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Stellaris Dev Diary #11 - Research & Technology

Hi folks!

It’s Monday and you all know what that means! Today I am going to talk about the technology system in Stellaris. If you have stayed up-to-date with the information flow, you probably know the basics already: there are three types of technology: Physics, Society and Engineering. Each one has its own research track, and each department is headed by a scientist character. You thus normally research three technologies in parallel.

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Now, I want each new game of Stellaris to be a new and different journey. That is why the game does not have a “tech tree” in the classical sense. Instead, each time you start up a new research project, you are presented with three semi-random choices. This is a bit like drawing three cards from a deck of cards, picking one and returning the other two to the deck. However, to continue with this metaphor, the trick is in the shuffling... The deck is very much stacked, so to speak. Especially in the early game, some cards are extremely likely to end up in the top, so that all players get a fair start. What happens in the background is a complex weighting of various factors, like the ethics of the empire, the traits of the scientist character in charge of the department, the techs you already have, etc. I guess you could say the result is something like a fuzzy, hidden tech tree.

Certain technologies are considered rare or very rare, and these are clearly marked so that you know you should probably pick them lest you never see them again... There are also “tech cards” outside the deck (this card metaphor is really useful!), that can only be drawn in special circumstances, like when researching certain Anomalies, investigating debris, etc.

Of course, there are only so many normal technologies to research, so you will eventually have most of them. To keep things interesting even in a very long game though, there are also many procedurally generated “improvement technologies”. For example, techs that improve all types of laser weapons by a small degree. These technologies are a bit like the “Future Technologies” in Civilization except that you can start getting them long before you’ve actually run out of scripted technologies.

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As with any game like this, techs get progressively more expensive, meaning you cannot neglect building research labs and stations lest you fall behind the other empires of the galaxy (however tempting it might be to use your precious real estate to produce more Minerals and Energy Credits…)

Stellaris Dev Diary #12 - Policies and Edicts
 
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Also a race based on science could offer additional services through research treaties. For example
Component without research treaty has standard maintainance cost.
With treaty component or weapons get small buff/maintenance cost due to the combined cooperation and understanding of both races.
But if both races are at war. Those same weapons and components have a small debuff on them. When at war against the race that sold them to you. Since they have a better understanding of the tech and would know it's strengths and weaknesses. This would help give research treaties more meat and more levels of thought. Research treaties would no longer just be the dressing on the cake. It would be a entirely different cake.
 
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Hello there,

1a. How many tech's are available at the moment ( or at least an estimate ) ?

1b. And will there be more techs added in later expansions ?

2. Will we be able to research the other "space travel - propulsion techs" besides the primary ?

Like we started the game with Warp Drive. Will we be able to "acquire" wormhole travel later from research / conquering another empire that used wormhole travel / analyze wrecks of other ships .
And would we be able to use 2 types of "space travel methods" at the same time at some point ? Or even all 3.


Thanks.
 
#1b. most likely yes considering Paradox's DLC policy
#2, iirc Wiz stated during his Blorg streams that you can acquire other methods of FTL by reverse engineering ship wrecks and such.
 
#1b. most likely yes considering Paradox's DLC policy
#2, iirc Wiz stated during his Blorg streams that you can acquire other methods of FTL by reverse engineering ship wrecks and such.

Thanks mate.
 
And would we be able to use 2 types of "space travel methods" at the same time at some point ? Or even all 3.
We are able to have different ships that use different FTL methods, but no ship can have more than one FTL method and a fleet can't have several of them either. But as long as you consider the fleets can't be combined if they have two or three FTL types, yes, it is possible :)
 
We are able to have different ships that use different FTL methods, but no ship can have more than one FTL method and a fleet can't have several of them either. But as long as you consider the fleets can't be combined if they have two or three FTL types, yes, it is possible :)

Sweet.