
Best technologies in Stellaris 4.5.2, by goal
The technologies of Stellaris 4.5.2 ranked for each goal by the numbers in the game files: research: Cetana's Thought; unity: Administrative Efficiency; energy: Applied Superconductivity; minerals: Deep Core Mining; alloys: Ceramo-Metal Alloys. Repeatables count one level.
Best technologies for research
- 1
Cetana's ThoughtTier 5 physics tech · +20% All Technology Research Speed
+20% - 2
Administrative AITier 1 physics tech · +5% All Technology Research Speed
+5% - 2
New NumbersTier 2 physics tech · +5% All Technology Research Speed
+5% - 2
Positronic AITier 4 physics tech · +5% All Technology Research Speed
+5% - 2
Positronic ImplantsTier 4 physics tech · +5% All Technology Research Speed
+5%
How it's counted: All research speed % + researcher output % (researcher workforce, researcher jobs) + (physics, society and engineering speed %, and physicist, biologist and engineer workforce %) ÷ 3. One-category bonuses are listed, not added. Every source of research →
Best technologies for unity
- 1
Administrative EfficiencyRepeatable society tech · +5% Monthly Unity
+5% - 2
Societal UnificationTier 1 society tech · +2.5% Monthly Unity
+2.5%
How it's counted: Unity output % of the whole empire, of all jobs and of bureaucrats (workforce %), added. Every source of unity →
Best technologies for energy
- 1
Applied SuperconductivityRepeatable physics tech · +5% Energy Credits Energy Credits from Jobs
+5% - 1
Field ModulationTier 1 physics tech · +5% Energy Credits Produced from Technicians
+5% - 1
Gargantuan EvolutionTier 1 society tech · +5% Energy Credits Energy Credits from Jobs
+5% - 1
Quantum Energy StatesTier 2 physics tech · +5% Energy Credits Produced from Technicians
+5% - 1
Quantum Field ManipulationTier 3 physics tech · +5% Energy Credits Produced from Technicians
+5%
How it's counted: Energy output % of the whole empire, of all jobs and of technicians (their energy output, their workforce %), added. Every source of energy →
Best technologies for minerals
- 1
Deep Core MiningTier 2 engineering tech · +5% Minerals Produced from Miners
+5% - 1
Extraction PatternsRepeatable engineering tech · +5% Minerals Minerals from Jobs
+5% - 1
Geothermal FrackingTier 1 engineering tech · +5% Minerals Produced from Miners
+5% - 1
Mineral IsolationTier 3 engineering tech · +5% Minerals Produced from Miners
+5%
How it's counted: Mineral output % of the whole empire, of all jobs and of miners (their mineral output, their workforce %), added. Every source of minerals →
Best technologies for alloys
- 1
Ceramo-Metal AlloysTier 2 engineering tech · +5% Resources Produced from Metallurgists
+5% - 1
Durasteel-Laced AlloysTier 4 engineering tech · +5% Resources Produced from Metallurgists
+5%
How it's counted: Alloy output % of the whole empire, of all jobs and of metallurgists and foundry jobs (their output, their workforce %), added. Every source of alloys →
Best technologies for food
- 1
Eco SimulationTier 1 society tech · +5% Food Produced from Farmers
+5% - 1
Gene CropsTier 2 society tech · +5% Food Produced from Farmers
+5% - 1
Nano-Vitality CropsTier 3 society tech · +5% Food Produced from Farmers
+5% - 1
Nutrient ReplicationTier 4 society tech · +5% Food Produced from Farmers
+5% - 1
Transgenic CropsRepeatable society tech · +5% Food Food from Jobs
+5%
How it's counted: Food output % of the whole empire, of all jobs and of farmers (their food output, their workforce %), added. Every source of food →
Best technologies for trade
- 1
Numistic Data ModelingTier 3 society tech · +2.5% Trade Trade from Jobs
+2.5%
How it's counted: Trade output % of the whole empire, of all jobs and of traders (workforce %), added. Every source of trade →
Best technologies for job output (workforce)
- 1
Collective Production MethodsTier 3 society tech · +2.5% Resources from Jobs
+2.5% - 1
Resource Processing AlgorithmsTier 3 society tech · +2.5% Resources from Jobs
+2.5% - 1
Synthetic Thought PatternsTier 3 society tech · +2.5% Resources from Jobs
+2.5% - 4
Powered ExoskeletonsTier 1 engineering tech · +5% Worker And Simple Drone Cat Bonus Workforce
+1.7% - 5
Quantum Neuro-LinksTier 3 physics tech · +2.5% Specialist Pop Resource Output
+0.8%
How it's counted: All jobs' output % and all pops' workforce % in full, plus one stratum's output or workforce % (workers, specialists, rulers) ÷ 3. Every source of job output (workforce) →
Best technologies for pop growth
- 1
Genome MappingTier 1 society tech · +10% Pop Growth Speed+10% - 1
Micro-ReplicatorsTier 2 engineering tech · +10% Mechanical Pop Assembly Speed+10% - 1
Self-Assembling ComponentsTier 3 engineering tech · +10% Mechanical Pop Assembly Speed+10%
How it's counted: Pop growth and assembly %: logistic growth, founder species growth, bonus growth and pop assembly, added. Every source of pop growth →
Best technologies for fleet power
- 1
Command MatrixTier 3 society tech · +5% Ship Fire Rate+5%
How it's counted: Fire rate % + weapon damage % of every ship, added (home-territory-only fire rate counts half). Every source of fleet power →
Best technologies for empire size
- 1
Lost Building MethodsTier 2 engineering tech · -30% Empire Size from Districts-30% - 2
Psionic TheoryTier 3 society tech · -5% Empire Size from Pops-5%
How it's counted: Empire size % from every source, added — lower is better (less sprawl penalty). Every source of empire size →
Goals with no technology scoring above zero are left out: Stability, Naval capacity.