
Quantum Missiles
Quantum Missiles is a tier 3 engineering technology (Propulsion) in Stellaris 4.5.2. Its base cost is 4,000 research. It needs Antimatter Missiles. It unlocks Marauder Launcher, Quantum Launcher and Quantum Missiles and leads to Marauder Missiles. Console: research_technology tech_missiles_4.
What Quantum 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 Quantum Missiles
Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 65) and its weight modifiers. Tier 3 opens after 6 tier 2 technologies of the same area.
The whole research path: 5 technologies, 8,500 base research with this one
- Not: Uses bio-ships
What Quantum Missiles leads to
Technologies that list it as a prerequisite.
In the game
The latest version of space-to-space missile, this upgraded variant has an immensely powerful warhead that draws its energy from a zero point vacuum.
Console command
Typed in the game's console (the ~ key); achievements are off for that game.
research_technology tech_missiles_4Draw 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
}Quantum Missiles: questions
How do I get Quantum Missiles in Stellaris?
Research Antimatter Missiles first (5 technologies in the whole chain); then Quantum Missiles can be drawn as one of the 3 engineering research options. It also has conditions (see Requirements on this page).
What does Quantum Missiles do?
It unlocks Marauder Launcher (ship component), Quantum Launcher (ship component) and Quantum Missiles (ship component). It leads to Marauder Missiles.
What is the ID of Quantum Missiles?
The technology's ID is tech_missiles_4. To get it with the console: research_technology tech_missiles_4 (Stellaris 4.5.2).
How much does Quantum Missiles cost?
4,000 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.