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Atmospheric Filtering

Tier 2 society technology · New Worlds
SocietyTier 2New Worlds

Atmospheric Filtering is a tier 2 society technology (New Worlds) in Stellaris 4.5.2. Its base cost is 1,500 research. It needs New Worlds Protocol. It leads to Hostile Environment Adaptation. Console: research_technology tech_colonization_2.

Atmospheric FilteringNew Worlds· tier 21,500
Base cost
1,500
Area
Society
Tier
2
Draw weight
90
Path from start
2 techs, 1,500 research
ID
tech_colonization_2

What Atmospheric Filtering does

Modifiers as the game prints them, from the technology's modifier block; then the unlock lines its research card shows.

  • +5%Habitability

How to get Atmospheric Filtering

Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 90) and its weight modifiers. Tier 2 opens after 6 tier 1 technologies of the same area.

The whole research path: 2 technologies, 1,500 base research with this one
  1. Space Explorationstarting tech
  2. New Worlds Protocolstarting tech

What Atmospheric Filtering leads to

Technologies that list it as a prerequisite.

In the game

By adjusting atmospheric filtering on a per-site basis to better filter out undesirable elements, colonial living conditions may be improved.

Console command

Typed in the game's console (the ~ key); achievements are off for that game.

research_technology tech_colonization_2

Atmospheric Filtering: questions

How do I get Atmospheric Filtering in Stellaris?

Research New Worlds Protocol first (2 technologies in the whole chain); then Atmospheric Filtering can be drawn as one of the 3 society research options.

What does Atmospheric Filtering do?

It gives +5% Habitability. It leads to Hostile Environment Adaptation.

What is the ID of Atmospheric Filtering?

The technology's ID is tech_colonization_2. To get it with the console: research_technology tech_colonization_2 (Stellaris 4.5.2).

How much does Atmospheric Filtering cost?

1,500 society research before modifiers. In game the cost grows with empire size (+0.2% per point above the base, common/defines) and the galaxy's tech cost setting.

Source: common/technology/00_soc_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.

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