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Rudimentary Node Culling

Tier 2 society technology · Statecraft
SocietyTier 2Statecraft

Rudimentary Node Culling is a tier 2 society technology (Statecraft) in Stellaris 4.5.2. Its base cost is 3,000 research. It needs Colonial Centralization. It leads to Basic Node Culling. Console: research_technology tech_node_culling_1.

Rudimentary Node CullingStatecraft· tier 23,000
Base cost
3,000
Area
Society
Tier
2
Draw weight
70
Path from start
3 techs, 6,500 research
ID
tech_node_culling_1

What Rudimentary Node Culling does

Modifiers as the game prints them, from the technology's modifier block; then the unlock lines its research card shows.

  • Unlocks Agendas: Node Culling
    Culling Agendas allow us to replace Nodes that are no longer suited for our purpose. They will replace one of our current Nodes with a lower level Node.

How to get Rudimentary Node Culling

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: 3 technologies, 6,500 base research with this one
  1. Unified Governmentstarting tech
  2. Societal Unification1,000 · tier 1
  3. Colonial Centralization2,500 · tier 2
Conditions (potential)
  • Hive Mind

What Rudimentary Node Culling leads to

Technologies that list it as a prerequisite.

Other names for some empires

technology_swap: the same research shows another name (and sometimes other effects) when its condition holds.

  • Rudimentary Node Culling
    • Country flag: bio_cloning

In the game

As the galactic stage evolves, so too should our operational instincts. Any evolutionary niche that no longer gives an advantage will be culled.

Console command

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

research_technology tech_node_culling_1
Draw weight script, as in common/technology/00_soc_tech.txt
modifier = {
	factor = 0.5
	any_owned_leader = {
		is_councilor = yes
		is_ruler = no
		has_base_skill < 2
	}
}
modifier = {
	factor = 1.5
	any_owned_leader = {
		is_councilor = yes
		is_ruler = no
		has_base_skill >= 3
	}
}
modifier = {
	factor = 1.5
	any_owned_leader = {
		is_councilor = yes
		is_ruler = no
		has_base_skill >= 5
	}
}
modifier = {
	factor = 1.5
	any_owned_leader = {
		is_councilor = yes
		is_ruler = no
		has_base_skill >= 7
	}
}
modifier = {
	factor = 1.5
	any_owned_leader = {
		is_councilor = yes
		is_ruler = no
		has_base_skill >= 9
	}
}
modifier = {
	factor = 2
	is_cloning_authority = yes
}

Rudimentary Node Culling: questions

How do I get Rudimentary Node Culling in Stellaris?

Research Colonial Centralization first (3 technologies in the whole chain); then Rudimentary Node Culling can be drawn as one of the 3 society research options. It also has conditions (see Requirements on this page).

What does Rudimentary Node Culling do?

It leads to Basic Node Culling.

What is the ID of Rudimentary Node Culling?

The technology's ID is tech_node_culling_1. To get it with the console: research_technology tech_node_culling_1 (Stellaris 4.5.2).

How much does Rudimentary Node Culling cost?

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

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