
Technician
Technician is a worker job in Stellaris 4.5.2. For every 100 jobs filled it produces 6 Energy Credits a month. 12 buildings and districts add it, among them Class-3 Singularity, Class-4 Singularity and Chloroplastic Cyst.
What a Technician produces
Per 100 jobs filled, before modifiers. Variants that only some empires or worlds get open with their condition.
- Produces per 100 jobs
+6Energy Credits
+2Energy Credits — any of: Trait: Mechanical; any of: Trait: Machine; any of: …- Owner
- Is robot empire
- Any of
- owner species
- owner species
- Country flag: Synthetic Empire
- Machine Intelligence
- Any of
- Is robot empire
-3Energy Credits — Carrier flag: has_energy_requisitorium- Carrier flag: has_energy_requisitorium
- Owner
Where Technicians come from
Every building, district and zone whose job modifiers add this job. Zones add their amount for every district they sit on.
Class-3 SingularityBuilding · 600 jobs (varies by empire)
Class-4 SingularityBuilding · 600 jobs (varies by empire)
Chloroplastic CystBuilding · 400 jobs (varies by empire)
Chloroplastic Lens ArrayBuilding · 400 jobs (varies by empire)
Chloroplastic AcceleratorBuilding · 200 jobs (varies by empire)
Voltaic Production YardBuilding · 200 jobs (varies by empire)
Chloroplastic AcclimatorBuilding · 100 jobs (varies by empire)
Generator SegmentDistrict · 1,000 jobs (varies by empire)
Generator DistrictDistrict · 200 jobs (varies by empire)
Geothermal Power PlantDistrict · 200 jobs (varies by empire)
Reactor ArraysDistrict · 200 jobs (varies by empire)
Reactor DistrictDistrict · 100 jobs (varies by empire)
Energy GenerationZone · 1,000 jobs per district (varies by empire)
Energy GenerationZone · 1,000 jobs per district (varies by empire)
Energy GenerationZone · 1,000 jobs per district (varies by empire)
Volatile Motes HarvestingZone · 1,000 jobs per district (varies by empire)
Volatile Motes HarvestingZone · 1,000 jobs per district (varies by empire)
Energy GenerationZone · 500 jobs per district (varies by empire)
Solar MycolungsZone · 500 jobs per district (varies by empire)
Volatile Motes HarvestingZone · 500 jobs per district (varies by empire)
Volatile Motes HarvestingZone · 500 jobs per district (varies by empire)
Engine BypassZone · 250 jobs per district (varies by empire)
Shield OverclockerZone · 250 jobs per district (varies by empire)
Other effects of the job
- +5%Sublight Speed
when…
- Technician is fuel chemist trigger
- +2%Shield Hit Points
- +2%Shield Regeneration
when…
- Technician is shield tuner trigger
Other names
swappable_data: the same job shows another name for some empires or planets.
- Mote Harvester
- Has volatile motes zone
Who can work it
- Has owner
- Not: Is being purged
- Not: Is being assimilated
- Is sapient
- Owner
- Not: Gestalt Consciousness
In the game
Power plants require plenty of warm bodies to operate equipment and oversee operations.
Technician: questions
What does a Technician produce in Stellaris?
For every 100 jobs filled: produces 6 Energy Credits a month, before modifiers (common/pop_jobs). Some outputs depend on the empire; see the page.
How do I get Technicians jobs?
From Class-3 Singularity, Class-4 Singularity, Chloroplastic Cyst, Chloroplastic Lens Array, Chloroplastic Accelerator, Voltaic Production Yard and 6 more. Zones that add them per district: Energy Generation, Volatile Motes Harvesting, Solar Mycolungs, Engine Bypass and 1 more.
Source: common/pop_jobs/03_worker_jobs.txt, Stellaris Cygnus v4.5.2 (9776).
