StellarisDB

Probability Current

Tier 3 physics technology · Computing
PhysicsTier 3ComputingRareCosmic Storms

Probability Current is a rare tier 3 physics technology (Computing) in Stellaris 4.5.2. Its base cost is 5,000 research. It needs Cosmic Weather Models. Console: research_technology tech_storm_prediction_2.

Probability CurrentComputing· tier 35,000
Base cost
5,000 (scripted)
Area
Physics
Tier
3
Draw weight
50
Path from start
2 techs, 7,250 research
ID
tech_storm_prediction_2

What Probability Current does

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

  • +2Cosmic Storm Location Intel
  • +2Cosmic Storm Movement Intel
  • Upgrades Feature: Cosmic Weather Forecast
    Maximizes the range of Cosmic Storm Formation Predictions and Cosmic Storm Movement Predictions in the Weather Forecast Map Mode

How to get Probability Current

Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 50) and its weight modifiers. Tier 3 opens after 6 tier 2 technologies of the same area. As a rare technology it is drawn less often, and some rare ones only appear after an event, a relic or a special project.

The whole research path: 2 technologies, 7,250 base research with this one
  1. Planetary Storm Negation1,000 · tier 1
  2. Cosmic Weather Models1,250 · tier 1
Conditions (potential)
  • DLC: cosmic storms

In the game

By applying probability currents to our scientific weather models, our ability to track the movement and formation of impending Cosmic Storms is greatly increased.

Console command

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

research_technology tech_storm_prediction_2
Draw weight script, as in common/technology/00_cosmic_storm_tech.txt
modifier = {
	factor = 1.2
	is_galactic_community_member = yes
	is_active_resolution = resolution_cosmic_storms_shared_knowledge
}
modifier = {
	factor = 1.5
	is_galactic_community_member = yes
	is_active_resolution = resolution_cosmic_storms_protection_initiative
}
modifier = {
	factor = 1.75
	is_galactic_community_member = yes
	is_active_resolution = resolution_cosmic_storms_galactic_management
}
modifier = {
	factor = 10000
	is_galactic_community_member = yes
	is_active_resolution = resolution_cosmic_storms_utilization_protocols
}
modifier = {
	factor = 10000
	is_galactic_community_member = yes
	is_active_resolution = resolution_cosmic_storms_manipulation_mandate
}
modifier = {
	factor = value:storm_callers_councilor_tech_discovery_chance_multiplier
	any_owned_leader = {
		is_councilor = yes
		OR = {
			is_councilor_type = councilor_storm_callers
			is_councilor_type = councilor_storm_callers_megacorp
		}
	}
}
modifier = {
	factor = @storm_chasers_storm_tech_weight_mult
	has_origin = origin_storm_chasers
}
modifier = {
	factor = 0.5
	num_cosmic_storms_encountered < 3
}
modifier = {
	factor = 2
	OR = {
		has_origin = origin_storm_chasers
		has_storm_attraction_civic = yes
	}
}

Probability Current: questions

How do I get Probability Current in Stellaris?

Research Cosmic Weather Models first (2 technologies in the whole chain); then Probability Current can be drawn as one of the 3 physics research options. It is a rare technology: its draw weight is low, and some are only offered after an event, a relic or a special project. It also has conditions (see Requirements on this page).

What does Probability Current do?

It gives +2 Cosmic Storm Location Intel and +2 Cosmic Storm Movement Intel.

What is the ID of Probability Current?

The technology's ID is tech_storm_prediction_2. To get it with the console: research_technology tech_storm_prediction_2 (Stellaris 4.5.2).

How much does Probability Current cost?

5,000 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_cosmic_storm_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.

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