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Dark Matter Deflectors

Tier 5 physics technology · Field Manipulation
PhysicsTier 5Field ManipulationRareDangerous

Dark Matter Deflectors is a rare dangerous tier 5 physics technology (Field Manipulation) in Stellaris 4.5.2. Its base cost is 70,000 research. It needs Hyper Shields. It unlocks Dark Matter Energy Epidermis, Large Dark Matter Deflectors, Large Dark Matter-Infused Musculature and 4 more and leads to Dark Matter Cloaking Fields. Console: research_technology tech_dark_matter_deflector.

Dark Matter DeflectorsField Manipulation· tier 570,000
Base cost
70,000
Area
Physics
Tier
5
Draw weight
1
Path from start
5 techs, 92,500 research
ID
tech_dark_matter_deflector

What Dark Matter Deflectors unlocks

Everything in the game files that lists this technology as a prerequisite; “condition” marks objects that check for it in their conditions instead.

How to get Dark Matter Deflectors

Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 1) and its weight modifiers. Tier 5 opens after 6 tier 4 technologies of the same area. As a rare technology it is drawn less often, and some rare ones only appear after an event, a relic or a special project.

The whole research path: 5 technologies, 92,500 base research with this one
  1. Deflectorsstarting tech
  2. Improved Deflectors1,500 · tier 1
  3. Shields3,000 · tier 2
  4. Advanced Shields6,000 · tier 3
  5. Hyper Shields12,000 · tier 4

What Dark Matter Deflectors leads to

Technologies that list it as a prerequisite.

Other names for some empires

technology_swap: the same research shows another name (and sometimes other effects) when its condition holds.

  • Dark Matter Deflectors
    • Uses bio-ships

In the game

These deflectors utilize dark matter to deflect incoming projectiles in a way that seems to utterly defy the laws of nature.

Console command

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

research_technology tech_dark_matter_deflector
Draw weight script, as in common/technology/00_fallen_empire_tech.txt
modifier = {
	factor = 0
	NOR = {
		is_country_type = fallen_empire
		is_country_type = awakened_fallen_empire
	}
}

Dark Matter Deflectors: questions

How do I get Dark Matter Deflectors in Stellaris?

Research Hyper Shields first (5 technologies in the whole chain); then Dark Matter Deflectors can be drawn as one of the 3 physics research options. It is a rare technology: its draw weight is low, and some are only offered after an event, a relic or a special project.

What does Dark Matter Deflectors do?

It unlocks Dark Matter Energy Epidermis (ship component), Large Dark Matter Deflectors (ship component), Large Dark Matter-Infused Musculature (ship component), Medium Dark Matter Deflectors (ship component), Medium Dark Matter-Infused Musculature (ship component), Small Dark Matter Deflectors (ship component) and 1 more. It leads to Dark Matter Cloaking Fields.

What is the ID of Dark Matter Deflectors?

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

How much does Dark Matter Deflectors cost?

70,000 physics 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_fallen_empire_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.

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