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Artificial Specialists

Tier 2 engineering technology · Industry
EngineeringTier 2Industry

Artificial Specialists is a tier 2 engineering technology (Industry) in Stellaris 4.5.2. Its base cost is 3,000 research. It needs Artificial Workforce and Colonial Centralization. It unlocks Robotic Assault Army and leads to 2 technologies. Console: research_technology tech_droid_workers.

Artificial SpecialistsIndustry· tier 23,000
Base cost
3,000
Area
Engineering
Tier
2
Draw weight
70
Path from start
6 techs, 9,000 research
ID
tech_droid_workers

What Artificial Specialists unlocks

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

Army · 1
  • Robotic Assault Army

How to get Artificial Specialists

Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 70) and its weight modifiers. Tier 2 opens after 6 tier 1 technologies of the same area.

The whole research path: 6 technologies, 9,000 base research with this one
  1. Unified Governmentstarting tech
  2. Industrial Basestarting tech
  3. Societal Unification1,000 · tier 1
  4. Powered Exoskeletons1,000 · tier 1
  5. Colonial Centralization2,500 · tier 2
  6. Artificial Workforce1,500 · tier 1
Conditions (potential)

What Artificial Specialists leads to

Technologies that list it as a prerequisite.

In the game

Upgraded artificial units have an expanded movement range equal to that of most organics. Their neural processors have also been greatly improved.

Console command

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

research_technology tech_droid_workers
Draw weight script, as in common/technology/00_eng_tech.txt
modifier = {
	factor = 0
	has_policy_flag = robots_outlawed
}
modifier = {
	factor = 0.5
	OR = {
		has_ethic = ethic_spiritualist
		has_ethic = ethic_fanatic_spiritualist
	}
}
modifier = {
	factor = 2
	is_materialist = yes
}
modifier = {
	factor = 2
	has_origin = origin_mechanists
}

Artificial Specialists: questions

How do I get Artificial Specialists in Stellaris?

Research Artificial Workforce and Colonial Centralization first (6 technologies in the whole chain); then Artificial Specialists can be drawn as one of the 3 engineering research options. It also has conditions (see Requirements on this page).

What does Artificial Specialists do?

It unlocks Robotic Assault Army (army). It leads to Artificial Administration and Cross-Model Standardization.

What is the ID of Artificial Specialists?

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

How much does Artificial Specialists cost?

3,000 engineering 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_eng_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.

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