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Szablon:Version Szablon:Technav Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Szablon:Iconify, Szablon:Iconify and Szablon:Iconify. Additionally, each of the ~300 techs belongs to one of 12 field expertise scattered between the areas (most appearing pre-dominantly in one area though not exclusively).

The user interaction aspect utilizes a card shuffle approach rather than a traditional tech tree presentation, thereby introducing an element of semi-randomness into the system.

Research areas & fields

Szablon:SVersionSzablon:Anchor

Plik:UI tech.png
Technology interface.

There are three different research areas, with each area corresponding with one of the research resources. Additionally, each tech belongs to one of 12 field expertise scattered between the areas. While there is no direct relation between an area and a field, most fields appear pre-dominantly (though not exclusively) in one area.

The areas, with their dominant fields and primary discoveries, are as follows:

Szablon:Icon Engineering research
Main dominant fields: Szablon:Iconify, Szablon:Iconify, Szablon:Iconify and Szablon:Iconify.
Primary discoveries: new ship and station classes, strategic resources reveal, kinetic & explosive weapons, buildable pops, machine modification capabilities, improved mineral production & storage, and more.
Szablon:Icon Physics research
Main dominant fields: Szablon:Iconify, Szablon:Iconify and Szablon:Iconify.
Lesser dominant fields: Szablon:Iconify and Szablon:Iconify.
Primary discoveries: additional research capabilities, strategic resources reveal, point-defense & energy weapons, improved FTL capabilities, improved energy production & storage, and more.
Szablon:Icon Society research
Main dominant fields: Szablon:Iconify, Szablon:Iconify, Szablon:Iconify and Szablon:Iconify.
Lesser dominant fields: Szablon:Iconify (appears sporadically in the mid-to-late game).
Primary discoveries: terraforming capabilities, strategic resources reveal, uplift capabilities, genetic modification capabilities, new armies and attachments, improved food and unity production, and more.

The card system

Szablon:SVersion

Plik:Card system.png
The "card" system.

Although the underlying technology system is based on the familiar tech tree structure, it does away with its standard interaction/presentation in favor of the card shuffle approach. This injects a semi-random element into research, making it somewhat less predictable as well as more non-linear.

When prompted for a research prospect, the system presents a select subset of research alternatives picked randomly from a pool of all the valid research options.

There are two basic parameters affecting a tech's chances of appearing as viable research alternatives:

  • Tiers - Technologies are divided into 6 levels (T0 to T5) of advancement. Higher tier technologies require obtaining a certain number of technologies from the preceding tier (set at 6 for all tiers<ref>See Szablon:Path for details.</ref>) before they become available as research alternatives.
  • Weight - A base value denoting the relative chance (out of all the valid options) of a particular technology to be drawn as an alternative. This may be further modified by an empire's composition (ethics, civics, and etc.) and its current state (scientist's traits, past tech, and etc.).

To further increase variation, a tech which appeared as an alternative in the previous research prompt will have its weight halved<ref name="defines">See Szablon:Path for details.</ref> in the next prompt.

Tier Szablon:Icon Szablon:Icon Szablon:Icon Cost Weight
1 500 - 780 90 - 100
2 1000 - 2000 70 - 85
3 3000 - 5000 50 - 65
4 6000 - 10000 35 - 45
5 14000 - 20000 20 - 30
repeatables 25000+ 12.5

As a general rule of thumb, the more advanced a technology is, the lower its weight (and the higher its cost).

Example

Let's assume a pool of 3 techs: Szablon:Icon Armored Torpedoes, Szablon:Icon Autocannons, and Szablon:Iconify. Additionally, lead engineering scientist has a Szablon:Iconify field expertise and Szablon:Icon Autocannons appeared as an option in the previous prompt.

<math>\text{Total weight} = \text{Armored Torpedoes weight}\, +\, \text{Autocannons weight}\, +\, \text{Orillium Extraction weight}</math>

<math>\text{Total weight} = 70 \cdot 1.25\, +\, \frac{75}{2}\, +\, 180 = 87.5 +\, 37.5 +\, 180 = 305</math>

If a tech were to be picked at random, then each tech's chances would be 28.7%, 12.3%, and 59% respectively.

Note: Tiers, weights, and what modifiers affecting it are hidden parameters. That being said, an expertise in a tech's field is likely to increase its weight (and therefore appearance).

Research alternatives

Szablon:SVersion Each research prompt draws Szablon:Green research alternatives<ref name="defines" />. This may, however, be further increased with the following: Szablon:Bonus table

Additionally, some research options may be gained as permanent alternatives. They appear below the regular alternatives and are distinguished from them by a Szablon:Tech border surrounding the tech card's bezel. These alternatives are usually acquired (along with some partial progress) through post-battle debris analysis or from special event chains. The options are then removed from the alternatives' draw pool and remain on the research list until completed.

If need be, it is possible to change an on-going research project at any point - without incurring penalties - in order to continue researching it at a later time. It is important to note, however, that the saved progress does not scale with changes occurring to technology costs (for better or for worse). This tends to lead to the tech's completion percentage getting lower as the empire continues to expand.

As opposed to a permanent alternative, there is no guarantee the technology in question would be available in the following prompts.

Research output

Szablon:SVersion Each research area employs the use of a different research resource.

Each of these individual resources has a base production of Szablon:Green<ref>See Szablon:Path for details.</ref> research points a month. This can be further increased by pops working the appropriate planetary tiles, constructing Szablon:Icon research facilities on planets or Szablon:Icon research stations on the galactic map.

The research production may then be modified by the following: Szablon:Bonus table

Additionally, each of the resources may also have the following modifiers affecting them (these apply only to a single resource rather than to all of them): Szablon:Bonus table Szablon:Bonus table Szablon:Bonus table

Stored research

Szablon:SVersion Research output which is not being used for research at the time is being accumulated as stored research. Alternatively, it may also include research resources gained from other avenues such as debris analysis, anomalies, events, and etc.

This method allows for a more "relaxed" research by eliminating the loss of research points due to forgetting to pick a research project while, at the same time, also simulating accelerated periods of research (as opposed to sudden "jumps") caused by newfound knowledge sources. The current storage levels can be seen by hovering over the appropriate resources.

The expenditure rate of stored research can be expressed as follows:

<math>\text{Stored research expenditure length} = \frac{\text{Research resource stored} }{ \text{Research resource produced}}</math>

Example

An empire produces Szablon:Icon Szablon:Green Engineering research a month and has just finished debris analysis granting it Szablon:Icon Szablon:Green Engineering research (stored research).

<math>\text{Stored research expenditure length} = \frac{\text{1000}}{ \text{24}} =\, \text{41.67 months}</math>

The empire will supplement its Szablon:Icon Engineering research by an additional Szablon:Green research points for the first 41 months and by another Szablon:Green research points in the following month, after which the Szablon:Icon Engineering stored research bank will completely deplete.

Research speed

Szablon:SVersion Research speed represents a given expertise in a particular research area or field leading to shortened research time of related technologies.

Research speed boosts the perceived research production in the following manner:

<math>\text{Perceived research production} = \text{Research resource produced}\, \cdot\, \sum\text{Research speed modifiers}</math>

The most immediate sources of research speed modifiers are the 3 lead scientists. As the applied bonus depends on a scientist's skill level and overall traits, it is recommended to assign newly recruited scientists to command a science ship. Scientists on exploration duty tend to gain experience faster and, if one is in luck, they may also gain a new trait beneficial to research while leveling up.

The following table details the all-encompassing research speed modifiers while the one below lists limited scope modifiers: Szablon:Bonus table

Szablon:Icon Limited scope modifiers Scope
Szablon:Green
  • Szablon:Icon Domination tree completion
  • (technology sharing with vassals)
Situation specific
Szablon:Green Situation specific
Szablon:Green
Szablon:Green
  • Field expertise traits
  • (one trait per corresponding field)
Field specific
Szablon:Green
Szablon:Green "Spectral Residue Studies" modifier Szablon:Iconify
Example

An empire is a Szablon:Iconify and produces Szablon:Icon Szablon:Green Engineering research a month. It has a lead engineering scientist with a Szablon:Iconify field expertise while researching Szablon:Icon Armored Torpedoes.

<math>\text{Perceived research production} = 24\, \cdot\, (1\, +\, 0.05\, +\, 0.15)\, = 28.8 </math>

Note: A research area without an acting lead scientist receives a penalty to research speed.

Technology cost

Szablon:SVersion As a game progresses, research option choices will begin to include progressively more advanced and correspondingly more expensive technologies.

Each technology has a base cost associated with it which scales in relation to the empire's size - number of colonized planets and owned systems.

This means that while overall an empire's research capabilities will increase with additional planets and systems, it will do so with increasingly diminishing returns for every new addition; Meaning, a larger empire will have to invest more resources than a smaller one to gain the same tech. This allows for empires of a somewhat differing size to keep a "relative" technological parity.

Research cost is formulated as follows:

<math>\text{Research cost} = \text{Base cost}\, \cdot\, \left(1\, +\, 0.02\, \cdot\, \text{Owned systems}\, +\, 0.05\, \cdot\, \text{Owned colonies} \right)</math>

Example

An empire is researching Szablon:Icon Global Energy Management (640 base cost). Aside from its home system, it owns 2 other systems and 1 colony.

<math>\text{Research cost} = 640\, \cdot\, \left(1\, +\, 0.02\, \cdot\, 2\, +\, 0.05\, \cdot\, 1\right) =\, 697</math>

Note that an empire's capital does not count towards the total number of owned colonies or systems in the formula.

Research progress

Szablon:SVersion In general, research time can be summarized as the following formula:

<math>\text{Research time} = \sum\frac{\text{Research cost} -\, \text{Partial research done} }{ \text{Monthly research progress} }</math>

Research progress is one of the key elements affecting the time it takes to discover new technologies. It is formulated as follows:

<math>\text{Monthly research progress} = \text{Research resource produced}\, \cdot\, \sum\text{Research speed modifiers}\, +\, \text{min}[\text{Research resource stored},\text{Research resource produced}]</math>

While it is possible for the monthly research progress to remain constant during the course of researching a certain technology, it is more than likely to fluctuate - for better or for worse - due to consequences of various actions (such as exploration, empire development, expansion, etc.). This, in turn, may increase or decrease the total research time of a given tech.

Example

The empire from the previous examples (same setup) has just finished debris analysis granting it Szablon:Green research progress in Szablon:Icon Armored Torpedoes along with Szablon:Icon Szablon:Green Engineering research (stored research).

This setup will generate the following monthly research progress:

<math>\text{Monthly research progress} = 24\, \cdot\, (1\, +\, 0.05\, +\, 0.15)\, +\, \text{min}[1000, 24] = 52.8 </math>

Assuming no further changes will impact the above setup, the total research time of the tech would be:

<math>\text{Research time} = \frac{1862\, -\, 1862 \cdot\, 0.1 }{ 52.8 } = \text{31.74 months}</math>

Note: Partial research can refer to debris analysis, previous research, event rewards and etc.

References

<references />

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