
Antimatter Missiles
Antimatter Missiles is a tier 2 engineering technology (Propulsion) in Stellaris 4.5.2. Its base cost is 2,000 research. It needs Fusion Missiles. It unlocks Antimatter Launcher and Antimatter Missiles and leads to Quantum Missiles. Console: research_technology tech_missiles_3.
What Antimatter Missiles 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 Antimatter Missiles
Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 85) and its weight modifiers. Tier 2 opens after 6 tier 1 technologies of the same area.
The whole research path: 4 technologies, 4,500 base research with this one
- Not: Uses bio-ships
What Antimatter Missiles leads to
Technologies that list it as a prerequisite.
In the game
Advanced missiles equipped with very powerful antimatter warheads. A new and improved guidance system gives them a better chance of finding their targets.
Console command
Typed in the game's console (the ~ key); achievements are off for that game.
research_technology tech_missiles_3Draw weight script, as in common/technology/00_eng_weapon_tech.txt
modifier = {
factor = 1.25
has_ethic = ethic_militarist
}
modifier = {
factor = 1.5
has_ethic = ethic_fanatic_militarist
}Antimatter Missiles: questions
How do I get Antimatter Missiles in Stellaris?
Research Fusion Missiles first (4 technologies in the whole chain); then Antimatter Missiles can be drawn as one of the 3 engineering research options. It also has conditions (see Requirements on this page).
What does Antimatter Missiles do?
It unlocks Antimatter Launcher (ship component) and Antimatter Missiles (ship component). It leads to Quantum Missiles.
What is the ID of Antimatter Missiles?
The technology's ID is tech_missiles_3. To get it with the console: research_technology tech_missiles_3 (Stellaris 4.5.2).
How much does Antimatter Missiles cost?
2,000 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_weapon_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.