General information | Science
Development of new technologies will be the basic factor thanks to which you will succeed on each field of empire management. It is important that you never stop the researches and that you monitor their progress. Research in Stellaris is divided into two tasks:
1. Checking new systems, examining anomalies and completing quests related to situation log.
2. New technology development in following institutes: physics, sociology, engineering.
Each task has similar wage and you must effectively manage each of them. In case of working on new technologies it is easier since you must only select a proper scientist and from time to time give him new tasks. It’s different in case of other actions.
You must recruit research shits, then recruit scientists to them and give them clear orders related to examining a specific system or object marked by the situation log.
It is worth mentioning that each scientist can have up to five experience levels. For each level he receives a 2% research speed boost.
Exploring new systems
Exploration of new systems is one of the basic actions which you will perform regularly since the beginning of the game.
A detailed walkthrough for exploration can be found in first chapters of this guide. Remember that you can check how well you examined a system in the map of the galaxy. From map you can also give orders related to exploring a specific system.
Names of systems which were already explored by you will be marked on the galaxy map with white color. In their case the grade of information about a system is high.
If a system was bypassed, you haven’t reached it or stopped the research halfway through the information gathering, then the name of the system will be displayed in gray color. You should return there with an expedition in order to fully learn about the potential of a new territory and utilize it in future.
At the beginning of the game the most important thing is to place research and mining stations on planets that are rich in resources. Later in the game you will send expeditions in order to find strategic resources and planet that are suitable to be inhabited.
Additional modifiers related to scientific discoveries, policy and the scientists can impact the speed of exploration of new systems.
For these actions you should have three research crews. Select a scientist with a modifier that speeds-up the exploration of new worlds for the first one. For the second one, select a modifier which reduces the chance of failure when examining an anomaly.
The final crew should be led by a scientist who can quickly gather experience. Thanks to such set you will quickly explore new areas of galaxy and you won’t have trouble with completing missions from situation log.
It might happen that a group of scientists encounter an anomaly while exploring new systems.
An anomaly can be very profitable. After encountering an anomaly you can immediately start examining it or come back to it later in the game with a different crew or after gaining experience from different fields of science.
Each anomaly has a specific risk level which you will know before deciding to start the research. A crew led by someone who has a reduction of chance for failure during research is very useful in that case.
An anomaly “blocks” a specific orb. Until it is examined the object on which it was detected is not considered as fully discovered.
Because of that you might have trouble with building a mining station or you might not be able to inhabit the planet. It is a good idea to have a scientist who can examine the anomaly with lower risk.
Examine objects are frequently a source of a one-time resource bonus. Sometimes anomaly can give you partial data about research, reducing the cost and time of a research.
Tasks available via the situation log will appear during the whole game, creating the story plot of the game. By using the situation log you can gain detailed information about research like: time needed for completing a research, potential profits, and related science division.
The panel allows marking locations of various task parts.
In this situation you will notice a marker on the galaxy map which will look like the one on the above picture. The marker will keep pulsing so you shouldn’t miss it.
You can use the panel anytime you want to stop following an object and the marker will disappear. If the time assigned to the project ends, the marker and the entry in the log will disappear as well.
Tasks give by the situation log have frequently specific requirements. For example, only a scientist who has at least a specific experience level can start the research. For completing these tasks you usually activate additional sequences and gain rewards – resources or reduction of cost of some technologies.
Development of new technologies is done in three main fields: physics, sociology and engineering.
Each field has separate sections which will be described further in the guide. On the above picture the most important aspect of the development panel is marked – the speed of discovering new technologies.
It is a parameter that is impacted by the scientist and science condition of the empire.
After moving your mouse on the area shown on the picture you will see an additional field in which all variables that impact the current modifier are shown. Research speed is impacted by:
- Scientist level – from +2% to +10%
- Modifiers provided by buildings – up to +10%
- Modifiers provided by previous discoveries – up to +20%
- Modifiers provided by political system – up to +10%
- Modifiers provided by imperial edicts – up to +30%
Additionally, check scientist’s predispositions while recruiting him to a specific section. If the scientist is experienced in a specific field that frequently appears in the research, then you can speed up the research by additional 10%.
If you need a scientist and none specializes in the field you are interested in, then hire a scientist who specializes in different field and temporarily don’t assign him anywhere.
Remember to recruit by using the empire tab (F2). This will guarantee that after hiring a scientist he won’t be automatically assigned to a unit to which you didn’t wanted to assign him.
Thanks to the meter that shows the limit of empire leaders you can recruit many scientists that are experienced in specific fields and you can assign them to units after the current scientists die. Remember that hired scientists will get old and if you don’t assign them to a unit for too long, they can die before a slot for them becomes available.
The second important matter in case of research is the cost. Each research has a base cost which increases as the number of population increases. Each population increases the price by 1.81%.
You should make sure to develop the most important technology research before your empire becomes too large. It will not only impact matters related to resources, but research time as well. Each science facility provides you with monthly research money.
If you have surplus of the “resource”, then research time will scale to the size of the surplus and to the lack of funds. You should have a limited number of planets, especially early in the game when each month can leave your empire far behind the rivals.
Technology | Science
Research is done in three main fields, but in addition to that each field has specific specialties which determine the character of research. Based on them you can predict the profits of a research.
Information about each category:
- Field manipulation
- Military theory
- New worlds
Research that focuses on isolating and using matter. Research usually increases the maximum supply of energy credits. There are also researches that allow using energy weapon. Most of all, thanks to this type of research you gain access to advanced energy sources which can be used for building units.
Thanks to the newest reactors you can provide your ships with better equipment and thus improve their energy balance and combat effectiveness.
These researches focus on more efficient use of units’ drives and using shields. As the technology progress you gain access to better deflectors and thus are able to increase defenses of your units. It is worth noticing that field manipulation research increase the defense of planetary fortifications.
In this field you can start research related to gaining additional fund sources for physics research. In addition to that, focusing on this category allows installing anti-rocket defense systems on ships.
It also greatly increases the effectiveness of obtaining funds for research from planets by combining scientists who participate in missions on research ships with institutes on planets’ surface.
The basic category which you mustn’t ignore. Thanks to industry discoveries you will gain access to technology which allows building much more efficient power plants.
You will also increase the energy credits stockpile and will be able to use population consisting of robots. Industry is not only energy, thanks to it you can also more effectively mine resources which greatly increase the capacity of warehouses.
You also gain access to facilities thanks to which you will gather funds required for technology research faster. The research concentrates on two main fields – physics and engineering.
This specialty has great impact on the military development of your empire. Here you will learn how to create first assault squads which you can use to attack the surface of enemy planets. The main aspect of research is building and expanding the cosmoport and gaining access to better combat units.
Thanks to many levels of cosmoport you will be able to equip it with useful modules and increase the maximum limit of available units. Voidcraft allows developing better radars and it will provide you with access to hangars on ships and on defense stations.
Developing this category will provide you with some very pleasant profits. The research is focused on the social field and they improve the administration of the empire.
As the technology develops you gain access to advanced administrative buildings and additional political systems of the empire. You will gain additional diplomacy options and a passive influence points’ income.
Through this category you gain access to advanced strategic resources which improve the military and industrial aspects of your empire. It is worth adding that thanks to materials research you gain access to various kinetic weapons and planetary defense systems.
Don’t forget that thanks to this specialty you gain access to advanced armor types. The resource focuses on the engineering field.
This category is mostly related to social research. Through it you can passively increase the maximum unit limit and gain access to buildings which allow placing additional modifiers on units thanks to which upkeep or production cost is reduced.
It is also worth mentioning that focusing on this section for longer periods of time will allow you to increase the damage dealt by units.
This field of research focuses on social researches. The research allows you to find ways for colonizing new worlds and making the process of colonization faster and cheaper.
Advanced research allows discovering new ways for freeing more slots on planets if they are blocked by environmental factors. A few projects are also related to organized infrastructure forms and passive points of influence income.
A very wide specialty directly related to sociology. Thanks to biology research you will gain access to new ways for feeding the population of the planets.
You will also learn how to manipulate the genetic code. Thanks to the latter you will be able to mutate various species and obtain profits for the empire from them.
It is worth mentioning that genome modification will allow you to create very strong land armies which will give you great advantage on the battlefield.
This specialty focuses on the explosive weapons and creating various variations of it. The researches concentrate in the engineering area and are related to thrust engines, increasing the combat effectiveness thanks to the dodging.
Breakthrough technologies | Science
As you research new technologies you might encounter the so called “rare technology”. In the panel these technologies will be marked with purple color.
If you notice such technology, you should immediately order your scientists to research it. Usually they don’t have the decisive impact on the growth of the empire, but in rare occasions developing them might be extremely important.
Remember that rare technologies usually open access to new sections of research in specific fields, so you can’t ignore them.
Depending on how much you base the strength of your empire on technology, you can use these technologies immediately after discovering or first develop other variations which will prove to be more useful during your game.
Below you will find a table containing all rare technologies available in the game.
There are two technologies available in the game which are considered as dangerous. They are marked in red in the research tab. In reality there are no obstacles for developing these technologies and you should definitely use them. You don’t need to fit your policy to the research if you don’t want to, but it could be an interesting experiment.
Commentary: It is hard to consider this research as dangerous by looking on its profits. Increased speed of research can only make it easier to develop new technologies. The danger is related to the fact that developing this technology allow research that can discover new artificial forms of intelligence which can be used to manage ships and fill slots on planets.
Commentary: This technology can be actually dangerous. On one side using an army of androids can be very helpful early in the game.
It is worth mentioning that thanks to this technology it is possible to add synthetic life forms to the group of voters. Later in the game it is possible that the ruler of the empire will be selected from the synthetic population.
Using technology might have great impact on the happiness of your main race and other races inhabiting the empire. It depends on species, but an artificial intelligence controlling a nation usually won’t be well received.