
Speculative Hyperlane Breaching
Speculative Hyperlane Breaching is a rare tier 2 physics technology (Field Manipulation) in Stellaris 4.5.2. Its base cost is 3,000 research. It needs Gravitic Sensors. Console: research_technology tech_experimental_subspace_navigation.
How to get Speculative Hyperlane Breaching
Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 75) and its weight modifiers. Tier 2 opens after 6 tier 1 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.
In the game
Solitary Science Ships can break out of the naturally-occurring hyperlanes and attempt to navigate to known but otherwise unreachable destinations.
Console command
Typed in the game's console (the ~ key); achievements are off for that game.
research_technology tech_experimental_subspace_navigationDraw weight script, as in common/technology/00_distant_stars_tech.txt
factor = 0.50
modifier = {
factor = @federation_perk_factor
has_federation = yes
federation = {
has_federation_perk = rare_tech_boost
any_member = {
has_technology = tech_experimental_subspace_navigation
}
}
}
modifier = {
factor = @ap_grasp_the_void_travel_tech
has_ascension_perk = ap_grasp_the_void
}
modifier = {
factor = @eager_explorer_effect
is_eager_explorer_empire = yes
}Speculative Hyperlane Breaching: questions
How do I get Speculative Hyperlane Breaching in Stellaris?
Research Gravitic Sensors first; then Speculative Hyperlane Breaching 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 is the ID of Speculative Hyperlane Breaching?
The technology's ID is tech_experimental_subspace_navigation. To get it with the console: research_technology tech_experimental_subspace_navigation (Stellaris 4.5.2).
How much does Speculative Hyperlane Breaching cost?
3,000 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_distant_stars_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.