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This article has been verified for the current PC version (3.1) of the game.

The technology game data can be found in these files/folders:

  • Stellaris/common/technology

It is possible to mod in new technologies, or "erase" old ones.

Technology File Overview[]

# These are simply constants that can be used to assign technologies to right cost for each tier easily. You can add your own as well.
@example_cost = 1000
@tier1cost1 = 500
@tier1weight1 = 100

technology_name = {
	# Code name of the technology. This is referred to in other files that unlock things via technology, such as 00_spaceport_modules.txt.

	cost = @tier1cost1
	# This sets the cost of the technology in research points.
	# Parameters: constant, integer

	area = society
	# The area of technology this belongs to.
	# Parameters: physics, society, engineering

	tier = 1
	# Each technology is split into tiers.
	# You need to have researched 5 technologies within one tier to see any technologies of the next tier above. There are five tiers.
	# Parameters: 0, 1, 2, 3, 4, 5, found in 00_tiers.txt

	category = { biology }
	# The category of technology. Scientists with modifiers for this category will research this technology quicker/slower.
	# Parameters: category_name found in 00_category.txt

	levels = -1
	# Controls the number of levels this technology has. -1 means it is repeatable.
	# Parameters: integer, -1

	cost_per_level = @repeatableTechLevelCost
	# Controls the cost per level of this technology.
	# Parameters: constant, integer

	prerequisites = { "prerequisite_technology" }
	# This technology requires "tech_eco_simulation" to have been researched before it will appear as an option
	# Parameters: technology_name

	weight = @tier1weight1
	# This is the initial weighting of the technology used to determine whether or not the technology should appear as an option.
	# Parameters: constant, integer

	gateway = biological
	# a flavor-text-only entry that shows what kind of technology is behind this tech.

	ai_update_type = military
	# controls AI auto-updating, ai_update_type will make the AI to update existing military ship designs and starbases,
	# and if update type is all, civilian ships and stations will also be updated.
	# Parameters: military, all

	start_tech = yes/no
	# Defines this technology as a starting technology

	modifier = { }
	# Contains any modifiers this technology directly changes.

	feature_flags = { my_tech_flag }
	# flavor-text-only entries that tells the player what does this tech do.
	# the localisation key "my_tech_flag" is used for this and "my_tech_flag_desc" is used for the tooltip.
	# All feature_flags are hardcoded, you cannot create new ones.

	prereqfor_desc = {
		ship = {
			title = "EXAMPLE_TECH_TITLE"
			desc = "EXAMPLE_TECH_DESC"
		}
	}
	# This is used to add localisation telling the player that this technology is a prerequisite for another important technology

	potential = {
	}
	# If this block is evaluated false, this tech can't be drawn as an option.
	# DLC exclusive techs are hidden this way.

	weight_modifier = {
		modifier = {
			factor = 1.5
			has_ethic = ethic_pacifist
		}
	}
	# These are the weighting modifier used to determine how likely this technology is drawn as an option.
	# If weight is multiplied by 0, this tech can't be drawn as an option, but can still be given by scripts and console commands.

	ai_weight = {
		factor = 1.5
		modifier = {
			factor = 2
			has_ethic = ethic_pacifist
		}
	}
	# These are the ai weighting modifiers used to by the AI to determine how likely it will research this technology.

	weight_groups = {
		repeatable
	}
	# This is a weight group to be used later

	mod_weight_if_group_picked = {
		repeatable = 0.01
	}
	# Weight of this technology is multiplied by each value if another technology from respective weight group have already been drawn as an option
	# In this case, if there is already a repeatable tech drawn as an option, this tech is 0.01 times likely to be drawn.
}

List of standard techs[]

Here are lists for all standard Techs with key, name and tier:

Tech Engineering
Key Name Tier
tech_basic_industry Industrial Base 0
tech_space_construction Offworld Construction 0
tech_ship_armor_1 Nanocomposite Materials 0
tech_flak_batteries_1 Flak Battery 0
tech_thrusters_1 Chemical Thrusters 0
tech_missiles_1 Nuclear Missiles 0
tech_mass_drivers_1 Mass Drivers 0
tech_starbase_2 Starport 0
tech_corvettes Corvettes 0
tech_mechanized_mining Mechanized Mining 0
tech_space_exploration Space Exploration 0
tech_solar_panel_network Orbital Energy Conversion 0
tech_starbase_1 Starbase Construction 0
tech_space_defense_station_1 Deep Space Defenses 0
tech_assault_armies Interplanetary Expeditionary Forces 0
tech_mining_1 Geothermal Fracking 1
tech_mineral_purification_1 Mineral Purification 1
tech_powered_exoskeletons Powered Exoskeletons 1
tech_robotic_workers Robotic Workers 1
tech_robomodding Machine Template System 1
tech_robomodding_m Machine Template System 1
tech_luxuries_1 Nano-Circuit Assembly 1
tech_alloys_1 Holographic Casts 1
tech_space_mining_1 Zero-G Refineries 1
tech_space_mining_2 Long-Range Mineral Scanners 1
tech_engineering_1 Nanomechanics 1
tech_assembly_pattern Assembly Patterns 1
tech_ship_armor_2 Ceramo-Metal Materials 1
tech_afterburners_1 Afterburners 1
tech_missiles_2 Fusion Missiles 1
tech_mass_drivers_2 Coilguns 1
tech_strike_craft_1 Carrier Operations 1
tech_corvette_hull_1 Improved Corvette Hulls 1
tech_corvette_build_speed Standardized Corvette Patterns 1
tech_mining_2 Deep Core Mining 2
tech_mineral_purification_2 Advanced Mineral Purification 2
tech_robomodding_points_1 Cross-Model Standardization 2
tech_droid_workers Droids 2
tech_exotic_gases Exotic Gas Refining 2
tech_rare_crystals Rare Crystal Manufacturing 2
tech_space_mining_3 Mineral Cutting Beams 2
tech_space_mining_4 Autonomous Mining Drones 2
tech_mine_betharian Betharian Refining 2
tech_mine_exotic_gases Exotic Gas Extraction 2
tech_mine_rare_crystals Rare Crystal Mining 2
tech_engineering_2 Supersolid Materials 2
tech_housing_1 Weather Control Systems 2
tech_micro_replicators Micro-Replicators 2
tech_advanced_metallurgy_1 Ceramo-Metal Alloys 2
tech_ship_armor_3 Plasteel Materials 2
tech_thrusters_2 Ion Thrusters 2
tech_missiles_3 Antimatter Missiles 2
tech_swarmer_missiles_1 Swarmer Missiles 2
tech_torpedoes_1 Space Torpedoes 2
tech_mass_drivers_3 Railguns 2
tech_autocannons_1 Autocannons 2
tech_strike_craft_2 Improved Strike Craft 2
tech_starbase_3 Starhold 2
tech_defense_platform_hull_1 Improved Structural Integrity 2
tech_modular_engineering Modular Engineering 2
tech_destroyers Destroyers 2
tech_destroyer_hull_1 Improved Destroyer Hulls 2
tech_destroyer_build_speed Standardized Destroyer Patterns 2
tech_corvette_hull_2 Advanced Corvette Hulls 2
tech_nanite_transmutation Nanite Transmutation 2
tech_repeatable_lcluster_clue L-Gate Insight 2
tech_mining_3 Mineral Isolation 3
tech_binary_motivators Binary Motivators 3
tech_luxuries_2 Replicator Kiosks 3
tech_alloys_2 Nano-Separators 3
tech_space_mining_5 Nanite Mineral Probes 3
tech_construction_templates Construction Templates 3
tech_paradise_dome Idyllic Architecture 3
tech_housing_2 Anti-Gravity Engineering 3
tech_self_assembling_components Self-Assembling Components 3
tech_ship_armor_4 Durasteel Materials 3
tech_flak_batteries_2 Flak Cannons 3
tech_afterburners_2 Advanced Afterburners 3
tech_thrusters_3 Plasma Thrusters 3
tech_missiles_4 Quantum Missiles 3
tech_torpedoes_2 Armored Torpedoes 3
tech_mass_drivers_4 Advanced Railguns 3
tech_kinetic_artillery_1 Kinetic Battery 3
tech_autocannons_2 Ripper Cannons 3
tech_strike_craft_3 Advanced Strike Craft 3
tech_space_defense_station_improvement Corps of Engineers 3
tech_orbital_ring_tier_1 Orbital Rings 3
tech_starbase_4 Star Fortress 3
tech_habitat_1 Orbital Habitats 3
tech_destroyer_hull_2 Advanced Destroyer Hulls 3
tech_cruisers Cruisers 3
tech_cruiser_build_speed Standardized Cruiser Patterns 3
tech_cruiser_hull_1 Improved Cruiser Hulls 3
tech_robomodding_points_2 Fungible Circuitry 4
tech_synthetic_workers Synthetics 4
tech_synthetic_leaders Synthetic Personality Matrix 4
tech_nanite_assemblers Nanite Assemblers 4
tech_mega_assembly Mega-Assembly Systems 4
tech_engineering_3 Superfluid Materials 4
tech_advanced_metallurgy_2 Durasteel-Laced Alloys 4
tech_ship_armor_5 Neutronium Materials 4
tech_flak_batteries_3 Flak Artillery 4
tech_thrusters_4 Impulse Thrusters 4
tech_missiles_5 Marauder Missiles 4
tech_swarmer_missiles_2 Whirlwind Missiles 4
tech_torpedoes_3 Devastator Torpedoes 4
tech_kinetic_artillery_2 Kinetic Artillery 4
tech_mass_accelerator_1 Mega Cannon 4
tech_mass_accelerator_2 Giga Cannon 4
tech_mass_drivers_5 Gauss Cannons 4
tech_autocannons_3 Stormfire Cannons 4
tech_starbase_5 Citadel 4
tech_habitat_2 Habitat Expansion 4
tech_habitat_3 Advanced Space Habitation 4
tech_battleships Battleships 4
tech_battleship_hull_1 Improved Battleship Hulls 4
tech_battleship_build_speed Standardized Battleship Patterns 4
tech_cruiser_hull_2 Advanced Cruiser Hulls 4
tech_repeatable_improved_tile_mineral_output Extraction Patterns 5
tech_mine_living_metal Living Metal 5
tech_repeatable_reduced_building_time Assembly Algorithms 5
tech_repeatable_improved_armor_output Matter Compression 5
tech_dark_matter_propulsion Dark Matter Propulsion 5
tech_repeatable_weapon_type_explosive_damage Thermodynamic Yield Control 5
tech_repeatable_weapon_type_explosive_fire_rate Miniaturized Pre-Igniters 5
tech_repeatable_weapon_type_kinetic_damage High-Density Munitions 5
tech_repeatable_weapon_type_kinetic_fire_rate Loader Efficiency 5
tech_repeatable_weapon_type_strike_craft_fire_damage Synapse Interceptors 5
tech_repeatable_weapon_type_strike_craft_fire_rate Heat Recyclers 5
tech_repeatable_improved_military_station_health Fortified Core Layers 5
tech_repeatable_improved_military_station_damage Synchronized Firing Patterns 5
tech_battleship_hull_2 Advanced Battleship Hulls 5
tech_titans Titans 5
tech_titan_hull_1 Improved Titan Hulls 5
tech_titan_hull_2 Advanced Titan Hulls 5
tech_colossus Colossi 5
tech_pk_shielder Global Pacification 5
tech_pk_neutron Neutron Sweeping 5
tech_pk_godray Divine Stimulus 5
tech_pk_cracker Core Cracking 5
tech_pk_nanobots Atmospheric Nanobot Dispersal 5
tech_mega_engineering Mega-Engineering 5
tech_science_nexus Science Nexus 5
tech_sentry_array Sentry Array 5
tech_quantum_catapult Quantum Catapult 5
tech_strategic_coordination Strategic Coordination Center 5
tech_mega_shipyard Mega Shipyard 5
tech_interstellar_assembly Interstellar Assembly 5
tech_mega_art Mega Art Installation 5
tech_juggernaut Juggernaut 5
Tech Physics
Key Name Tier
tech_basic_science_lab_1 Scientific Method 0
tech_power_plant_1 High-Energy Capacitors 0
tech_shields_1 Deflectors 0
tech_lasers_1 Red Lasers 0
tech_fission_power Fission Power 0
tech_reactor_boosters_1 Reactor Boosters 0
tech_hyper_drive_1 Hyperspace Travel 0
tech_bio_reactor Bio-Reactor 0
tech_administrative_ai Administrative AI 1
tech_combat_computers_1 Specialized Combat Computers 1
tech_auxiliary_fire_control Auxiliary Fire-control 1
tech_cryostasis_1 AI-Controlled Colony Ships 1
tech_basic_science_lab_2 Exotic Materials Labs 1
tech_space_science_1 Zero-G Laboratories 1
tech_space_science_2 Miniature Containment Fields 1
tech_physics_1 Quantum Theory 1
tech_encryption_1 Quantum Firewalls 1
tech_decryption_1 Quantum Hacking 1
tech_power_plant_2 Field Modulation 1
tech_power_hub_1 Global Energy Management 1
tech_shields_2 Improved Deflectors 1
tech_lasers_2 Blue Lasers 1
tech_fusion_power Fusion Power 1
tech_reactor_boosters_2 Improved Reactor Boosters 1
tech_reactor_boosters_3 Advanced Reactor Boosters 1
tech_automated_exploration Automated Exploration Protocols 1
tech_consumer_good_refinement_1 Market Analysis Algorithms 2
tech_self_aware_logic Self-Evolving Logic 2
tech_space_science_3 Quantum Probes 2
tech_space_science_4 Autonomous Station Protocols 2
tech_encryption_2 Simultaneous-Collapse Storage 2
tech_decryption_2 Simulated Social Engineering 2
tech_physics_2 Applied Quantum Physics 2
tech_sensors_2 Gravitic Sensors 2
tech_experimental_subspace_navigation Speculative Hyperlane Breaching 2
tech_power_plant_3 Quantum Energy States 2
tech_power_hub_2 Planetary Power Grid 2
tech_shields_3 Shields 2
tech_shield_rechargers_1 Shield Capacitors 2
tech_lasers_3 UV Lasers 2
tech_disruptors_1 Disruptors 2
tech_plasma_1 Plasma Throwers 2
tech_cold_fusion_power Cold Fusion Power 2
tech_hyper_drive_2 Hyperlane Breach Points 2
tech_hyper_relays Hyper Relays 2
tech_ftl_inhibitor FTL Inhibition 2
tech_archeology_lab_ancrel Curator Archaeology Lab 2
tech_archeology_lab Curator Archaeology Lab 2
tech_curator_lab Curator Exploration Lab 2
tech_mine_volatile_motes Mote Stabilization 2
tech_volatile_motes Volatile Material Plants 2
tech_combat_computers_2 Extended Combat Algorithms 3
tech_cryostasis_2 Self-Aware Colony Ships 3
tech_global_research_initiative Interplanetary Research Initiative 3
tech_basic_science_lab_3 Multi-Dimensional Studies 3
tech_space_science_5 Multi-Dimensional Analysis 3
tech_sensors_3 Subspace Sensors 3
tech_mine_dark_matter Dark Matter Drawing 3
tech_power_plant_4 Quantum Field Manipulation 3
tech_shields_4 Advanced Shields 3
tech_planetary_shield_generator Planetary Shields 3
tech_lasers_4 X-Ray Lasers 3
tech_energy_torpedoes_1 Proton Launchers 3
tech_disruptors_2 Ion Disruptors 3
tech_plasma_2 Plasma Accelerators 3
tech_antimatter_power Antimatter Power 3
tech_hyper_drive_3 Hyperspace Slipstreams 3
tech_wormhole_stabilization Wormhole Stabilization 3
tech_combat_computers_3 Sapient Combat Simulations 4
tech_combat_computers_autonomous Autonomous Ship Intellects 4
tech_consumer_good_refinement_2 Predictive Consumerism 4
tech_positronic_implants Positronic Implants 4
tech_sapient_ai Positronic AI 4
tech_synchronized_defences Synchronized Defenses 4
tech_encryption_3 Negative-Time Keys 4
tech_decryption_3 Quasi-Dimensional Reflection 4
tech_physics_3 Space-Time Theory 4
tech_sensors_4 Tachyon Sensors 4
tech_shields_5 Hyper Shields 4
tech_energy_torpedoes_2 Neutron Launchers 4
tech_lasers_5 Gamma Lasers 4
tech_energy_lance_1 Particle Lances 4
tech_energy_lance_2 Tachyon Lances 4
tech_disruptors_3 Phase Disruptors 4
tech_arc_emitter_1 Arc Emitters 4
tech_arc_emitter_2 Focused Arc Emitters 4
tech_plasma_3 Plasma Cannons 4
tech_zero_point_power Zero Point Power 4
tech_gateway_activation Gateway Activation 4
tech_repeatable_reduced_building_cost Gravitational Analysis 5
tech_repeatable_improved_tile_energy_output Applied Superconductivity 5
tech_dark_matter_deflector Dark Matter Deflectors 5
tech_repeatable_improved_shield_output Shield Harmonics 5
tech_repeatable_weapon_type_energy_damage Focusing Arrays 5
tech_repeatable_weapon_type_energy_fire_rate Flash Coolant 5
tech_jump_drive_1 Jump Drive 5
tech_dark_matter_power_core Dark Matter Power 5
tech_gateway_construction Gateway Construction 5
Tech Society
Key Name Tier
tech_industrial_farming Industrial Agriculture 0
tech_planetary_defenses Planetary Defenses 0
tech_colonization_1 New Worlds Protocol 0
tech_hive_node Synaptic Structures 0
tech_holo_entertainment Holo-Entertainment 0
tech_planetary_government Planetary Government 0
tech_interplanetary_commerce Interplanetary Commerce 0
tech_cultural_heritage Sociocultural History 0
tech_eco_simulation Eco Simulation 1
tech_food_processing_1 Food Processing 1
tech_hydroponics Hydroponics Farming 1
tech_genome_mapping Genome Mapping 1
tech_frontier_health Genetic Healthcare 1
tech_society_1 Biodiversity Studies 1
tech_ground_defense_planning Ground Defense Planning 1
tech_deep_sinkhole Subterranean Colonization 1
tech_massive_glacier Climate Control Network 1
tech_noxious_swamp Xeno-Hydraulic Mastery 1
tech_dense_jungle Selective Defoliants 1
tech_quicksand_basin Soil Remediation 1
tech_toxic_kelp Ocean Ecology Management 1
tech_hyper_entertainment_forum Hyper-Entertainment Forum 1
tech_planetary_unification Planetary Unification 1
tech_adaptive_bureaucracy Adaptive Bureaucracy 1
tech_space_trading Offworld Trade Companies 1
tech_heritage_site Heritage Sites 1
tech_neural_implants Neural Implants 1
tech_alien_life_studies Xenology 1
tech_gene_crops Gene Crops 2
tech_vitality_boosters Vitality Boosters 2
tech_subdermal_stimulation Subdermal Stimulation 2
tech_frontier_hospital Cyto-Revitalization 2
tech_epigenetic_triggers Epigenetic Triggers 2
tech_cloning Cloning 2
tech_gene_banks Gene Banks 2
tech_society_2 Xenobiology 2
tech_arcane_deciphering Arcane Deciphering 2
tech_global_defense_grid Global Defense Grid 2
tech_doctrine_fleet_size_1 Doctrine: Space Combat 2
tech_doctrine_fleet_size_2 Doctrine: Reactive Formations 2
tech_centralized_command Centralized Command 2
tech_doctrine_navy_size_1 Doctrine: Fleet Support 2
tech_adaptive_combat_algorithms Adaptive Combat Algorithms 2
tech_interstellar_fleet_traditions Interstellar Fleet Traditions 2
tech_colonization_2 Atmospheric Filtering 2
tech_colonization_3 Hostile Environment Adaptation 2
tech_volcano Deep Crust Engineering 2
tech_terrestrial_sculpting Terrestrial Sculpting 2
tech_mountain_range Planetary Resurfacing 2
tech_dangerous_wildlife Dangerous Wildlife Removal 2
tech_galactic_ambitions Stellar Expansion 2
tech_interstellar_campaigns Interstellar Campaigns 2
tech_hive_cluster Clustered Synapses 2
tech_colonial_centralization Colonial Centralization 2
tech_planetary_infrastructure_1 Ceramo-Metal Infrastructure 2
tech_xeno_diplomacy Xeno Diplomacy 2
tech_autonomous_agents Autonomous Agents 2
tech_living_state The Living State 2
tech_colonial_bureaucracy Colonial Bureaucracy 2
tech_effective_bureaucracy Effective Bureaucracy 2
tech_capital_productivity_1 Improved Production 2
tech_holographic_rituals Holographic Rituals 2
tech_slave_colonies Thrall-Worlds 2
tech_unity_of_purpose Unity of Purpose 2
tech_artificial_moral_codes Artificial Moral Codes 2
tech_food_processing_2 Advanced Food Processing 3
tech_nano_vitality_crops Nano-Vitality Crops 3
tech_selected_lineages Selected Lineages 3
tech_gene_tailoring Gene Tailoring 3
tech_glandular_acclimation Glandular Acclimation 3
tech_gene_expressions Targeted Gene Expressions 3
tech_doctrine_fleet_size_3 Doctrine: Interstellar Warfare 3
tech_combat_training Combat Training 3
tech_doctrine_navy_size_2 Doctrine: Support Vessels 3
tech_refit_standards Refit Standards 3
tech_command_matrix Command Matrix 3
tech_colonization_4 Foreign Soil Enrichment 3
tech_tomb_world_adaption Tomb World Adaptation 3
tech_ecological_adaptation Ecological Adaptation 3
tech_psionic_theory Psionic Theory 3
tech_telepathy Telepathy 3
tech_mine_zro Zro Distillation 3
tech_hive_confluence Confluence of Thought 3
tech_xeno_relations Xeno Relations 3
tech_embodied_dynamism Embodied Dynamism 3
tech_global_production_strategy Global Production Strategy 3
tech_autocurating_vault Automated Curation Algorithms 3
tech_galactic_administration Galactic Administration 3
tech_collective_self The Collective Self 3
tech_galactic_bureaucracy Galactic Bureaucracy 3
tech_capital_productivity_2 Efficiencies of Scale 3
tech_interstellar_economics Interstellar Economics 3
tech_hypercomms_forum Local Hypercommunication 3
tech_consecration_fields Consecration Fields 3
tech_resource_processing_algorithms Resource Processing Algorithms 3
tech_collective_production_methods Collective Production Methods 3
tech_penal_colonies Penal Colonies 3
tech_resort_colonies Resort Worlds 3
tech_synthetic_thought_patterns Synthetic Thought Patterns 3
tech_xeno_tourism_agency Xeno Outreach Agencies 3
tech_executive_retreat Executive Leisure Program 3
tech_housing_agrarian_idyll Agrarian Utopias 3
tech_nutrient_replication Nutrient Replication 4
tech_capacity_boosters Capacity Boosters 4
tech_tracking_implants Tracking Implants 4
tech_gene_seed_purification Gene Seed Purification 4
tech_morphogenetic_field_mastery Morphogenetic Field Mastery 4
tech_society_3 Secrets of Life 4
tech_doctrine_fleet_size_4 Doctrine: Fluid Fleet Templates 4
tech_doctrine_fleet_size_5 Doctrine: Armada Battle Formation 4
tech_doctrine_navy_size_3 Doctrine: Interstellar Logistics 4
tech_doctrine_navy_size_4 Doctrine: Fleet Liasions 4
tech_biomechanics Biomechanics 4
tech_colonization_5 Eco-Integration Studies 4
tech_climate_restoration Climate Restoration 4
tech_galactic_campaigns Galactic Campaigns 4
tech_manifest_destiny Manifest Destiny 4
tech_precognition_interface Precognition Interface 4
tech_thought_enforcement Thought Enforcement 4
tech_planetary_infrastructure_2 Durasteel Infrastructure 4
tech_galactic_markets Galactic Markets 4
tech_capital_productivity_3 Maximized Productivity 4
tech_transcendent_faith Metacognitive Faith 4
tech_repeatable_improved_tile_food_output Transgenic Crops 5
tech_repeatable_improved_leader_life_span Cell Revitalization 5
tech_repeatable_command_limit Admiralty Support Staff 5
tech_repeatable_improved_army_damage Aggressive Conditioning 5
tech_repeatable_improved_army_health Nerve Dampeners 5
tech_repeatable_naval_cap Fleet Management Procedures 5
tech_repeatable_improved_starbase_capacity Interstellar Expansion 5
tech_psi_jump_drive_1 Psi Jump Drive 5
tech_repeatable_improved_core_system_cap Administrative Efficiency 5
tech_ascension_theory Ascension Theory 5

Adding Techs[]

If you are new to modding Stellaris, the best way to understand how to create new technologies is to use the vanilla techs as examples.

tech_nutrient_replication = {
	cost = @tier3cost3
	area = society
	tier = 3
	category = { biology }
	prerequisites = { "tech_nano_vitality_crops" }
	weight = @tier3weight3

	potential = {
	}

	modifier = {
		planet_jobs_food_produces_mult = 0.15
	}

	weight_modifier = {
		modifier = {
			factor = 1.25
			has_ethic = ethic_pacifist
		}
		modifier = {
			factor = 1.5
			has_ethic = ethic_fanatic_pacifist
		}
		modifier = {
			factor = 1.25
			research_leader = {
				area = society
				has_trait = "leader_trait_expertise_biology"
			}
		}
	}

	ai_weight = {
		modifier = {
			factor = 1.25
			has_ethic = ethic_pacifist
		}
		modifier = {
			factor = 1.5
			has_ethic = ethic_fanatic_pacifist
		}
		modifier = {
			factor = 1.25
			research_leader = {
				area = society
				has_trait = "leader_trait_expertise_biology"
			}
		}
	}
}

ID Name[]

The first line, tech_nutrient_replication = { declares the ID Name for the technology. This is not the name that will display in-game, rather, the unique ID that other files, including language files, will reference the tech as. It is best to name it similarly to the technology's planned name, so a tech named "Better Farms" would be tech_better_farms. Of course, this is not required. ID Names do not support spaces, and should be replaced with underscore ( _ )

Cost[]

Here is a list of the variables Stellaris uses for most of its technologies. The cost determines how long it will take to research the technology.[1]

@tier1cost1 = 2000
@tier1cost2 = 2500
@tier1cost3 = 3000

@tier2cost1 = 4000
@tier2cost2 = 5000
@tier2cost3 = 6000

@tier3cost1 = 8000
@tier3cost2 = 10000
@tier3cost3 = 12000

@tier4cost1 = 16000
@tier4cost2 = 20000
@tier4cost3 = 24000

@tier5cost1 = 32000
@tier5cost2 = 40000
@tier5cost3 = 48000

Cost can be set to any number within the 32bit integer limit.

# Using a preset weight
weight = @tier1cost3 # 3000

# Using a custom weight
weight = 9000

Weight[]

Weight controls how likely a tech is to be "drawn", the higher the number, the higher the likelihood of it appearing compared to other techs.

Here is a list of the weights Stellaris uses for most of its techs.[1]

@tier1weight1 = 100
@tier1weight2 = 95
@tier1weight3 = 90

@tier2weight1 = 85
@tier2weight2 = 75
@tier2weight3 = 70

@tier3weight1 = 65
@tier3weight2 = 60
@tier3weight3 = 50

@tier4weight1 = 45
@tier4weight2 = 40
@tier4weight3 = 35

@tier5weight1 = 30
@tier5weight2 = 25
@tier5weight3 = 20

The syntax and usage of a tech's weight is the same as tech cost. A tech with low weight (i.e. 5) will have a much lower chance to be "drawn" than other techs. These are not definitive values however, and are compared to every other valid tech in the game.

# Using a preset weight
weight = @tier1weight3 # 90

# Using a custom weight
weight = 15

Tier[]

The 'tier' of a technology, while not shown ingame,[2] does determine how many techs of a previous tier have to be researched for the next tier to become unlocked. I.e. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies. These are also easily moddable via its file, see #Tiers.

Tier 0 is used for starting technologies.
Tier 1 – 3 are typically unlocked near the earlygame to the midgame
Tier 4 – 5 typically near to after endgame.

Area[]

This determines the technology's research area, as seen in the research panel.

area = society
# Supports: physics, society, engineering

Category[]

This determines the category of a technology, used with the Expertise scientist traits to increase speed in a specific area of research.

# Note the Curly brackets / Braces {}
category = { biology }

Despite the curly brackets, this is not an array; as there can only be one category for each tech.

# Physics
field_manipulation, particles, computing

# Society
psionics, new_worlds, statecraft, biology, military_theory

# Engineering
materials, rocketry, voidcraft, industry

For adding new categories, see #Categories.

Potential[]

"Potential" determines whether the specific country is allowed to "draw" the technology.

potential = {
	has_authority = auth_democratic
}

A tech with this potential is accessible only to Democratic countries. More logic explanation in the weight section.

AI Update Type[]

ai_update_type = military
# supports: military, all
# Remove if not used

Techs with this variable set will update ship designs upon researching. If this field is all, civilian ships will be upgraded. Used for component-unlocking technologies.

Prerequisites[]

Prerequisites (careful on the spelling) determine required technologies for the tech.

prerequisites = { "tech_droid_workers" }

A technology with this prerequisite will require researching Droid Workers first. In this case, prerequisites works as an "array", or a list of items, and can have multiple or many required techs.

prerequisites = { "tech_droid_workers" "tech_colonial_centralization" }

This will make the tech require "Droids" and "Colonial Centralisation" in order to research.

Tech tags[]

There are a few other tags:

  • is_reverse_engineerable = yes/no – Reverse engineerable tech, allows to reverse engineer from debris – only supports ship component technologies, such as Dark Matter Power or Railguns (etc.), as the game checks against the requirements for said components.
  • start_tech = yes/no – Starting tech, given at the start of the game – determines whether valid empires start with the technology. Valid empires are determined by a tech's Potential.
  • is_rare = yes/no – Rare tech, marks as purple – see Advanced Tech Modding for more.
  • is_dangerous = yes/no – Dangerous Tech, marks as red – see Advanced Tech Modding for more.

Weight Modifiers[]

Now we enter logic gate territory with Weight Modifiers and add/factor. These change how likely the tech is to appear in any given tech "card draw", after each completed research. An example:

weight_modifier = {
	factor = 4 # weight × 4
	modifier = {
		factor = 0.75 # weight × 0.75
		NOR = {
			has_ethic = ethic_pacifist
			has_ethic = ethic_fanatic_pacifist
		} # Is not pacifist
	}
	modifier = {
		add = 2 # +2 to original weight amount
		OR = {
			has_ethic = ethic_militarist
			has_ethic = ethic_fanatic_militarist
		} # Is militarist
	}
}

This would reduce the weight of a technology if the researcher does not have either pacifist ethics, and increase it if militarist.

Weight Modifier[]

This will contain all of the modifiers that would affect the technology's chance to draw.

weight_modifier = { … }

Remember to count your braces.

Add & Factor[]

This is how the condition affects the likelihood of the tech appearing. "Factor" means multiply in this case.

modifier = {
	factor = 0.75
	has_ethic = ethic_fanatic_pacifist
}

This will multiply the base weight by 0.75 for countries that are fanatic pacifist.

modifier = {
	add = 3
	has_ethic = ethic_fanatic_militarist
}

This will increase the base weight by 3 for countries that are fanatic militarist.

Logic Gates[]

Main article: Conditions

Paradox text files use several logic gates that are found in traditional computer programming: AND (all values must be true), OR (any value must be true), NOT (all values must be false, reverses output), and NOR (no values can be true).

	factor = 0.01
	OR = {
		has_ethic = ethic_pacifist
		has_ethic = ethic_fanatic_pacifist
	}

In an OR logic gate at least one value within must return true, else the OR returns false. For this example, empires that are not pacifist are far less likely to draw this technology.

	factor = 1.5
	AND = {
		has_authority = "auth_imperial"
		has_civic = "civic_imperial_cult"
	}

In the AND gate, all values within must return true, else the AND returns false. This example will increase a tech's weight by 50% if the country has the Imperial authority AND has the Imperial Cult civic.

	factor = 0.01
	NOT = {
		has_ethic = "ethic_spiritualist"
	}
	factor = 0.01
	NOR = {
		has_ethic = "ethic_spiritualist"
		has_ethic = "ethic_fanatic_spiritualist"
	}

NOT is a reversed logic gate. If the values within a "NOT" return true, then the NOT returns false. It should be noted that "NOT" and "NOR" have similar use.

Logic gates can only be nested limited times;

	factor = 0
	OR = {
		NOT = { is_country_type = default }
		AND = {
			has_civic = civic_fanatic_purifiers
			has_ethic = ethic_spiritualist
		}
		AND = {
			has_civic = civic_death_cult
			has_ethic = ethic_fanatic_militarist
		}
	}
	NOR = {
		has_ethic = ethic_xenophile
		has_ethic = ethic_fanatic_xenophile
	}
(Note: This block of code does not appear anywhere in Stellaris.)

Research Leader[]

The weight can be affected by who's in charge of research, and here's how to do it. First, open with research_leader = {. Now, here is where you make your decision. First, area, meaning which department your scientist is in. It really is just a coding convention, since it will only appear in that category anyways. (So I think it's supposed to increase the chance is there is a leader.) Next is "has_trait", which is self-explanatory. It is used to increase or decrease the likelihood of a tech appearing if a certain trait exists or is missing. Here is a list of all traits that can be used with it (for scientists):

# Adaptable (+25% XP Gain)
"leader_trait_adaptable"

# Stubborn (-25% XP Gain)
"leader_trait_stubborn"

# Resiliant (+25 More Years of Life)
"leader_trait_resilient"

# Substance Abuser (-20 Years of Life)
"leader_trait_substance_abuser"

# Eager (-33% Recruitment Cost)
"leader_trait_eager"

# Arrested Development (No XP Gain)
"leader_trait_arrested_development"

# Careful (-10% Anomaly Fail Risk )
"leader_trait_careful"

# Meticulous (+10% Anomaly Generation Chance)
"leader_trait_meticulous"

# Spark of Genius (+10% Research Speed (All Techs))
"leader_trait_spark_of_genius"

# Carefree (+35% Anomaly Research Speed)
"leader_trait_carefree"

# Roamer (+25% Survey Speed)
"leader_trait_roamer"

# Archaeologist (+50% Precursor Anomaly Research Speed, -25% Precursor Anomaly Fail Chance)
"leader_trait_archaeologist"

# Paranoid (-5% Research Speed (All Techs), -10% Anomaly Research Speed)
"leader_trait_paranoid"

# Maniacal (+5% Research Speed (All Techs))
"leader_trait_maniacal"

# Custom AI Assistant (+5% Research Speed (All Techs), +10% Survey Speed, +15% Anomaly Research Speed)
"leader_trait_custom_AI_assistant"

# Sentient AI Assistant (+10% Research Speed (All Techs), +20% Survey Speed, +30% Anomaly Research Speed)
"leader_trait_sentient_AI_assistant"

# Expertise: Materials (+15% Research Speed (Materials))
"leader_trait_expertise_materials"

# Expertise: Rocketry (+15% Research Speed (Rocketry))
"leader_trait_expertise_rocketry"

# Expertise: Voidcraft (+15% Research Speed (Voidcraft))
"leader_trait_expertise_voidcraft"

# Expertise: Industry (+15% Research Speed (Industry))
"leader_trait_expertise_industry"

# Expertise: Field Manipulation (+15% Research Speed (Field Manipulation))
"leader_trait_expertise_field_manipulation"

# Expertise: Particles (+15% Research Speed (Particles))
"leader_trait_expertise_particles"

# Expertise: Computing (+15% Research Speed (Computing))
"leader_trait_expertise_computing"

# Expertise: Psionics (+15% Research Speed (Psionics))
"leader_trait_expertise_psionics"

# Expertise: New Worlds (+15% Research Speed (New Worlds))
"leader_trait_expertise_new_worlds"

# Expertise: Statecraft (+15% Research Speed (Statecraft))
"leader_trait_expertise_statecraft"

# Expertise: Biology (+15% Research Speed (Biology))
"leader_trait_expertise_biology"

# Expertise: Military Theory (+15% Military Theory)
"leader_trait_expertise_military_theory"

Please note, this only includes base game, no DLCs are included.

Has Level[]

This tag, "has_level", uses inequality signs (< and >), to boost or lower the chance based on the level. Currently, it goes up to level 5, and here is an example of its usage in game:

modifier = {
	factor = 1.25
	research_leader = {
		area = physics
		has_trait = "leader_trait_expertise_voidcraft"
		has_level > 2
	}
}
modifier = {
	factor = 1.50
	research_leader = {
		area = physics
		has_trait = "leader_trait_expertise_voidcraft"
		has_level > 3
	}
}

Here, the "has_level" tag is used to check is the leading scientist is higher than level 3, and if so, increase the likelihood of the tech by *1.5.

Years Passed[]

Self-Explanatory. Increases the chance if the years past since the start of the game is greater than or less than a certain year. Like this:

years_passed < 20
# '<' Can be replaced by '>', '>=', '<=', or '='

Scopes and Triggers[]

The most important part of weight modifiers. Scopes are used to determine what the following statements apply to. Please note, only a few scopes matter, such as 'research_leader'. Triggers are the most important part of the entire weight modifier section. Triggers create the main thing that allows for specific cases where certain factors can affect the chance either positively or negatively.

Example #1: Locking to certain ethics[]

Using triggers, you can create a tech that can only be used by egalitarians or xenophiles, and it is more likely to appear if you are an egalitarian, and less likely to appear if you only have one of the two. It is even less likely to appear if the fanatic one is xenophile.

weight_modifier = {
	factor = 0.5   # Sets the base chance of the tech appearing
	modifier = {
		factor = 0   # Sets chance to 0 if the empire does not have any of the following ethics.
		NOR = {
			has_ethic = ethic_egalitarian
			has_ethic = ethic_fanatic_egalitarian
			has_ethic = ethic_xenophile
			has_ethic = ethic_fanatic_xenophile
		}
	}
	modifier = {
		factor = 1.5   # Increases the chance if the empire has both egalitarian and xenophile ethics.
		AND = {
			OR = {
				has_ethic = ethic_egalitarian
				has_ethic = ethic_fanatic_egalitarian
			}
			OR = {
				has_ethic = ethic_xenophile
				has_ethic = ethic_fanatic_xenophile
			}
		}
	}
	modifier = {
		factor = 1.5   # Increases the chance if the empire is fanatic egalitarian.
		has_ethic = ethic_fanatic_egalitarian
	}
	modifier = {
		factor = 1.25   # Slightly increases the chance if the empire is fanatic xenophile.
		has_ethic = ethic_fanatic_xenophile
	}
}
Example #2: Traits[]

In this example, the triggers will use the traits of the leader in research and the ruler of the empire. Namely:

  • If the leader is maniacal, then the chance should be increased.
  • If the leader has an expertise, the chance should be reduced.
  • If the leader is spark of genius, increase the chances even more.
  • If the leader has a modifier that affects the age of the leader, then decrease the chance. Decrease the chance even more if the age went down.
  • If the leader has arrested development, but no expertise, then increase the chance.

Advanced Tech Modding[]

NOTE: All of these can crash your game on launch!

Tiers[]

It is possible to add and modify tiers in the game, the game requires them to be in order (you cannot go from 5 to 7, etc.) meaning that they are semi-hardcoded and require careful handling. If you load a game with a missing tier; your game will crash on load.

From: Stellaris/common/technology/tier/00_tiers.txt

####
#	Technology tiers
#
#	weight_modifier = {
#		factor = 1
#		modifier = {
#			add = 10
#			OR = {
#				has_government = "military_dictatorship"
#				has_government = "martial_empire"
#			}
#		}
#	}
####

# The previously_unlocked-value decides how many techs in the previous tier has to be researched before the tier is unlocked

0 = { # Tier 0
}

1 = { # Tier 1
	previously_unlocked = 0
	weight_modifier = {
		base = 1
		complex_trigger_modifier = {
			trigger = num_researched_techs_of_tier
			parameters = {
				tier = 3
			}
			mode = add
			mult = 0.2
		}
	}
}

2 = { # Tier 2
	previously_unlocked = 6
	weight_modifier = {
		base = 1
		complex_trigger_modifier = {
			trigger = num_researched_techs_of_tier
			parameters = {
				tier = 4
			}
			mode = add
			mult = 0.2
		}
	}
}

3 = { # Tier 3
	previously_unlocked = 6
	weight_modifier = {
		base = 1
		complex_trigger_modifier = {
			trigger = num_researched_techs_of_tier
			parameters = {
				tier = 5
			}
			mode = add
			mult = 0.2
		}
	}
}

4 = { # Tier 4
	previously_unlocked = 6
	weight_modifier = {
		base = 1
		complex_trigger_modifier = {
			trigger = num_repeatable_techs
			mode = add
			mult = 0.2
		}
	}
}

5 = { # Tier 5
	previously_unlocked = 6
	#weight multiplier is always 1
}

Categories[]

It is possible to modify categories in the game, however as of now it is impossible to add new ones, meaning that only their icon can be edited.

From: Stellaris/common/technology/category/00_category.txt

materials = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_materials.dds"
}

propulsion = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_propulsion.dds"
}

voidcraft = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_voidcraft.dds"
}

industry = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_industry.dds"
}

field_manipulation = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_field_manipulation.dds"
}

particles = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_particles.dds"
}

computing = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_computing.dds"
}

psionics = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_psionics.dds"
}

new_worlds = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_new_worlds.dds"
}

statecraft = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_statecraft.dds"
}

biology = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_biology.dds"
}

military_theory = {
	icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_military_theory.dds"
}

Tech tags[]

As already mentioned above tech tags is_rare and is_dangerous are only cosmetic and do not effect the game. "is_rare" (changing the tech's graphics to purple) does not inherently reduce the chance of rolling it, nor does "is_dangerous" (changing the tech's graphics to red) create danger on its own.

Rare Technologies[]

To make a rare technology "rare", you will need to add the following lines of code to the weight_modifier.

modifier = {
	factor = @ap_technological_ascendancy_rare_tech
	has_ascension_perk = ap_technological_ascendancy
}

Dangerous Technologies[]

Dangerous technologies are more complicated and require event modding to work. For more see Event modding or alternatively direct at Stellaris/events/crisis_trigger_events.txt.

References[]

  1. 1.0 1.1 If not defined in the file itself there are from: Stellaris/common/scripted_variables/00_scripted_variables.txt
  2. If you do not use mods, like "Tech Tiers Revealed".
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