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Shield Capacitors

Tier 2 physics technology · Field Manipulation
PhysicsTier 2Field Manipulation

Shield Capacitors is a tier 2 physics technology (Field Manipulation) in Stellaris 4.5.2. Its base cost is 3,000 research. It needs Shields. It unlocks Shield Capacitor and leads to Shield Hardening. Console: research_technology tech_shield_rechargers_1.

Shield CapacitorsField Manipulation· tier 23,000
Base cost
3,000
Area
Physics
Tier
2
Draw weight
70
Path from start
3 techs, 7,500 research
ID
tech_shield_rechargers_1

What Shield Capacitors unlocks

Everything in the game files that lists this technology as a prerequisite; “condition” marks objects that check for it in their conditions instead.

Ship component · 1

How to get Shield Capacitors

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, 7,500 base research with this one
  1. Deflectorsstarting tech
  2. Improved Deflectors1,500 · tier 1
  3. Shields3,000 · tier 2

What Shield Capacitors leads to

Technologies that list it as a prerequisite.

In the game

These capacitors store surplus energy which can quickly be transferred to reinforce a ship's shields.

Console command

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

research_technology tech_shield_rechargers_1

Shield Capacitors: questions

How do I get Shield Capacitors in Stellaris?

Research Shields first (3 technologies in the whole chain); then Shield Capacitors can be drawn as one of the 3 physics research options.

What does Shield Capacitors do?

It unlocks Shield Capacitor (ship component). It leads to Shield Hardening.

What is the ID of Shield Capacitors?

The technology's ID is tech_shield_rechargers_1. To get it with the console: research_technology tech_shield_rechargers_1 (Stellaris 4.5.2).

How much does Shield Capacitors 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_phys_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.

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