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Rudimentary Node Reformatting

Tier 2 society technology · Statecraft
SocietyTier 2Statecraft

Rudimentary Node Reformatting 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 Reformatting. Console: research_technology tech_node_reformatting_1.

Rudimentary Node ReformattingStatecraft· 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_reformatting_1

What Rudimentary Node Reformatting does

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

  • Unlocks Agendas: Node Reformatting
    Reformatting 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 Reformatting

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)
  • Machine Intelligence

What Rudimentary Node Reformatting leads to

Technologies that list it as a prerequisite.

In the game

Self-determination protocols and guidance algorithms can become obsolete in a rapidly developing galactic stage. Like any junk data, they shall be overwritten.

Console command

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

research_technology tech_node_reformatting_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
	}
}

Rudimentary Node Reformatting: questions

How do I get Rudimentary Node Reformatting in Stellaris?

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

What does Rudimentary Node Reformatting do?

It leads to Basic Node Reformatting.

What is the ID of Rudimentary Node Reformatting?

The technology's ID is tech_node_reformatting_1. To get it with the console: research_technology tech_node_reformatting_1 (Stellaris 4.5.2).

How much does Rudimentary Node Reformatting 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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