StellarisDB

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. 1Cetana's ThoughtTier 5 physics tech · +20% All Technology Research Speed+20%
  2. 2Administrative AITier 1 physics tech · +5% All Technology Research Speed+5%
  3. 2New NumbersTier 2 physics tech · +5% All Technology Research Speed+5%
  4. 2Positronic AITier 4 physics tech · +5% All Technology Research Speed+5%
  5. 2Positronic 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. 1Administrative EfficiencyRepeatable society tech · +5% Monthly Unity+5%
  2. 2Societal 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. 1Applied SuperconductivityRepeatable physics tech · +5% Energy Credits Energy Credits from Jobs+5%
  2. 1Field ModulationTier 1 physics tech · +5% Energy Credits Produced from Technicians+5%
  3. 1Gargantuan EvolutionTier 1 society tech · +5% Energy Credits Energy Credits from Jobs+5%
  4. 1Quantum Energy StatesTier 2 physics tech · +5% Energy Credits Produced from Technicians+5%
  5. 1Quantum 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. 1Deep Core MiningTier 2 engineering tech · +5% Minerals Produced from Miners+5%
  2. 1Extraction PatternsRepeatable engineering tech · +5% Minerals Minerals from Jobs+5%
  3. 1Geothermal FrackingTier 1 engineering tech · +5% Minerals Produced from Miners+5%
  4. 1Mineral 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. 1Ceramo-Metal AlloysTier 2 engineering tech · +5% Resources Produced from Metallurgists+5%
  2. 1Durasteel-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. 1Eco SimulationTier 1 society tech · +5% Food Produced from Farmers+5%
  2. 1Gene CropsTier 2 society tech · +5% Food Produced from Farmers+5%
  3. 1Nano-Vitality CropsTier 3 society tech · +5% Food Produced from Farmers+5%
  4. 1Nutrient ReplicationTier 4 society tech · +5% Food Produced from Farmers+5%
  5. 1Transgenic 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. 1Numistic 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. 1Collective Production MethodsTier 3 society tech · +2.5% Resources from Jobs+2.5%
  2. 1Resource Processing AlgorithmsTier 3 society tech · +2.5% Resources from Jobs+2.5%
  3. 1Synthetic Thought PatternsTier 3 society tech · +2.5% Resources from Jobs+2.5%
  4. 4Powered ExoskeletonsTier 1 engineering tech · +5% Worker And Simple Drone Cat Bonus Workforce+1.7%
  5. 5Quantum 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. 1Genome MappingTier 1 society tech · +10% Pop Growth Speed+10%
  2. 1Micro-ReplicatorsTier 2 engineering tech · +10% Mechanical Pop Assembly Speed+10%
  3. 1Self-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. 1Command 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. 1Lost Building MethodsTier 2 engineering tech · -30% Empire Size from Districts-30%
  2. 2Psionic 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.

Spotted a mistake on this page?