
Quantum Hacking
Quantum Hacking is a tier 1 physics technology (Computing) in Stellaris 4.5.2. Its base cost is 1,250 research. It needs Colonial Bureaucracy. It unlocks Bureau Of Espionage, Covert Analysis Algorithm and Observation Instinct and leads to Simulated Social Engineering. Console: research_technology tech_decryption_1.
What Quantum Hacking does
Modifiers as the game prints them, from the technology's modifier block; then the unlock lines its research card shows.
- +2Codebreaking
What Quantum Hacking 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 Quantum Hacking
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.
The whole research path: 4 technologies, 5,500 base research with this one
What Quantum Hacking leads to
Technologies that list it as a prerequisite.
In the game
Primitive encryption systems stand no chance against modern decryption tools.
Console command
Typed in the game's console (the ~ key); achievements are off for that game.
research_technology tech_decryption_1Draw weight script, as in common/technology/00_phys_tech.txt
modifier = {
factor = 0.1
NOR = {
is_ai = yes
has_country_flag = first_spynetwork
}
}
modifier = {
factor = 5
has_tradition = tr_subterfuge_adopt
}Quantum Hacking: questions
How do I get Quantum Hacking in Stellaris?
Research Colonial Bureaucracy first (4 technologies in the whole chain); then Quantum Hacking can be drawn as one of the 3 physics research options.
What does Quantum Hacking do?
It gives +2 Codebreaking. It unlocks Bureau Of Espionage (edict), Covert Analysis Algorithm (edict) and Observation Instinct (edict). It leads to Simulated Social Engineering.
What is the ID of Quantum Hacking?
The technology's ID is tech_decryption_1. To get it with the console: research_technology tech_decryption_1 (Stellaris 4.5.2).
How much does Quantum Hacking cost?
1,250 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_phys_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.