Version
This article is for the PC version of Stellaris only.
Technology
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:
- 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.
- Weights from scientist expertise traits are doubled with the Technocracy civic.
Biology[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
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 | Large-scale industrial farms growing nutrient-rich produce allows a civilization to grow its population manifold. | ||||
Eco Simulation | 2000 | 1 |
|
Industrial Agriculture | Base: 100
Modifiers
|
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 |
|
Eco Simulation | Base: 85
Modifiers
|
Sophisticated genetic engineering of crops helps increase yield and further improves both taste and nutrient levels. | |
Nano-Vitality Crops | 8000 | 3 |
|
Gene Crops | Base: 65
Modifiers
|
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 | Base: 35
Modifiers
|
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 | Industrial Agriculture | Base: 100
Modifiers
|
Hydroponics Farming in a controlled environment allows for crops to be grown in climates where farming would normally be impossible. | ||
Food Processing | 2500 | 1 | Eco Simulation | Base: 95
Modifiers
|
Improved food processing techniques will lead to better preservation methods and less spoilage. | ||
Advanced Food Processing | 10000 | 3 | Base: 130
Modifiers
|
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
Modifiers
|
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
Modifiers
|
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
Modifiers
|
Where the body fails, science intervenes. | |
Cell Revitalization | 50000 | 5 | +5 Years Leader Lifespan | Vitality Boosters | Base: 12.5
Modifiers
|
Regimens of periodic cell revitalization treatments keep the leader class spry and active beyond traditionally expected lifespans. | |
Selected Lineages | 10000 | 3 | Selected Lineages Leader Enhancement policy | Base: 30
Modifiers
|
Careful reproductive planning should be incentivized, lest we waste valuable genetic legacies. | ||
Capacity Boosters | 24000 | 4 | Capacity Boosters Leader Enhancement policy |
|
Base: 17.5
Modifiers
|
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 |
|
Base: 130
Modifiers
|
Making gene-editing tools widely available is sure to have a positive impact on our development as a species. | ||
Glandular Acclimation | 12000 | 3 | Habitability Modification |
|
Base: 75
Modifiers
|
Through glandular biological tailoring we can change the environmental tolerance of a species to suit our needs. | |
Botanical Transgenesis | 15000 | 5 | Plantoid and Fungoid traits can be applied to any phenotype | Finisher effect of Genetic tradition tree | Base: 30 | With some artificial encouragement, the evolutionary adaptations found in botanical species can be replicated in other forms of life. | |
Silicate Transgenesis | 15000 | 5 | Lithoid traits can be applied to any phenotype | Finisher effect of Genetic tradition tree | Base: 30 | The similarities between silicon based and carbon based life allow us to synthesize Lithoid evolutionary traits in carbon based species. | |
Leviathan Transgenesis | 15000 | 5 | Unlock Leviathan traits after defeating and completing special projects | Finisher effect of Genetic tradition tree | Base: 30
Modifiers
|
Galactic fauna have remarkable adaptation to life in interstellar species. Mastery of these traits will be our genetic triumph. | |
Targeted Gene Expressions | 12000 | 3 | +1 Gene modification points |
|
Base: 50
Modifiers
|
Stricter control of RNA and protein production on the cellular level. | |
Gene Seed Purification | 16000 | 4 | Gene Warrior Army |
|
Base: 45
Modifiers
|
Nucleotide purification techniques allow for the isolation and refinement of particularly desirable genetic traits. | |
Epigenetic Triggers | 5000 | 2 | Uplifting |
|
Base: 75
Modifiers
|
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
Modifiers
|
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
Modifiers
|
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
Modifiers
|
Gene Banks filter and curate available genomes for deployment in clones. | |
Subdermal Stimulation | 5000 | 2 | Chemical Bliss living standards | Base: 37.5
Modifiers
|
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
Modifiers
|
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 | +20% Society Research from Researchers | Base: 100
Modifiers
|
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 | +20% Society Research from Researchers | Biodiversity Studies | Base: 70
Modifiers
|
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 | +20% Society Research from Researchers | Xenobiology | Base: 40
Modifiers
|
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 |
|
Base: 190 | The colonization of alien worlds has opened up an entirely new field of biomedical research. | |
Cyto-Revitalization | 6000 | 2 | Cyto-Revitalization Centers |
|
Base: 70 | 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 |
|
Base: 95
Modifiers
|
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
Modifiers
|
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 | 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 | 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 | 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 | 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 | 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 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
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 | 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 | Planetary Defenses | Base: 190 | 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 | Ground Defense Planning | Base: 170 | 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 | Base: 75 | 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 | Centralized Command | Base: 65 | 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
Modifiers
|
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
Modifiers
|
Careful tuning of pain receptors allow soldiers to fight through what would previously have been debilitating injuries. | |
Doctrine: Space Combat | 4000 | 2 | Base: 255 | 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 | 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 | 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 | 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 | 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
Modifiers
|
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 | 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 | 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 | 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 | 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
Modifiers
|
Improved fleet management procedures will free up the resources needed to maintain a bigger fleet. | |
Interstellar Fleet Traditions | 4000 | 2 | Base: 225 | A body of knowledge regarding combat behaviors is useless without a strong code governing its use. | |||
Refit Standards | 8000 | 3 | Interstellar Fleet Traditions | Base: 65 | Standardizing workflows for upgrading and retrofitting ship components can lead to massive efficiency gains. | ||
Command Matrix | 12000 | 3 | Refit Standards | Base: 150 | Restructuring the chain of command and deciding what interdependencies are set between officers, make fleets more responsive and effective. | ||
Interstellar Campaigns | 6000 | 2 |
|
Base: 70 | 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 |
|
Base: 45 | 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 | 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
Modifiers
|
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 | +10% Strike Craft Attack Speed | Advanced Strike Craft | Base: 12.5
Modifiers
|
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
Modifiers
|
A zero-G construction yard of overwhelming proportion, capable of performing several space ship assembly projects simultaneously. | ||
Strategic Coordination Center | 48000 | 5 | Strategic Coordination Center megastructure | Base: 5
Modifiers
|
A facility synchronizing the national Starbase network, augmenting defensive and offensive capabilities. | ||
Predatory Tactics | 6000 | 1 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
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 | 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 | Base: 90
Modifiers
|
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
Modifiers
|
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
Modifiers
|
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
Modifiers
|
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
Modifiers
|
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 | Base: 190
Modifiers
|
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 | Base: 190
Modifiers
|
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 | Base: 190
Modifiers
|
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 | Base: 190
Modifiers
|
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 | Base: 190
Modifiers
|
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 | Base: 190
Modifiers
|
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 | Base: 150
Modifiers
|
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 | Base: 150
Modifiers
|
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 | Base: 150
Modifiers
|
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 | Terraform uninhabited planets |
|
Base: 105
Modifiers
|
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 | Terraform inhabited planets | Terrestrial Sculpting | Base: 60 | By adapting planetary ecosystems to large-scale environmental changes we can turn terraformation into a less disruptive process. | |
Climate Restoration | 16000 | 4 | Terraform Tomb Worlds | Terrestrial Sculpting | Base: 45 | 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 | Our future lies in the sea of stars. | |
Manifest Destiny | 20000 | 4 | +2 Starbase capacity |
|
Base: 40 | 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
Modifiers
|
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 Unification | Base: 300 | Robust frameworks for local governance created on a per-case basis, to meet each colony’s needs. | |
Ceramo-Metal Infrastructure | 6000 | 2 | Base: 280 | Stronger alloys allow us to create prefabricated buildings, providing our colonies with the improved infrastructure. | |||
Durasteel Infrastructure | 24000 | 4 | Base: 140 | 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
Modifiers
|
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 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
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 |
|
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 | 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
Modifiers
|
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 | Adaptive Bureaucracy Not Gestalt Consciousness | Base: 85
Modifiers
|
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
Modifiers
|
Local administrative developments allow for closer supervision of colonial affairs without excessively burdening central decision-making. | |
Galactic Bureaucracy | 8000 | 3 |
|
|
Base: 65
Modifiers
|
Multiple administrative strata efficiently surface only the most vital information to the upper levels of government. | |
Galactic Administration | 12000 | 3 |
|
Colonial Centralization | Base: 200
Modifiers
|
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
Modifiers
|
As our planets become more developed, we can gain significant improvements to our throughput. | |
Efficiencies of Scale | 12000 | 3 |
|
Base: 70
Modifiers
|
Increased population density gives us an opportunity to further increase productivity. | ||
Maximized Productivity | 24000 | 4 |
|
Base: 70
Modifiers
|
Continued advancements in technology allow our most developed planets to reach productivity levels unheard of in earlier times. | ||
Holo-Entertainment | 0 | 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 |
|
Base: 90
Modifiers
|
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 | 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
Modifiers
|
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 |
|
|
Base: 130
Modifiers
|
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 |
|
|
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 | Tier 2 Monuments | Base: 90
Modifiers
|
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 | Tier 3 Monuments | Base: 65
Modifiers
|
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 | Tier 2 Temples |
|
Base: 95
Modifiers
|
Seeing is believing, and belief begets reality. | |
Consecration Fields | 10000 | 3 | Tier 3 Temples | Base: 60
Modifiers
|
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 | Base: 40
Modifiers
|
Leaving our planetary cradle has opened us up to a new understanding of faith, and its place in a wider context. | ||
Synaptic Structures | 0 |
|
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
Modifiers
|
By clustering networks of macroscopic synaptic nodes, maximum meganeuron transmission per available surface area can be attained. | |
Confluence of Thought | 10000 | 3 |
|
Clustered Synapses | Base: 60
Modifiers
|
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 |
|
Base: 170
Modifiers
|
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
Modifiers
|
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 | Base: 70
Modifiers
|
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
Modifiers
|
Semi-independent units have proved critical to the success of the greater whole. | |||
The Collective Self | 12000 | 3 | Base: 50
Modifiers
|
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 |
|
Base: 50
Modifiers
|
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
Modifiers
|
Cognition is little but the processing of sensory input. It can be altered. Free will is nothing more than a sensory illusion. | |
Thrall-Worlds | 6000 | 2 | Create Thrall-World decision |
|
Base: 35
Modifiers
|
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
Modifiers
|
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
Modifiers
|
Thinking outside the box merely places you into another, somewhat larger box. | ||
Penal Colonies | 8000 | 3 | Create Penal Colony decision |
|
Base: 32.5
Modifiers
|
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 | 8000 | 3 | Create Resort World decision |
|
Base: 32.5
Modifiers
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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
Modifiers
|
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
Modifiers
|
Together, we build the future. | ||
Resource Processing Algorithms | 8000 | 3 | +5% Resources from Jobs Orbital Maintenance Drops | Base: 65
Modifiers
|
Efficiency in all things. | ||
Global Production Strategy | 8000 | 3 |
|
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Base: 65
Modifiers
|
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 | Base: 65
Modifiers
|
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 |
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Base: 22.5
Modifiers
|
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 |
|
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Base: 65
Modifiers
|
With the latest advances in architecture, landscaping and holographic technology, we shall build the homes of the future. | |
Ascension Theory | 40000 | 5 |
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Base: 12.5
Modifiers
|
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
Modifiers
|
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 |
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Base: 35
Modifiers
|
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 | Rudimentary Node Culling | Base: 75
Modifiers
|
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 | Basic Node Culling | Base: 35
Modifiers
|
Culling an entire node is very inefficient. Instead, just trim the divergent and unwanted lobes. | ||
Rudimentary Node Reformatting | 6000 | 2 |
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Base: 35
Modifiers
|
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 | Rudimentary Node Reformatting | Base: 75
Modifiers
|
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 | Advanced Node Reformatting | Base: 35
Modifiers
|
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 corporate holding | Corporate authority | Base: 65
Modifiers
|
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 corporate holding | Corporate authority | Base: 65
Modifiers
|
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 | 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
Modifiers
|
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
Modifiers
|
An artistic beacon on a stellar scale, this installation inspires and represents the spirit of its creators. | |
Xeno-Linguistics | 2500 | 1 |
|
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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 | 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 | 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 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
Psionics is a small tech tree that grants a number of unique bonuses.
Technology | Cost | Tier | Effects/Unlocks | Prerequisites | Weight & Modifiers | Description | |
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Psionic Theory | 8000 | 3 |
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Base: 32.5
Modifiers
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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 | Base: 60
Modifiers
|
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 |
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Base: 25
Modifiers
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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
Modifiers
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Telepaths monitoring the citizenry for incorrect thoughts will make corrections as they find them. | ||
Precognition Interface | 20000 | 4 | Precognitive Interface combat computers |
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Base: 20
Modifiers
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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 |
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Base: 2.5
Modifiers
|
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 |
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Base: 25 | 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 Barrier | 8000 | 3 | Psionic Barrier component | 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 | 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 |
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Base: 10
Modifiers
|
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 | 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 | 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 | 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 | 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[]
Please help with verifying or updating this section. It was last verified for version 3.9. |
Available only with the Ancient Relics DLC enabled. |
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 | 4000 | 2 | Faculty of Archaeostudies | Base: 70
Modifiers
|
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 | Artifact actions | At least one Minor Artifact | Base: 70
Modifiers
|
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
Modifiers
|
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 | Base: 35
Modifiers
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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 | Base: 35
Modifiers
|
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 | Base: 20
Modifiers
|
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 | Base: 40
Modifiers
|
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 | Base: 10
Modifiers
|
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 | Base: 35
Modifiers
|
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 | Base: 35
Modifiers
|
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 | Base: 35
Modifiers
|
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 | Base: 35
Modifiers
|
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 | Base: 35
Modifiers
|
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 | Base: 35
Modifiers
|
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 | Base: 35
Modifiers
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