In Stellaris, research takes place in three main fields, but each of the fields has certain branches that influence the character of the individual research and based on them, you can predict the benefits stemming from them.
Information about each category:
Particles
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.
Field manipulation
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.
Computing
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.
Industry
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.
Voidcraft
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.
Statecraft
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.
Materials
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.
Military theory
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.
New worlds
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.
Biology
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.
Rocketry
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.
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 in the same area of research (set at 6 for all tiers) before they become available as research alternatives.
Mega-Engineering - Requires the Citadel, Battleships, and Zero Point Power technologies. Unlocks all advanced Megastructure technologies, grants the ability to restore ruined Megastructures, and allows restoration of a Quantum Catapult, which functions a little like a one-way Gateway.
Space Torpedoes has no prerequisites to research, though Stellaris' semi-random tech choices may mean that players don't get a chance to start it for some time. Playing as an Empire with the Militarist Ethic will increase the odds of Space Torpedoes appearing, as will a Scientist with the Propulsion Expert Trait.
Insight Technologies are gained when you study pre-FTLs without making them aware of you. They are unique paths their society take which you have dismissed as dead ends. This is all tracked through a situation which, once completed, will make a future observation event grant you a new Insight.
Megascale engineering (or macro-engineering) is a form of exploratory engineering concerned with the construction of structures on an enormous scale. Typically these structures are at least 1,000 km (620 mi) in length—in other words, at least one megameter, hence the name.
Robots usually get the 'Mechanical' Trait when they are created by other species, but Robots who are made in the Machine Intelligence have the 'Machine' Trait instead. Robots with the 'Machine' Trait can't exist outside of the Machine Intelligence.
You can only build one of each megastructure, how ever you can take megastructures from someone else. or find ruined versions in addition to building your own.
Only one multi-stage Megastructure can be built per system and only one multi-stage Megastructure can be constructed or upgraded at a time. All multi-stage Megastructures can only be built once per Empire, except for the Ring World.
Stellaris. For anyone wondering how to get the Cloaking Techs and finding no information yet: The prerequisite techs are shields, if you do NOT have shields unlocked, you cannot get the stealth. Nothing else is a prerequisite.
You should always have some maxed evasion corvettes in a fleet. 20 or so is good. Because every shot at one of them is a shot that's not at something slower and more expensive to replace.
If you are fighting a large empire, multiple fleets of gunboats and interceptor corvettes are ideal with large numbers and perhaps 1-2 cruisers in said fleet, with a battleship and its escorts being your head fleet to bombard worlds and escort transport fleets.
The best way to use destroyers is as picket ships, designed to intercept enemy strike craft and missiles. This is a role they excel in because with the Picket Ship Bow and Stem equipped, destroyers offer three-point-defense slots, more than any other ship in the game.
Early game optimization is key to success in Stellaris, especially in fleet strength and defensive strategies. Spreading out Tradition Trees and focusing on valuable resources like alloys can give players an edge.
I have also noticed that Stellaris uses "ISS" by default. If I'm not mistaken, "ISS" stands for either "International Space Station", or (in the case of ships and fleets) it could mean "International Space Ship".
Players take the role of a single FTL-capable civilization, referred to as an empire, with the goal of exploring and claiming systems, colonizing habitable planets, and expanding their economy to outcompete rival civilizations progressively encountered through first contact events.
Identify a suitable planet. Research the necessary terraforming technology. Gather the required resources. Initiate the terraforming process through the planet's menu.
Techological Enlightenment of a civilization that is Bronze or Stone Age will take a very long time--80+ years for Stone Age and about half that for Bronze Age--but requires no particular interaction beyond setting the interaction via the observation post and waiting.
Faster-than-light travel, often abbreviated to FTL, is the method by which ships traverse the vast emptiness of space between star systems. FTL drives are improved with advancing technology, eventually unlocking drives which can "jump", moving from one system to another in an instant.
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