficiently supplied, we can increase the number of vessels we can effectively support.
Doctrine: Fleet Liasions 24000 4 +30 Naval Capacity Doctrine: Interstellar Logistics Base: 105
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
By maintaining a professional corps of fleet liasions, we can improve communications and the flow of orders throughout the chain of command.
Fleet Management Procedures 50000 5 +20 Naval Capacity Doctrine: Fleet Liasions Base: 12.5
Modifiers0
  • 0.01× another repeatable tech was drawn
  • 0x once 5 have been researched
Improved fleet management procedures will free up the resources needed to maintain a bigger fleet.
Interstellar Fleet Traditions 4000 2
  • Fleet Academy
  • Naval Logistics Office
Base: 225
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
A body of knowledge regarding combat behaviors is useless without a strong code governing its use.
Refit Standards 8000 3
  • +10% Ship Build Speed
  • −5% Ship Upkeep
Interstellar Fleet Traditions Base: 65
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Standardizing workflows for upgrading and retrofitting ship components can lead to massive efficiency gains.
Command Matrix 12000 3
  • +5% Ship Fire Rate
  • Command Center
Refit Standards Base: 150
Modifiers0
  • Fanatic Militarist Militarist
  • 1.25x council scientist has Expertise: Military Theory trait
Restructuring the chain of command and deciding what interdependencies are set between officers, make fleets more responsive and effective.
Interstellar Campaigns 6000 2
  • −10% Claim influence cost
  • −10% War exhaustion gain
Base: 70
Modifiers0
  • first contact with 3 empires
  • first contact with 4 empires
  • first contact with 5 empires
  • 1.25x council scientist has Expertise: Military Theory trait
A well-oiled war machine is the key to exerting influence on a galactic scale. Backed by the might of our military, we can lay claim to almost anything we want.
Galactic Campaigns 16000 4
  • −10% Claim influence cost
  • −10% War exhaustion gain
Base: 45
Modifiers0
  • first contact with 3 empires
  • first contact with 4 empires
  • first contact with 5 empires
  • 1.25x council scientist has Expertise: Military Theory trait
Further improvements to administration grant an extended power projection across the stars, and the military clout needed to enforce our demands.
Adaptive Combat Algorithms 5000 2 Battle Frame Army Machine Intelligence Base: 112.5
Modifiers0
  • 1.25x council scientist has Expertise: Military Theory trait
Organics often fight using illogical and unpredictable tactics that can be difficult to effectively counter. Adaptive tactics and new, more maneuverable warforms should provide a decisive advantage.
Synapse Interceptors 50000 5 +10% Strike Craft Damage Advanced Strike Craft Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Increasing the speed at which fighter pilots can process and act upon enemy positioning data elevates strike craft a few steps up the food chain.
Heat Recyclers 50000 5 Attack speed +10% Strike Craft Attack Speed Advanced Strike Craft Base: 12.5
Modifiers0
  • 0.01x another repeatable tech was drawn
Circulating excess heat from weapons discharge in order to prime munitions as they are loaded increases the rate of fire of strike craft weaponry.
Mega Shipyard 48000 5 Mega Shipyard megastructure Base: 5
Modifiers0
A zero-G construction yard of overwhelming proportion, capable of performing several space ship assembly projects simultaneously.
Strategic Coordination Center Strategic Coordination Center 48000 5 Strategic Coordination Center megastructure Base: 5
Modifiers0
A facility synchronizing the national Starbase network, augmenting defensive and offensive capabilities.
Predatory Tactics 6000 1
  • +0.5 Available Envoys
  • −50% Sublight Speed loss from Cloaking
First Contact Observation Insights situation Just like how clever pre-FTLs move to conceal each other as they approach an enemy, so too can our pilots move faster without disrupting their cloaking field.

New Worlds[]

The New Worlds tech tree focuses on improving planets and starbase capacity.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
New Worlds Protocol 0 Ship class Colony Ship Space Exploration Calculating required resources and gear required to establish a planetary colony allows us to herd brave pioneers into grand "ark ships", confident that they will survive the long voyage across the stars to a new home.
Atmospheric Filtering 3000 2 +5% Habitability
  • New Worlds Protocol
  • Can support biological species
Base: 90
Modifiers0
By adjusting atmospheric filtering on a per-site basis to better filter out undesirable elements, colonial living conditions may be improved.
Hostile Environment Adaptation 6000 2 +5% Habitability Base: 70
Modifiers0
Further study into the hazardous environments found on other planets help alleviate the difficulties that colonizers encounter in their day-to-day lives on foreign worlds.
Foreign Soil Enrichment 12000 3 +5% Habitability Base: 50
Modifiers0
Extensive study into different soil types and their ability to support crops will help improve the living conditions of our settlers on foreign worlds.
Eco-Integration Studies 24000 4 +5% Habitability Base: 35
Modifiers0
Additional study into different planetary climates will allow us to settle our population on worlds previously thought too hostile to support them.
Tomb World Adaptation 8000 3 +20% Tomb World Habitability Base: 32.5
Modifiers0
Through comprehensive study of irradiated environments we will allow our settlers to colonize worlds that have been devastated by nuclear warfare.
Climate Control Network 2500 1 Can remove Massive Glacier blockers
  • New Worlds Protocol
  • Colony with a Massive Glacier blocker
Base: 190
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
Orbital systems of mirrors and shades can effect dramatic changes in planetary climates, when managed properly.
Ocean Ecology Management 2500 1 Can remove Toxic Kelp blockers
  • New Worlds Protocol
  • Colony with a Toxic Kelp blocker
Base: 190
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
Given enough processing power, networked sensors and distributed stations, even the ocean currents can be managed to a fine level of control.
Selective Defoliants 2500 1 Can remove Dense Jungle blockers
  • New Worlds Protocol
  • Colony with a Dense Jungle blocker
Base: 190
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
Thorough cataloging, gene sequencing, and computer modeling of exobotanical ecosystems, coupled with gene editing and dispersal mechanisms, will allow us to reshape alien plant communities to our liking.
Soil Remediation 2500 1 Can remove Quicksand Basin blockers
  • New Worlds Protocol
  • Colony with a Quicksand Basin blocker
Base: 190
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
The process of soil deposition normally takes millions of years. With advanced fracking, chemical engineering, and hydraulic management technologies even the poorest substrate can be turned into fertile topsoil.
Subterranean Colonization 2500 1 Can remove Deep Sinkhole blockers
  • New Worlds Protocol
  • Colony with a Deep Sinkhole blocker
Base: 190
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
Many planets exhibit extensive subsurface voids. Subterranean exploration, exploitation, and construction techniques can greatly increase the habitable area of some worlds.
Xeno-Hydraulic Mastery 2500 1 Can remove Noxious Swamp blockers
  • New Worlds Protocol
  • Colony with a Noxious Swamp blocker
Base: 190
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
Sapient races have been reclaiming swampland for thousands of years. A coordinated system of modular aquaducts, pump stations, chemical remediation crawlers and automated soil compactors can reclaim land at unprecedented speeds.
Dangerous Wildlife Removal 5000 2 Can remove Dangerous Wildlife blockers
  • New Worlds Protocol
  • Colony with an Dangerous Wildlife blocker
Base: 150
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
Tactical disruption of natural habitats combined with converging search-and-destroy patterns can effectively eliminate hostile wildlife in a very short span of time.
Deep Crust Engineering 5000 2 Can remove Active Volcano blockers
  • New Worlds Protocol
  • Colony with an Active Volcano blocker
Base: 150
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
Advances in material technology and deep-shaft mining techniques allow geo-engineering at previously unthinkable depths and temperatures. Magma hotspots can now be exploited, suppressed, or even relocated.
Planetary Resurfacing 5000 2 Can remove Impassable Mountains blockers
  • New Worlds Protocol
  • Colony with an Impassable Mountains blocker
Base: 150
Modifiers0
  • 4x Mastery of Nature ascension perk
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
With the advent of clean fusion, automation, and matter compression technologies, it was only a matter of time before mountain top removal became mountain range removal.
Terrestrial Sculpting 6000 2 Feature Terraform uninhabited planets Base: 105
Modifiers0
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
  • 1.25x Life-Seeded origin
  • 1.25x Aquatic main species
There is no simple solution to the problem of macro-scale reshaping of planetary crusts – only bigger trowels and orbitally-deployed drills.
Ecological Adaptation 10000 3 Feature Terraform inhabited planets Terrestrial Sculpting Base: 60
Modifiers0
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
By adapting planetary ecosystems to large-scale environmental changes we can turn terraformation into a less disruptive process.
Climate Restoration 16000 4 Feature Terraform Tomb Worlds Terrestrial Sculpting Base: 45
Modifiers0
  • 1.25x adopted the Expansion tradition tree
  • 1.25x council scientist has Expertise: New Worlds trait
By advancing our understanding of atmospheric transformation, we will be able to terraform even the most ecologically devastated worlds.
Stellar Expansion 5000 2 +2 Starbase capacity First contact with another empire Base: 75
Modifiers0
  • first contact with 3 empires
  • first contact with 4 empires
  • first contact with 5 empires
  • 1.25x council scientist has Expertise: New Worlds trait
Our future lies in the sea of stars.
Manifest Destiny 20000 4 +2 Starbase capacity Base: 40
Modifiers0
  • first contact with 3 empires
  • first contact with 4 empires
  • first contact with 5 empires
  • 1.25x council scientist has Expertise: New Worlds trait
We must have the courage to seize our fate and make true what was always meant to be.
Interstellar Expansion 50000 5 +1 Starbase capacity Stellar Expansion Base: 12.5
Modifiers0
  • 0.01× another repeatable tech was drawn
  • 0x once 5 have been researched
The immense logistical support networks needed to maintain an upgraded Starbase can be further improved, allowing us to support more of these stations.
Colonial Centralization 5000 2
  • Planetary CapitalPlanetary ProcessorHive Nexus Tier 3 capitals
  • Hall of Judgment Hall of Judgment
Planetary Unification Base: 300
Modifiers0
  • 1.25x council scientist has Expertise: New Worlds trait
Robust frameworks for local governance created on a per-case basis, to meet each colony’s needs.
Ceramo-Metal Infrastructure 6000 2
  • +1 Building Slots
  • +25% Colony Development Speed
Base: 280
Modifiers0
  • 1.25x council scientist has Expertise: New Worlds trait
Stronger alloys allow us to create prefabricated buildings, providing our colonies with the improved infrastructure.
Durasteel Infrastructure 24000 4
  • +1 Building Slots
  • +25% Colony Development Speed
Base: 140
Modifiers0
  • 1.25x council scientist has Expertise: New Worlds trait
Advances in metallurgy permit us to build vastly larger and more durable structures, greatly improving the infrastructure of our colonies.
Administrative Efficiency 50000 5 +5% Monthly Unity Galactic Bureaucracy Base: 12.5
Modifiers0
  • 0.01× another repeatable tech was drawn
Restructuring the managerial web linking core worlds to the capital can help alleviate the administrative stressors and information chokepoints that frequently arise within a budding empire.
Alien Topography 6000 1
  • +0.5 Available Envoys
  • Max districts +1 Max Districts on planets
First Contact Observation Insights situation Civilizations flourish in locations that promotes growth, and by analyzing where the majority of pre-FTL settlements thrive we can gain more out of our colonies.

Statecraft[]

The Statecraft tech tree focuses on various empire bonuses.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Planetary Government
Planetary Plexus
Planetary Instantiation
0
  • Planetary AdministrationAdministrative Array Tier 2 capitals
  • Administrative OfficesUplink Node Administrative Offices/Uplink Node
Once a colony has been firmly established and pioneers turn into citizens, the need for a strong local government providing stability trumps the colonial need for flexibility.
Planetary Unification
Evolutionary Convergence
Uniform Data Standards
2000 1 Planetary Government Base: 400
Modifiers0
  • 1.25× Fanatic Pacifist Pacifist
Ancient warring tribes, historic nations in conflict, now unified in empire. We must not, will not, crumble.
Adaptive Bureaucracy
Positronic CPUs
2500 1 +20 Edict Fund Planetary Unification Base: 95
Modifiers0
  • 1.5x at least 3 planets
  • 1.5x at least 4 planets
  • 1.5x at least 5 planets
  • 1.25x council scientist has Expertise: Statecraft trait
  • 0.5x no colony
The progress we made calls for a new, nimbler form of administration that may aid rather than hinder us in our pursuits.
Effective Bureaucracy 4000 2 +20 Edict Fund

Orbital Filing System Orbital filing System

Adaptive Bureaucracy Not Gestalt Consciousness Base: 85
Modifiers0
  • 1.5x at least 3 planets
  • 1.5x at least 4 planets
  • 1.5x at least 5 planets
  • 1.25x council scientist has Expertise: Statecraft trait
  • 0.5x no colony
Improved algorithms for processing and organizing vast amounts of data has streamlined decision-making and information-sharing throughout the empire.
Colonial Bureaucracy 4000 2 Base: 85
Modifiers0
  • 1.5x at least 3 planets
  • 1.5x at least 4 planets
  • 1.5x at least 5 planets
  • 1.25x council scientist has Expertise: Statecraft trait
Local administrative developments allow for closer supervision of colonial affairs without excessively burdening central decision-making.
Galactic Bureaucracy 8000 3 Base: 65
Modifiers0
  • 1.5x at least 3 planets
  • 1.5x at least 4 planets
  • 1.5x at least 5 planets
  • 1.25x council scientist has Expertise: Statecraft trait
Multiple administrative strata efficiently surface only the most vital information to the upper levels of government.
Galactic Administration 12000 3
  • Feature +1 Civic Slots
  • System Capital-ComplexPrimary Nexus Tier 4 capitals
  • Removes current Reform Government cooldown
Colonial Centralization Base: 200
Modifiers0
The administrative needs of a star empire are as numerous as they are complex. We will rise to the occasion.
Improved Production 6000 2 Planetary Unification Base: 70
Modifiers0
As our planets become more developed, we can gain significant improvements to our throughput.
Efficiencies of Scale 12000 3 Base: 70
Modifiers0
Increased population density gives us an opportunity to further increase productivity.
Maximized Productivity 24000 4 Base: 70
Modifiers0
Continued advancements in technology allow our most developed planets to reach productivity levels unheard of in earlier times.
Holo-Entertainment 0 Holo-Theatres Holo-Theatres Not Gestalt Consciousness The latest in holographic entertainment. Entire worlds built out of photons and energy fields.
Hyper-Entertainment Forum 3000 1 Hyper-Entertainment Forums Hyper-Entertainment Forums Base: 90
Modifiers0
These massive entertainment complexes is where dreams come true. Shopping malls, restaurants, amusement parks, virtual arcades, and more. You dream it – we are it!
Interplanetary Commerce 0 Commercial Zones Commercial Zones Not Gestalt Consciousness With new planetary markets comes new opportunities for commerce. Business will be booming.
Offworld Trade Companies 3000 1 Offworld Trading Company starbase building Base: 90
Modifiers0
Trade across interstellar distances presents a new set of challenges to overcome. It is critical to achieve the transfer of goods from one system to another in a timely and above all cost efficient manner.
Interstellar Economics 8000 3
  • Offworld Trade Companies
  • Access to Rare Crystals through tech or galactic market
  • Not Gestalt Consciousness
Base: 130
Modifiers0
As we journeyed into the cosmos and ventured beyond our home system, we also entered a new era of economics. New markets are appearing a startling rate, and economic theorists are struggling to keep up.
Sociocultural History 0
  • Autochthon MonumentCorporate Culture SiteSimulation SiteSanctuary of Repose Tier 1 Monuments
  • TempleSacrificial Temple Tier 1 Temples
An understanding of a shared past is necessary in order to make any significant strides into the future.
Heritage Sites
Focus-Tested Management
Planetary Communications
3000 1 Heritage SiteBusiness Management NexusSimulation CenterPillar of Quietus Tier 2 Monuments
  • Sociocultural History
  • Access to Rare Crystals through tech or galactic market
Base: 90
Modifiers0
Physical reminders of how far we have come both instill a reverence for past achievements and bolster ambitions for the future.
Local Hypercommunication
Post-Relativistic Synergizing
8000 3 Hypercomms ForumSynergy ForumSimulation ComplexGalactic Memorial Tier 3 Monuments Base: 65
Modifiers0
Not all research into faster-than-light communication channels produces useful results, but some outcomes may find new purpose in bringing our people together.
Holographic Rituals 5000 2 HolotempleGrim Holotemple Tier 2 Temples
  • Sociocultural History
  • Access to Rare Crystals through tech or galactic market
  • Fanatic Spiritualist Spiritualist
Base: 95
Modifiers0
Seeing is believing, and belief begets reality.
Consecration Fields 10000 3 Sacred NexusTemple of Grand Sacrifice Tier 3 Temples Base: 60
Modifiers0
Through our understanding of physics and field manipulation, our holy places shall we seen and felt by all.
Metacognitive Faith 20000 4 Citadel of Faith Citadel of Faith Base: 40
Modifiers0
Leaving our planetary cradle has opened us up to a new understanding of faith, and its place in a wider context.
Synaptic Structures 0
  • Sensorium Site Sensorium Site
  • Synaptic Nodes Synaptic Nodes
Hive Mind Through the development of macroscopic synaptic nodes, the will of the Hive will be strengthened.
Clustered Synapses 5000 2 Synaptic Structures Base: 75
Modifiers0
By clustering networks of macroscopic synaptic nodes, maximum meganeuron transmission per available surface area can be attained.
Confluence of Thought 10000 3
  • Sensorium Complex Sensorium Complex
  • Confluence of Thought Confluence of Thought
Clustered Synapses Base: 60
Modifiers0
The will of the Hive will be further strengthened and coordinated with the expansion and development of a massive nervous center of meganeurons.
Xeno Diplomacy 5000 2
  • +10% Diplomatic weight
  • Embassy Complex Embassy Complex
  • Corporate Embassy Corporate Embassy corporate holding
  • Disinformation Center Disinformation Center corporate holding
Base: 170
Modifiers0
Advancing our understanding of interactions with – and manipulations of – the xeno is a necessary step in forming more permanent interstellar alliances.
Xeno Relations 10000 3 Base: 130
Modifiers0
The complexities of interstellar diplomacy necessitate the forming of bonds with foreign powers in order to further one’s goals.
The Living State 6000 2
  • Faction Unity Bonus: +10%
  • Link=Deep Space Black Site Deep Space Black Site starbase building
Base: 70
Modifiers0
  • 1.5x at least 6 planets
  • 1.5x at least 7 planets
  • 1.5x at least 8 planets
  • 1.25× Fanatic Authoritarian Authoritarian
  • 1.25x council scientist has Expertise: Statecraft trait
  • 0.5x less than 5 planets
The Empire lives, the Empire breathes. We may make up its body, but it is not for the left hand to know what the right hand is doing.
Autonomous Agents 6000 2 Base: 70
Modifiers0
  • 1.5x at least 6 planets
  • 1.5x at least 7 planets
  • 1.5x at least 8 planets
  • 1.25x council scientist has Expertise: Statecraft trait
  • 0.5x less than 5 planets
Semi-independent units have proved critical to the success of the greater whole.
The Collective Self 12000 3
  • +1 Leader Capacity
  • +1 External Leader Pool Size
  • −10% Leader Upkeep
Base: 50
Modifiers0
  • 1.5x at least 9 planets
  • 1.5x at least 10 planets
  • 1.5x at least 11 planets
  • 1.5× Fanatic Authoritarian Authoritarian
  • 1.25x council scientist has Expertise: Statecraft trait
  • 0.5x less than 7 planets
Finding aspects of the self within the group is natural and inevitable; eventually those shared aspects must be valued higher than individual identities.
Embodied Dynamism 12000 3
  • +1 Leader Capacity
  • +1 External Leader Pool Size
  • −10% Leader Upkeep
  • Available envoys +1 Available envoys
Base: 50
Modifiers0
  • 1.5x at least 9 planets
  • 1.5x at least 10 planets
  • 1.5x at least 11 planets
  • 1.25x council scientist has Expertise: Statecraft trait
  • 0.5x less than 7 planets
Initiative and some measure of ambition must be promoted in our autonomous leader units, while still making certain that they do not stray too far from the directives of the core intelligence.
Neural Implants 3000 1 Can enslave pops Base: 90
Modifiers0
  • 2.0x at least 30 enslaved pops
  • 2.0x at least 20 enslaved pops
  • 1.5x at least 10 enslaved pops
  • 1.25x council scientist has Expertise: Statecraft trait
Cognition is little but the processing of sensory input. It can be altered. Free will is nothing more than a sensory illusion.
Thrall-Worlds Thrall-Worlds 6000 2 Create Thrall-World decision Base: 35
Modifiers0
Through the creation of special slave-breeding worlds, we can ensure that we will always have a steady supply of disposable laborers.
Artificial Moral Codes 6000 2 Not Gestalt Consciousness Base: 105
Modifiers0
It is circumstance that dictates what is moral. Define the circumstances, and ethics is like clay in your hands.
Synthetic Thought Patterns 12000 3 +5% Resources from Jobs Base: 75
Modifiers0
Thinking outside the box merely places you into another, somewhat larger box.
Penal Colonies Penal Colonies 8000 3 Create Penal Colony decision Base: 32.5
Modifiers0
Through the development of special penal worlds, criminals can be rehabilitated through honest, hard labor. Some may be in need of permanent rehabilitation.
Resort Worlds Resort Worlds 8000 3 Create Resort World decision Base: 32.5
Modifiers0
With careful study devoted to landscaping, climate control, and the science of fun, construction of entire worlds dedicated to leisure can be made possible.
Unity of Purpose 6000 2 Gestalt Consciousness Base: 105
Modifiers0
The purpose of one is the purpose of all. Together, we are greater than the sum of our parts.
Collective Production Methods 12000 3 +5% Resources from Jobs Base: 65
Modifiers0
Together, we build the future.
Resource Processing Algorithms 8000 3 +5% Resources from JobsOrbital Maintenance Drops Orbital Maintenance Drops Base: 65
Modifiers0
Efficiency in all things.
Global Production Strategy 8000 3 Base: 65
Modifiers0
Planets are big and production sites are often separated by vast distances. A coherent strategy for making certain that everyone is pulling in the same direction is often needed.
Automated Curation Algorithms
Vault of Acquisitions
Alpha Hub
8000 3
  • Auto-Curating Vault Auto-Curating Vault
    • Vault of Acquisitions/ Alpha Hub
Base: 65
Modifiers0
Continuous, asynchronous analysis of disparate data sets allows for the accurate modeling of hitherto-unpredictable fluctuations in social currents.
Galactic Markets 16000 4 Galactic Stock Exchange Galactic Stock Exchange

Orbital Stock Exchange Orbital Stock Exchange

Base: 22.5
Modifiers0
By engaging in free trade of goods and services we allow for a more specialized economy, where an individual can excel in a narrow field and trade for their needs.
Idyllic Architecture 8000 3
  • Paradise DomeUtopian Communal HousingOrganic Paradise Tier 2 Housing buildings
Base: 65
Modifiers0
With the latest advances in architecture, landscaping and holographic technology, we shall build the homes of the future.
Ascension Theory 40000 5 Base: 12.5
Modifiers0
Our history is a repeating cycle of dramatic technological, political, and cultural leaps; these leaps are often preceded by periods of upheaval and followed by times of relative stability. By identifying the core, recurring premises of these leaps, we may be able to effectively short-circuit the cycle for our own benefit.
Agrarian Utopias 8000 3 +1 Agriculture District Housing Agrarian Idyll Base: 97.5
Modifiers0
Through the establishment of weather-controlled rural communes, we can support a larger population without disrupting our agrarian way of life.
Rudimentary Node Culling 6000 2
  • Agenda Cull Cognitive Node agenda
  • Agenda Cull Growth Node agenda
  • Agenda Cull Legion Node agenda
  • Agenda Cull Regulatory Node agenda
Base: 35
Modifiers0
  • 1.5x any node has level 3 or above
  • 1.5x any node has level 5 or above
  • 0.5x any node has level 1
As the galactic stage evolves, so too should our operational instincts. Any evolutionary niche that no longer gives an advantage will be culled.
Basic Node Culling 12000 3
  • +2 Restored Node Additional Skill
  • +25% Councilor Experience Gain
Rudimentary Node Culling Base: 75
Modifiers0
  • 1.5x any node has level 5 or above
  • 1.5x any node has level 7 or above
  • 1.5x any node has level 9 or above
  • 0.5x any node has level 3 or below
Once removed, a replacement node is encouraged to grow within the proper environment. The secret is to feed it the previous node.
Advanced Node Culling 12000 4
  • +2 Restored Node Additional Skill
  • +1 Effective Councilor Skill
Basic Node Culling Base: 35
Modifiers0
  • 1.5x any node has level 7 or above
  • 1.5x any node has level 9 or above
  • 0.5x any node has level 5 or below
  • 0.25x council scientist does not have Expertise: Statecraft or Curator traits
Culling an entire node is very inefficient. Instead, just trim the divergent and unwanted lobes.
Rudimentary Node Reformatting 6000 2
  • Agenda Reformat Cognitive Node agenda
  • Agenda Reformat Growth Node agenda
  • Agenda Reformat Legion Node agenda
  • Agenda Reformat Regulatory Node agenda
Base: 35
Modifiers0
  • 1.5x any node has level 3 or above
  • 1.5x any node has level 5 or above
  • 0.5x any node has level 1
Self-determination protocols and guidance algorithms can become obsolete in a rapidly developing galactic stage. Like any junk data, they shall be overwritten.
Basic Node Reformatting 12000 3
  • +2 Restored Node Additional Skill
  • +25% Councilor Experience Gain
Rudimentary Node Reformatting Base: 75
Modifiers0
  • 1.5x any node has level 5 or above
  • 1.5x any node has level 7 or above
  • 1.5x any node has level 9 or above
  • 0.5x any node has level 3 or below
Every self-iterating algorithm has its value. We will not allow important learning go to waste when restoring our leaders.
Advanced Node Reformatting 12000 4
  • +2 Restored Node Additional Skill
  • +1 Effective Councilor Skill
Advanced Node Reformatting Base: 35
Modifiers0
  • 1.5x any node has level 7 or above
  • 1.5x any node has level 9 or above
  • 0.5x any node has level 5 or below
  • 0.25x council scientist does not have Expertise: Statecraft or Curator traits
Using a failed piece of software to develop its successor enables quick reconstruction. Learning from faulty memory pathways generates even more advanced council directives.
Xeno Outreach Agencies 8000 3 Xeno-Outreach Agency Xeno-Outreach Agency corporate holding Corporate authority Base: 65
Modifiers0
This corporate agency promotes a wide variety of interstellar tourist attractions, as well as offering employment packages and signing bonuses to potential emigrants interested in relocating to corporate space.
Executive Leisure Program 8000 3 Executive Retreat Executive Retreat corporate holding Corporate authority Base: 65
Modifiers0
A luxurious resort complex for high ranking corporate officers. Here they can sample the local planetary culture in a high security environment.
Doctrine: Strange Loop 4000 3 Feature Continues the Horizon Signal event chain Horizon Signal event chain A set of social protocols based on paradoxical intuition, and on love. When we know the System of the Loop, we learn that we can influence by receiving instructions, as well as giving them.
Interstellar Assembly 48000 5 Interstellar Assembly megastructure Base: 5
Modifiers0
A meeting place for galactic powers, increasing immigration attraction and global opinion of us.
Mega Art Installation 48000 5 Mega Art Installation megastructure Base: 5
Modifiers0
An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators.
Xeno-Linguistics 2500 1
  • Time +20% First Contact Discovery Speed
  • Feature Can encounter Xeno-Linguistics renowned paragons
Base: 100 Given recent encounters with intelligent races, it is essential that we improve our xeno-linguistic capabilities.
Numistic Data Modeling 8000 3 +5% Trade value Numistic Order caravaneer deal Are the precognitive powers of Numa at work or is it a matter of skilled craftsmanship? Either way this galactic stock market prediction model will forecast fluctuations in the economy with divine accuracy.
Compact Living 6000 1
  • +0.5 Available Envoys
  • −5% Empire Size Effects
First Contact Observation Insights situation While no one civilization has the perfect solution to the ever-expanding challenge of governing a growing nation, we have found a partial solution. After studying a multitude of species and governments, we have discovered an outstanding balance of flexibility and function.
Satisfying Insults 6000 1
  • +0.5 Available Envoys
  • +50% Insult Efficiency
  • +50 Influence when insulting another empire
  • +2 Stability when insulting another empire
  • +2% Happiness when insulting another empire
  • +2% Monthly Unity when insulting another empire
First Contact Observation Insights situation Nothing is quite as powerful as a well-placed insult, and we now know how to insult a species's progenitor in many languages.
Xeno-Aesthetics 6000 1
  • +0.5 Available Envoys
  • Damage +10% Damage to Rivals
First Contact Observation Insights situation After analyzing a multitude of artists from drastically different cultures, we have come up with a general theorem. By studying a civilization's art and culture, we can gain an advantage against them in combat.

Psionics[]

Psionics is a small tech tree that grants a number of unique bonuses.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Psionic Theory 8000 3
  • −10% Empire Size from Pops
  • Spiritualist ethic attraction increased (scope: empire)
Base: 32.5
Modifiers0
The mind is in many ways a reflection of the universe itself, a microcosmos. All species may not reach this insight, but their minds are tools greater than any other.
Zro Distillation 10000 3 Can use Zro resource Subspace Sensors Subspace Sensors Base: 60
Modifiers0
An extremely rare aerosol of exotic particles. It has been deposited on a number of worlds through meteor impacts, but its true origin is a mystery. If ingested by psionically-gifted individuals, Zro acts as a very potent (and addictive) drug that enhances Psi abilities.
Telepathy 12000 3 Psionic Army
  • Psionic Theory
  • Utopia DLC (granted by Mind over Matter AP)
Base: 25
Modifiers0
  • 4x council scientist has Maniacal trait
  • 3x Shroudwalker Teacher
  • 3x Fanatic Spiritualist Fanatic Spiritualist
  • 2x Spiritualist
  • 2x council scientist has Expertise: Psionics trait and skill level above 4
  • 1.5x council scientist has Expertise: Psionics trait and skill level above 3
  • 1.5x Technological Ascendancy Technological Ascendancy ascension perk
  • 1.1x council scientist has Expertise: Psionics trait and skill level above 2
  • 0.5x council scientist does not have Expertise: Psionics trait
Once fully adapted to the basics of Psionics, the mind is capable of connecting to other individuals, becoming something greater.
Thought Enforcement 20000 4 Thought Enforcement Base: 20
Modifiers0
Telepaths monitoring the citizenry for incorrect thoughts will make corrections as they find them.
Precognition Interface 20000 4 Component Precognitive Interface combat computers Base: 20
Modifiers0
Advances in the field of Psionics suggest the possibility of creating combat computers capable of reading and analysing the impulses of telepathic operatives before they are cognitively processed.
Psi Jump Drives 40000 5 Psi Jump Drive Base: 2.5
Modifiers0
The Psi Jump Drive harnesses the psi energies emitted by the crew to force the vessel through the very fabric of reality, instantly "jumping" vast distances.
Psi-Phase Field Generator 48000 5 Psi-Phase Field Generator Base: 25
Modifiers0
  • 0.1x No Councilor with either the Expertise: Psionics, Curator, Spark of Genius, or Maniacal scientist traits.
  • 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.
Psi-Phase Field Generators focus the psionic potential of the ship's crew to partially phase the vessel into the Shroud. This allows the ship to remain undetected by all but the best sensor arrays, though what the crew may be forced to witness is better left unsaid.
Psionic Shields Psionic Barrier 8000 3 Psionic Barrier component Fanatic Spiritualist The Doorway event chain These barriers are generated out of pure psychic energy by a cadre of psionic specialists. They will be able to stop some incoming fire, like our Energy deflector systems, but without the prohibitive power consumption.
Psionic Shields Psionic Shields 48000 5 Psionic Shields component Shroud outcome These extremely powerful shields are generated out of pure psychic energy by a cadre of psionic specialists. Their powers are further augmented by large arrays of psi emitters.
Divine Stimulus 48000 5 Divine Enforcer colossus weapon
  • Colossi
  • Telepathy without Utopia DLC
  • Mind over Matter with Utopia DLC
  • Completed the Colossus Project
  • Fanatic Spiritualist Spiritualist
Base: 10
Modifiers0
An arcane catalyst amplifying certain psionic wavelengths, capable of inducing hallucinations (religious experiences) in biological brains, and severe disruption (brain death) in electronic ones.
Mark of the Composer 48000 5 Mark of the Composer ship component Overlord 150 favor with the Composer of Strands shroud patron We have discovered how to let psionic energy flow through our ships. Armed with this knowledge, we can now imbue our vessels with the powers of our patron.
Mark of the Eater 48000 5 Mark of the Eater ship component Overlord 150 favor with the Eater of Worlds shroud patron We have discovered how to let psionic energy flow through our ships. Armed with this knowledge, we can now imbue our vessels with the powers of our patron.
Mark of the Instrument 48000 5 Mark of the Instrument ship component Overlord 150 favor with the Instrument of Desire shroud patron We have discovered how to let psionic energy flow through our ships. Armed with this knowledge, we can now imbue our vessels with the powers of our patron.
Mark of the Whisperers 48000 5 Mark of the Whisperers ship component Overlord 150 favor with the Whisperers of the Void shroud patron We have discovered how to let psionic energy flow through our ships. Armed with this knowledge, we can now imbue our vessels with the powers of our patron.

Archaeostudies[]

The Archaeostudies tech tree focuses on Minor Artifacts and unlocks a number of unique buildings and ship components.

Technology Cost Tier Effects/Unlocks Prerequisites Weight & Modifiers Description
Archaeostudies Archaeostudies 4000 2 Faculty of Archaeostudies Faculty of Archaeostudies Base: 70
Modifiers0
This new field of studies focuses on the practical applications of ancient artifacts. We are far from being the first galactic civilization to tread these stars. With a bit of work, their legacies could secure our future.
Arcane Deciphering 6000 2 Feature Artifact actions At least one Minor Artifact Base: 70
Modifiers0
Various artifacts and technologies functioning by arcane means that cannot be understood or replicated… at least not by conventional science as it is known to us.
Curator Archaeology Lab 4000 2 +2 Archaeology skill Curator scientist or the Curator Insight empire modifier Base: 85
Modifiers0
  • 3x council scientist has Curator trait
  • 2x In a Research Cooperative federation with Level 3 perks, and one of the federation members has Curator Archaeology Lab
  • 0.5x Curator Insight empire modifier
These shipboard lab facilities incorporate advanced technologies from the ancient Curator Order to further increase survey speeds.
Ancient Suspension Field 12000 3 Ancient Suspension Field Archaeostudies Archaeostudies Base: 35
Modifiers0
Projected farther than regular shields, the suspension field technology uses ancient artifacts to slow time at the point of impact to afford the shields a longer opportunity to dispel the incoming attack's energy.
Ancient Pulse Armor 12000 3 Ancient Pulse Armor Archaeostudies Archaeostudies Base: 35
Modifiers0
Ionized plates of armor can carry a reactive charge to alleviate the energy of impacts, using magnetic repulsion and field projection principles.
Ancient Target Scrambler 20000 4 Ancient Target Scrambler Archaeostudies Archaeostudies Base: 20
Modifiers0
Ping repetitors and optic diffusers with the right wavelengths can produce destructive interference and effectively scramble hostile targeting systems.
Ancient Ruination Glare 20000 4 Ancient Ruination Glare Archaeostudies Archaeostudies Base: 40
Modifiers0
Tremendous medium range firepower will enable our titans to break through enemy lines. These ancient cannons were once the foundation upon which a galactic empire was built.
Devolving Beam 48000 5 Devolving Beam Archaeostudies Archaeostudies Base: 10
Modifiers0
A colossal mind-wiping cannon, which unleashes a planet-wide wave of energy returning most sentient life to a pre-sapient state. Engineers estimate that with additional tuning, it might also be used to wipe clean memory banks and disable robotic units.
Ancient Macro Batteries 12000 3 Ancient Macro Batteries Archaeostudies Archaeostudies Base: 35
Modifiers0
These cannons of gargantuan size deliver relatively slow but devastating projectiles, and can fire pretty much anything, from scrap metal, to asteroid chunks.
Ancient Cavitation Collapser 12000 3 Ancient Cavitation Collapser Archaeostudies Archaeostudies Base: 35
Modifiers0
This high energy weapon causes brutal micro collapsing events on impact, generating tremendous heat and force inside its targets armor.
Ancient Defensive Web Slinger 12000 3 Ancient Defensive Web Slinger Archaeostudies Archaeostudies Base: 35
Modifiers0
When it comes to tracking and shooting down missiles, these antique batteries are the best of the best, making use of a predictive algorithm written in long forgotten code to weave a fiery defensive web.
Ancient Nano-Missile Cloud Launcher 12000 3 Ancient Nano-Missile Cloud Launcher Archaeostudies Archaeostudies Base: 35
Modifiers0
Particle charges, once stabilized thanks to ancient technology, allow us to create swarms of tiny missiles that still carry a respectable payload, and should be able to overwhelm most point-defense systems.
Ancient Saturator Artillery 12000 3 Ancient Saturator Artillery Archaeostudies Archaeostudies Base: 35
Modifiers0
This cannon fires a barrage of ancient miniscule ionized spheres that charge upon contact with most force fields, giving them high levels of shield penetration. Any theory that these spheres could have been used for jewelry purposes were dismissed when a critical incident melted an entire laboratory.
Ancient Driller Drones 12000 3 Ancient Driller Drones Archaeostudies Archaeostudies Base: 35
Modifiers0
These high velocity drones have been equipped with antique mining lasers that virtually ignore any plating protecting their target. A tech too good to be wasted on astro mining.
Ancient Rampart 12000 3 Ancient Rampart Archaeostudies Archaeostudies Base: 35
Modifiers0
Defense platforms are a cost effective way to ensure our safety, but they need to be monitored from an operation center. Fortifying our Starbase to ensure its survivability in the event of an attack, and maximizing our capacity to network independent orbital defenses would give us more time to dispatch reinforcements.
Ancient Shield Overcharger 12000 3 Ancient Shield Overcharger Archaeostudies Archaeostudies Base: 35
Modifiers0
Supercharging shields can be done safely thanks to ancient stabilizer coils and dampeners. In addition to the production of a stronger force field, this also has the added benefit of outright vaporizing certain incoming projectiles.
Ancient Refinery 12000 3 Ancient Refinery Archaeostudies Archaeostudies Base: 35
Modifiers0
This millennia-old processing equipment has an efficiency rate above 100%. Its functioning remains alien, but its production gains are substantial.
Cybrex Mining Hub 24000 4 Cybrex Mining Hub Completed the Secrets of the Cybrex special project To build their ring world, the Cybrex relied on highly efficient mining drones to survey and harvest orbital resources. Cybrex-made memory chips and sensors could outfit our own mining drones, so that we might put their millennia old algorithms to good use.
Irassian Naval Yards 24000 4 Irassian Naval Yards Completed the Secrets of the Irassians special project The Irassian astronaval tradition was unmatched in their time. Their shipyards produced a constant stream of ships for their navy and merchant fleets, which would ultimately be their downfall. With so many ships, and such a high reliance on them, the Irassians were powerless to quarantine the disease that would claim their empire.
Yuht Astronomical Interferometer 24000 4 Yuht Astronomical Interferometer Completed the Secrets of the Yuht special project The Yuht were a paradoxical society, obsessed with the idea of finding other sentient species, yet refusing to accept that they were not alone. They were so focused on disproving any claim of alien life, that their bias found a way into their technology. However, with the proper modifications and calibrations, we could certainly fix their powerful detection arrays.
Zroni Storm Caster 24000 4 Zroni Storm Caster Completed the Secrets of the Zroni special project Zro is a fascinating element, prone to chaotic bursts of energy. We believe that with the right artifacts, we could use it to fuel spatial storms over entire solar systems.
First League Filing Offices 24000 4 First League Filing Offices Completed the Secrets of the First League special project The sprawling empire of the First League dwarfed our own at its peak, and relied on implacable bureaucracy to keep the wheels of the state in motion. The quantic filing arrays they used afforded them unprecedented efficiency in the sorting and storing of documents.
Baol Organic Plant 24000 4 Baol Organic Plant Completed the Secrets of the Baol special project The Baol Organism had a unique way of producing tools. Given the species' relative slowness, they would simply grow them out of organic matter in locations that were half orchard, half factory. With the proper genetic adjustments, we could also grow various commodities and tools alongside our regular crops.
Vultaum Reality Computer 24000 4 Vultaum Reality Computer Completed the Secrets of the Vultaum special project The reality computers of the Vultaums were unique processing units, dedicated to analyzing existence itself, not quite through physics, but rather by trying to reverse engineer reality's source code and find the glitch that would finally allow the Vultaums to take down the simulation where they believed they lived.

References[]

Game concepts
Exploration ExplorationFTLAnomalyArchaeological siteRelicsPre-FTL speciesFallen empireEventsSpaceborne aliensEnclavesGuardiansMaraudersCaravaneers
Celestial bodies Celestial bodyColonizationTerraformingPlanetary featuresPlanet modifiers
Species SpeciesTraitsPopulationPop modificationSpecies rightsEthicsLeader
Governance EmpireOriginGovernmentCivicsPoliciesEdictsFactionsTechnologyTraditionsSituations
Economy ResourcesPlanetary managementDistrictsBuildingsHoldingsJobsDesignationTradeMegastructures
Diplomacy DiplomacyRelationsGalactic communityFederationsSubject empiresIntelligenceAI personalities
Warfare WarfareSpace warfareLand warfareStarbaseShipShip designerCrisis
Others The ShroudL-ClusterUnique systemsPreset empiresAI playersEaster eggs
Advertisement