Technology modding - Stellaris Wiki (2024)

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Technology modding - Stellaris Wiki (1)

Please help with verifying or updating older sections of this article. At least some were last verified for version 3.1.

This article is for the PC version of Stellaris only.

The technology game data can be found in these files/folders:

  • Stellaris/common/technology

It is possible to mod in new technologies, or "erase" old ones.

Contents

  • 1 Technology File Overview
  • 2 List of standard techs
  • 3 Adding Techs
    • 3.1 ID Name
    • 3.2 Cost
    • 3.3 Weight
    • 3.4 Tier
    • 3.5 Area
    • 3.6 Category
    • 3.7 Potential
    • 3.8 AI Update Type
    • 3.9 Prerequisites
    • 3.10 Tech tags
    • 3.11 Weight Modifiers
      • 3.11.1 Weight Modifier
      • 3.11.3 Logic Gates
      • 3.11.4 Research Leader
      • 3.11.5 Has Level
      • 3.11.6 Years Passed
      • 3.11.7 Scopes and Triggers
        • 3.11.7.1 Example #1: Locking to certain ethics
        • 3.11.7.2 Example #2: Traits
  • 4 Advanced Tech Modding
    • 4.1 Tiers
    • 4.2 Categories
    • 4.3 Tech tags
      • 4.3.1 Rare Technologies
      • 4.3.2 Dangerous Technologies
  • 5 References

Technology File Overview[edit | edit source]

# These are simply constants that can be used to assign technologies to right cost for each tier easily. You can add your own as well.@example_cost = 1000@tier1cost1 = 500@tier1weight1 = 100technology_name = {# Code name of the technology. This is referred to in other files that unlock things via technology, such as 00_spaceport_modules.txt.cost = @tier1cost1# This sets the cost of the technology in research points.# Parameters: constant, integerarea = society# The area of technology this belongs to.# Parameters: physics, society, engineeringtier = 1# Each technology is split into tiers.# You need to have researched 5 technologies within one tier to see any technologies of the next tier above. There are five tiers.# Parameters: 0, 1, 2, 3, 4, 5, found in 00_tiers.txtcategory = { biology }# The category of technology. Scientists with modifiers for this category will research this technology quicker/slower.# Parameters: category_name found in 00_category.txtlevels = -1# Controls the number of levels this technology has. -1 means it is repeatable.# Parameters: integer, -1cost_per_level = @repeatableTechLevelCost# Controls the cost per level of this technology.# Parameters: constant, integerprerequisites = { "prerequisite_technology" }# This technology requires "tech_eco_simulation" to have been researched before it will appear as an option# Parameters: technology_nameweight = @tier1weight1# This is the initial weighting of the technology used to determine whether or not the technology should appear as an option.# Parameters: constant, integergateway = biological# a flavor-text-only entry that shows what kind of technology is behind this tech.ai_update_type = military# controls AI auto-updating, ai_update_type will make the AI to update existing military ship designs and starbases,# and if update type is all, civilian ships and stations will also be updated.# Parameters: military, allstart_tech = yes/no# Defines this technology as a starting technologymodifier = { }# Contains any modifiers this technology directly changes.feature_flags = { my_tech_flag }# flavor-text-only entries that tells the player what does this tech do.# the localisation key "my_tech_flag" is used for this and "my_tech_flag_desc" is used for the tooltip.# All feature_flags are hardcoded, you cannot create new ones.prereqfor_desc = {ship = {title = "EXAMPLE_TECH_TITLE"desc = "EXAMPLE_TECH_DESC"}}# This is used to add localisation telling the player that this technology is a prerequisite for another important technologypotential = {}# If this block is evaluated false, this tech can't be drawn as an option.# DLC exclusive techs are hidden this way.weight_modifier = {modifier = {factor = 1.5has_ethic = ethic_pacifist}}# These are the weighting modifier used to determine how likely this technology is drawn as an option.# If weight is multiplied by 0, this tech can't be drawn as an option, but can still be given by scripts and console commands.ai_weight = {factor = 1.5modifier = {factor = 2has_ethic = ethic_pacifist}}# These are the ai weighting modifiers used to by the AI to determine how likely it will research this technology.weight_groups = {repeatable}# This is a weight group to be used latermod_weight_if_group_picked = {repeatable = 0.01}# Weight of this technology is multiplied by each value if another technology from respective weight group have already been drawn as an option# In this case, if there is already a repeatable tech drawn as an option, this tech is 0.01 times likely to be drawn.}

List of standard techs[edit | edit source]

Here are lists for all standard Techs with key, name and tier:

Tech Engineering
KeyNameTier
tech_basic_industryIndustrial Base0
tech_space_constructionOffworld Construction0
tech_ship_armor_1Nanocomposite Materials0
tech_flak_batteries_1Flak Battery0
tech_thrusters_1Chemical Thrusters0
tech_missiles_1Nuclear Missiles0
tech_mass_drivers_1Mass Drivers0
tech_starbase_2Starport0
tech_corvettesCorvettes0
tech_mechanized_miningMechanized Mining0
tech_space_explorationSpace Exploration0
tech_solar_panel_networkOrbital Energy Conversion0
tech_starbase_1Starbase Construction0
tech_space_defense_station_1Deep Space Defenses0
tech_assault_armiesInterplanetary Expeditionary Forces0
tech_mining_1Geothermal Fracking1
tech_mineral_purification_1Mineral Purification1
tech_powered_exoskeletonsPowered Exoskeletons1
tech_robotic_workersRobotic Workers1
tech_robomoddingMachine Template System1
tech_robomodding_mMachine Template System1
tech_luxuries_1Nano-Circuit Assembly1
tech_alloys_1Holographic Casts1
tech_space_mining_1Zero-G Refineries1
tech_space_mining_2Long-Range Mineral Scanners1
tech_engineering_1Nanomechanics1
tech_assembly_patternAssembly Patterns1
tech_ship_armor_2Ceramo-Metal Materials1
tech_afterburners_1Afterburners1
tech_missiles_2Fusion Missiles1
tech_mass_drivers_2Coilguns1
tech_strike_craft_1Carrier Operations1
tech_corvette_hull_1Improved Corvette Hulls1
tech_corvette_build_speedStandardized Corvette Patterns1
tech_mining_2Deep Core Mining2
tech_mineral_purification_2Advanced Mineral Purification2
tech_robomodding_points_1Cross-Model Standardization2
tech_droid_workersDroids2
tech_exotic_gasesExotic Gas Refining2
tech_rare_crystalsRare Crystal Manufacturing2
tech_space_mining_3Mineral Cutting Beams2
tech_space_mining_4Autonomous Mining Drones2
tech_mine_betharianBetharian Refining2
tech_mine_exotic_gasesExotic Gas Extraction2
tech_mine_rare_crystalsRare Crystal Mining2
tech_engineering_2Supersolid Materials2
tech_housing_1Weather Control Systems2
tech_micro_replicatorsMicro-Replicators2
tech_advanced_metallurgy_1Ceramo-Metal Alloys2
tech_ship_armor_3Plasteel Materials2
tech_thrusters_2Ion Thrusters2
tech_missiles_3Antimatter Missiles2
tech_swarmer_missiles_1Swarmer Missiles2
tech_torpedoes_1Space Torpedoes2
tech_mass_drivers_3Railguns2
tech_autocannons_1Autocannons2
tech_strike_craft_2Improved Strike Craft2
tech_starbase_3Starhold2
tech_defense_platform_hull_1Improved Structural Integrity2
tech_modular_engineeringModular Engineering2
tech_destroyersDestroyers2
tech_destroyer_hull_1Improved Destroyer Hulls2
tech_destroyer_build_speedStandardized Destroyer Patterns2
tech_corvette_hull_2Advanced Corvette Hulls2
tech_nanite_transmutationNanite Transmutation2
tech_repeatable_lcluster_clueL-Gate Insight2
tech_mining_3Mineral Isolation3
tech_binary_motivatorsBinary Motivators3
tech_luxuries_2Replicator Kiosks3
tech_alloys_2Nano-Separators3
tech_space_mining_5Nanite Mineral Probes3
tech_construction_templatesConstruction Templates3
tech_paradise_domeIdyllic Architecture3
tech_housing_2Anti-Gravity Engineering3
tech_self_assembling_componentsSelf-Assembling Components3
tech_ship_armor_4Durasteel Materials3
tech_flak_batteries_2Flak Cannons3
tech_afterburners_2Advanced Afterburners3
tech_thrusters_3Plasma Thrusters3
tech_missiles_4Quantum Missiles3
tech_torpedoes_2Armored Torpedoes3
tech_mass_drivers_4Advanced Railguns3
tech_kinetic_artillery_1Kinetic Battery3
tech_autocannons_2Ripper Cannons3
tech_strike_craft_3Advanced Strike Craft3
tech_space_defense_station_improvementCorps of Engineers3
tech_orbital_ring_tier_1Orbital Rings3
tech_starbase_4Star Fortress3
tech_habitat_1Orbital Habitats3
tech_destroyer_hull_2Advanced Destroyer Hulls3
tech_cruisersCruisers3
tech_cruiser_build_speedStandardized Cruiser Patterns3
tech_cruiser_hull_1Improved Cruiser Hulls3
tech_robomodding_points_2Fungible Circuitry4
tech_synthetic_workersSynthetics4
tech_synthetic_leadersSynthetic Personality Matrix4
tech_nanite_assemblersNanite Assemblers4
tech_mega_assemblyMega-Assembly Systems4
tech_engineering_3Superfluid Materials4
tech_advanced_metallurgy_2Durasteel-Laced Alloys4
tech_ship_armor_5Neutronium Materials4
tech_flak_batteries_3Flak Artillery4
tech_thrusters_4Impulse Thrusters4
tech_missiles_5Marauder Missiles4
tech_swarmer_missiles_2Whirlwind Missiles4
tech_torpedoes_3Devastator Torpedoes4
tech_kinetic_artillery_2Kinetic Artillery4
tech_mass_accelerator_1Mega Cannon4
tech_mass_accelerator_2Giga Cannon4
tech_mass_drivers_5Gauss Cannons4
tech_autocannons_3Stormfire Cannons4
tech_starbase_5Citadel4
tech_habitat_2Habitat Expansion4
tech_habitat_3Advanced Space Habitation4
tech_battleshipsBattleships4
tech_battleship_hull_1Improved Battleship Hulls4
tech_battleship_build_speedStandardized Battleship Patterns4
tech_cruiser_hull_2Advanced Cruiser Hulls4
tech_repeatable_improved_tile_mineral_outputExtraction Patterns5
tech_mine_living_metalLiving Metal5
tech_repeatable_reduced_building_timeAssembly Algorithms5
tech_repeatable_improved_armor_outputMatter Compression5
tech_dark_matter_propulsionDark Matter Propulsion5
tech_repeatable_weapon_type_explosive_damageThermodynamic Yield Control5
tech_repeatable_weapon_type_explosive_fire_rateMiniaturized Pre-Igniters5
tech_repeatable_weapon_type_kinetic_damageHigh-Density Munitions5
tech_repeatable_weapon_type_kinetic_fire_rateLoader Efficiency5
tech_repeatable_weapon_type_strike_craft_fire_damageSynapse Interceptors5
tech_repeatable_weapon_type_strike_craft_fire_rateHeat Recyclers5
tech_repeatable_improved_military_station_healthFortified Core Layers5
tech_repeatable_improved_military_station_damageSynchronized Firing Patterns5
tech_battleship_hull_2Advanced Battleship Hulls5
tech_titansTitans5
tech_titan_hull_1Improved Titan Hulls5
tech_titan_hull_2Advanced Titan Hulls5
tech_colossusColossi5
tech_pk_shielderGlobal Pacification5
tech_pk_neutronNeutron Sweeping5
tech_pk_godrayDivine Stimulus5
tech_pk_crackerCore Cracking5
tech_pk_nanobotsAtmospheric Nanobot Dispersal5
tech_mega_engineeringMega-Engineering5
tech_science_nexusScience Nexus5
tech_sentry_arraySentry Array5
tech_quantum_catapultQuantum Catapult5
tech_strategic_coordinationStrategic Coordination Center5
tech_mega_shipyardMega Shipyard5
tech_interstellar_assemblyInterstellar Assembly5
tech_mega_artMega Art Installation5
tech_juggernautJuggernaut5
Tech Physics
KeyNameTier
tech_basic_science_lab_1Scientific Method0
tech_power_plant_1High-Energy Capacitors0
tech_shields_1Deflectors0
tech_lasers_1Red Lasers0
tech_fission_powerFission Power0
tech_reactor_boosters_1Reactor Boosters0
tech_hyper_drive_1Hyperspace Travel0
tech_bio_reactorBio-Reactor0
tech_administrative_aiAdministrative AI1
tech_combat_computers_1Specialized Combat Computers1
tech_auxiliary_fire_controlAuxiliary Fire-control1
tech_cryostasis_1AI-Controlled Colony Ships1
tech_basic_science_lab_2Exotic Materials Labs1
tech_space_science_1Zero-G Laboratories1
tech_space_science_2Miniature Containment Fields1
tech_physics_1Quantum Theory1
tech_encryption_1Quantum Firewalls1
tech_decryption_1Quantum Hacking1
tech_power_plant_2Field Modulation1
tech_power_hub_1Global Energy Management1
tech_shields_2Improved Deflectors1
tech_lasers_2Blue Lasers1
tech_fusion_powerFusion Power1
tech_reactor_boosters_2Improved Reactor Boosters1
tech_reactor_boosters_3Advanced Reactor Boosters1
tech_automated_explorationAutomated Exploration Protocols1
tech_consumer_good_refinement_1Market Analysis Algorithms2
tech_self_aware_logicSelf-Evolving Logic2
tech_space_science_3Quantum Probes2
tech_space_science_4Autonomous Station Protocols2
tech_encryption_2Simultaneous-Collapse Storage2
tech_decryption_2Simulated Social Engineering2
tech_physics_2Applied Quantum Physics2
tech_sensors_2Gravitic Sensors2
tech_experimental_subspace_navigationSpeculative Hyperlane Breaching2
tech_power_plant_3Quantum Energy States2
tech_power_hub_2Planetary Power Grid2
tech_shields_3Shields2
tech_shield_rechargers_1Shield Capacitors2
tech_lasers_3UV Lasers2
tech_disruptors_1Disruptors2
tech_plasma_1Plasma Throwers2
tech_cold_fusion_powerCold Fusion Power2
tech_hyper_drive_2Hyperlane Breach Points2
tech_hyper_relaysHyper Relays2
tech_ftl_inhibitorFTL Inhibition2
tech_archeology_lab_ancrelCurator Archaeology Lab2
tech_archeology_labCurator Archaeology Lab2
tech_curator_labCurator Exploration Lab2
tech_mine_volatile_motesMote Stabilization2
tech_volatile_motesVolatile Material Plants2
tech_combat_computers_2Extended Combat Algorithms3
tech_cryostasis_2Self-Aware Colony Ships3
tech_global_research_initiativeInterplanetary Research Initiative3
tech_basic_science_lab_3Multi-Dimensional Studies3
tech_space_science_5Multi-Dimensional Analysis3
tech_sensors_3Subspace Sensors3
tech_mine_dark_matterDark Matter Drawing3
tech_power_plant_4Quantum Field Manipulation3
tech_shields_4Advanced Shields3
tech_planetary_shield_generatorPlanetary Shields3
tech_lasers_4X-Ray Lasers3
tech_energy_torpedoes_1Proton Launchers3
tech_disruptors_2Ion Disruptors3
tech_plasma_2Plasma Accelerators3
tech_antimatter_powerAntimatter Power3
tech_hyper_drive_3Hyperspace Slipstreams3
tech_wormhole_stabilizationWormhole Stabilization3
tech_combat_computers_3Sapient Combat Simulations4
tech_combat_computers_autonomousAutonomous Ship Intellects4
tech_consumer_good_refinement_2Predictive Consumerism4
tech_positronic_implantsPositronic Implants4
tech_sapient_aiPositronic AI4
tech_synchronized_defencesSynchronized Defenses4
tech_encryption_3Negative-Time Keys4
tech_decryption_3Quasi-Dimensional Reflection4
tech_physics_3Space-Time Theory4
tech_sensors_4Tachyon Sensors4
tech_shields_5Hyper Shields4
tech_energy_torpedoes_2Neutron Launchers4
tech_lasers_5Gamma Lasers4
tech_energy_lance_1Particle Lances4
tech_energy_lance_2Tachyon Lances4
tech_disruptors_3Phase Disruptors4
tech_arc_emitter_1Arc Emitters4
tech_arc_emitter_2Focused Arc Emitters4
tech_plasma_3Plasma Cannons4
tech_zero_point_powerZero Point Power4
tech_gateway_activationGateway Activation4
tech_repeatable_reduced_building_costGravitational Analysis5
tech_repeatable_improved_tile_energy_outputApplied Superconductivity5
tech_dark_matter_deflectorDark Matter Deflectors5
tech_repeatable_improved_shield_outputShield Harmonics5
tech_repeatable_weapon_type_energy_damageFocusing Arrays5
tech_repeatable_weapon_type_energy_fire_rateFlash Coolant5
tech_jump_drive_1Jump Drive5
tech_dark_matter_power_coreDark Matter Power5
tech_gateway_constructionGateway Construction5
Tech Society
KeyNameTier
tech_industrial_farmingIndustrial Agriculture0
tech_planetary_defensesPlanetary Defenses0
tech_colonization_1New Worlds Protocol0
tech_hive_nodeSynaptic Structures0
tech_holo_entertainmentHolo-Entertainment0
tech_planetary_governmentPlanetary Government0
tech_interplanetary_commerceInterplanetary Commerce0
tech_cultural_heritageSociocultural History0
tech_eco_simulationEco Simulation1
tech_food_processing_1Food Processing1
tech_hydroponicsHydroponics Farming1
tech_genome_mappingGenome Mapping1
tech_frontier_healthGenetic Healthcare1
tech_society_1Biodiversity Studies1
tech_ground_defense_planningGround Defense Planning1
tech_deep_sinkholeSubterranean Colonization1
tech_massive_glacierClimate Control Network1
tech_noxious_swampXeno-Hydraulic Mastery1
tech_dense_jungleSelective Defoliants1
tech_quicksand_basinSoil Remediation1
tech_toxic_kelpOcean Ecology Management1
tech_hyper_entertainment_forumHyper-Entertainment Forum1
tech_planetary_unificationPlanetary Unification1
tech_adaptive_bureaucracyAdaptive Bureaucracy1
tech_space_tradingOffworld Trade Companies1
tech_heritage_siteHeritage Sites1
tech_neural_implantsNeural Implants1
tech_alien_life_studiesXenology1
tech_gene_cropsGene Crops2
tech_vitality_boostersVitality Boosters2
tech_subdermal_stimulationSubdermal Stimulation2
tech_frontier_hospitalCyto-Revitalization2
tech_epigenetic_triggersEpigenetic Triggers2
tech_cloningCloning2
tech_gene_banksGene Banks2
tech_society_2Xenobiology2
tech_arcane_decipheringArcane Deciphering2
tech_global_defense_gridGlobal Defense Grid2
tech_doctrine_fleet_size_1Doctrine: Space Combat2
tech_doctrine_fleet_size_2Doctrine: Reactive Formations2
tech_centralized_commandCentralized Command2
tech_doctrine_navy_size_1Doctrine: Fleet Support2
tech_adaptive_combat_algorithmsAdaptive Combat Algorithms2
tech_interstellar_fleet_traditionsInterstellar Fleet Traditions2
tech_colonization_2Atmospheric Filtering2
tech_colonization_3Hostile Environment Adaptation2
tech_volcanoDeep Crust Engineering2
tech_terrestrial_sculptingTerrestrial Sculpting2
tech_mountain_rangePlanetary Resurfacing2
tech_dangerous_wildlifeDangerous Wildlife Removal2
tech_galactic_ambitionsStellar Expansion2
tech_interstellar_campaignsInterstellar Campaigns2
tech_hive_clusterClustered Synapses2
tech_colonial_centralizationColonial Centralization2
tech_planetary_infrastructure_1Ceramo-Metal Infrastructure2
tech_xeno_diplomacyXeno Diplomacy2
tech_autonomous_agentsAutonomous Agents2
tech_living_stateThe Living State2
tech_colonial_bureaucracyColonial Bureaucracy2
tech_effective_bureaucracyEffective Bureaucracy2
tech_capital_productivity_1Improved Production2
tech_holographic_ritualsHolographic Rituals2
tech_slave_coloniesThrall-Worlds2
tech_unity_of_purposeUnity of Purpose2
tech_artificial_moral_codesArtificial Moral Codes2
tech_food_processing_2Advanced Food Processing3
tech_nano_vitality_cropsNano-Vitality Crops3
tech_selected_lineagesSelected Lineages3
tech_gene_tailoringGene Tailoring3
tech_glandular_acclimationGlandular Acclimation3
tech_gene_expressionsTargeted Gene Expressions3
tech_doctrine_fleet_size_3Doctrine: Interstellar Warfare3
tech_combat_trainingCombat Training3
tech_doctrine_navy_size_2Doctrine: Support Vessels3
tech_refit_standardsRefit Standards3
tech_command_matrixCommand Matrix3
tech_colonization_4Foreign Soil Enrichment3
tech_tomb_world_adaptionTomb World Adaptation3
tech_ecological_adaptationEcological Adaptation3
tech_psionic_theoryPsionic Theory3
tech_telepathyTelepathy3
tech_mine_zroZro Distillation3
tech_hive_confluenceConfluence of Thought3
tech_xeno_relationsXeno Relations3
tech_embodied_dynamismEmbodied Dynamism3
tech_global_production_strategyGlobal Production Strategy3
tech_autocurating_vaultAutomated Curation Algorithms3
tech_galactic_administrationGalactic Administration3
tech_collective_selfThe Collective Self3
tech_galactic_bureaucracyGalactic Bureaucracy3
tech_capital_productivity_2Efficiencies of Scale3
tech_interstellar_economicsInterstellar Economics3
tech_hypercomms_forumLocal Hypercommunication3
tech_consecration_fieldsConsecration Fields3
tech_resource_processing_algorithmsResource Processing Algorithms3
tech_collective_production_methodsCollective Production Methods3
tech_penal_coloniesPenal Colonies3
tech_resort_coloniesResort Worlds3
tech_synthetic_thought_patternsSynthetic Thought Patterns3
tech_xeno_tourism_agencyXeno Outreach Agencies3
tech_executive_retreatExecutive Leisure Program3
tech_housing_agrarian_idyllAgrarian Utopias3
tech_nutrient_replicationNutrient Replication4
tech_capacity_boostersCapacity Boosters4
tech_tracking_implantsTracking Implants4
tech_gene_seed_purificationGene Seed Purification4
tech_morphogenetic_field_masteryMorphogenetic Field Mastery4
tech_society_3Secrets of Life4
tech_doctrine_fleet_size_4Doctrine: Fluid Fleet Templates4
tech_doctrine_fleet_size_5Doctrine: Armada Battle Formation4
tech_doctrine_navy_size_3Doctrine: Interstellar Logistics4
tech_doctrine_navy_size_4Doctrine: Fleet Liasions4
tech_biomechanicsBiomechanics4
tech_colonization_5Eco-Integration Studies4
tech_climate_restorationClimate Restoration4
tech_galactic_campaignsGalactic Campaigns4
tech_manifest_destinyManifest Destiny4
tech_precognition_interfacePrecognition Interface4
tech_thought_enforcementThought Enforcement4
tech_planetary_infrastructure_2Durasteel Infrastructure4
tech_galactic_marketsGalactic Markets4
tech_capital_productivity_3Maximized Productivity4
tech_transcendent_faithMetacognitive Faith4
tech_repeatable_improved_tile_food_outputTransgenic Crops5
tech_repeatable_improved_leader_life_spanCell Revitalization5
tech_repeatable_command_limitAdmiralty Support Staff5
tech_repeatable_improved_army_damageAggressive Conditioning5
tech_repeatable_improved_army_healthNerve Dampeners5
tech_repeatable_naval_capFleet Management Procedures5
tech_repeatable_improved_starbase_capacityInterstellar Expansion5
tech_psi_jump_drive_1Psi Jump Drive5
tech_repeatable_improved_core_system_capAdministrative Efficiency5
tech_ascension_theoryAscension Theory5

Adding Techs[edit | edit source]

If you are new to modding Stellaris, the best way to understand how to create new technologies is to use the vanilla techs as examples.

tech_nutrient_replication = {cost = @tier3cost3area = societytier = 3category = { biology }prerequisites = { "tech_nano_vitality_crops" }weight = @tier3weight3potential = {}modifier = {planet_jobs_food_produces_mult = 0.15}weight_modifier = {modifier = {factor = 1.25has_ethic = ethic_pacifist}modifier = {factor = 1.5has_ethic = ethic_fanatic_pacifist}modifier = {factor = 1.25research_leader = {area = societyhas_trait = "leader_trait_expertise_biology"}}}ai_weight = {modifier = {factor = 1.25has_ethic = ethic_pacifist}modifier = {factor = 1.5has_ethic = ethic_fanatic_pacifist}modifier = {factor = 1.25research_leader = {area = societyhas_trait = "leader_trait_expertise_biology"}}}}

ID Name[edit | edit source]

The first line, tech_nutrient_replication = { declares the ID Name for the technology. This is not the name that will display in-game, rather, the unique ID that other files, including language files, will reference the tech as. It is best to name it similarly to the technology's planned name, so a tech named "Better Farms" would be tech_better_farms. Of course, this is not required. ID Names do not support spaces, and should be replaced with underscore ( _ )

Cost[edit | edit source]

Here is a list of the variables Stellaris uses for most of its technologies. The cost determines how long it will take to research the technology.[1]

@tier1cost1 = 2000@tier1cost2 = 2500@tier1cost3 = 3000@tier2cost1 = 4000@tier2cost2 = 5000@tier2cost3 = 6000@tier3cost1 = 8000@tier3cost2 = 10000@tier3cost3 = 12000@tier4cost1 = 16000@tier4cost2 = 20000@tier4cost3 = 24000@tier5cost1 = 32000@tier5cost2 = 40000@tier5cost3 = 48000

Cost can be set to any number within the 32bit integer limit.

# Using a preset weightweight = @tier1cost3 # 3000# Using a custom weightweight = 9000

Weight[edit | edit source]

Weight controls how likely a tech is to be "drawn", the higher the number, the higher the likelihood of it appearing compared to other techs.

Here is a list of the weights Stellaris uses for most of its techs.[1]

@tier1weight1 = 100@tier1weight2 = 95@tier1weight3 = 90@tier2weight1 = 85@tier2weight2 = 75@tier2weight3 = 70@tier3weight1 = 65@tier3weight2 = 60@tier3weight3 = 50@tier4weight1 = 45@tier4weight2 = 40@tier4weight3 = 35@tier5weight1 = 30@tier5weight2 = 25@tier5weight3 = 20

The syntax and usage of a tech's weight is the same as tech cost. A tech with low weight (i.e. 5) will have a much lower chance to be "drawn" than other techs. These are not definitive values however, and are compared to every other valid tech in the game.

# Using a preset weightweight = @tier1weight3 # 90# Using a custom weightweight = 15

Tier[edit | edit source]

The 'tier' of a technology, while not shown ingame,[2] does determine how many techs of a previous tier have to be researched for the next tier to become unlocked.I.e. a Tier 3 technology cannot be "drawn" until the country owns at least six Tier 2 technologies.These are also easily moddable via its file, see #Tiers.

Tier 0 is used for starting technologies.Tier 1 – 3 are typically unlocked near the earlygame to the midgameTier 4 – 5 typically near to after endgame.

Area[edit | edit source]

This determines the technology's research area, as seen in the research panel.

area = society# Supports: physics, society, engineering

Category[edit | edit source]

This determines the category of a technology, used with the Expertise scientist traits to increase speed in a specific area of research.

# Note the Curly brackets / Braces {}category = { biology }

Despite the curly brackets, this is not an array; as there can only be one category for each tech.

# Physicsfield_manipulation, particles, computing# Societypsionics, new_worlds, statecraft, biology, military_theory# Engineeringmaterials, rocketry, voidcraft, industry

For adding new categories, see #Categories.

Potential[edit | edit source]

"Potential" determines whether the specific country is allowed to "draw" the technology.

potential = {has_authority = auth_democratic}

A tech with this potential is accessible only to Democratic countries.More logic explanation in the weight section.

AI Update Type[edit | edit source]

ai_update_type = military# supports: military, all# Remove if not used

Techs with this variable set will update ship designs upon researching. If this field is all, civilian ships will be upgraded. Used for component-unlocking technologies.

Prerequisites[edit | edit source]

Prerequisites (careful on the spelling) determine required technologies for the tech.

prerequisites = { "tech_droid_workers" }

A technology with this prerequisite will require researching Droid Workers first.In this case, prerequisites works as an "array", or a list of items, and can have multiple or many required techs.

prerequisites = { "tech_droid_workers" "tech_colonial_centralization" }

This will make the tech require "Droids" and "Colonial Centralisation" in order to research.

Tech tags[edit | edit source]

There are a few other tags:

  • is_reverse_engineerable = yes/no – Reverse engineerable tech, allows to reverse engineer from debris – only supports ship component technologies, such as Dark Matter Power or Railguns (etc.), as the game checks against the requirements for said components.
  • start_tech = yes/no – Starting tech, given at the start of the game – determines whether valid empires start with the technology. Valid empires are determined by a tech's Potential.
  • is_rare = yes/no – Rare tech, marks as purple – see Advanced Tech Modding for more.
  • is_dangerous = yes/no – Dangerous Tech, marks as red – see Advanced Tech Modding for more.

Weight Modifiers[edit | edit source]

Now we enter logic gate territory with Weight Modifiers and add/factor. These change how likely the tech is to appear in any given tech "card draw", after each completed research. An example:

weight_modifier = {factor = 4 # weight × 4modifier = {factor = 0.75 # weight × 0.75NOR = {has_ethic = ethic_pacifisthas_ethic = ethic_fanatic_pacifist} # Is not pacifist}modifier = {add = 2 # +2 to original weight amountOR = {has_ethic = ethic_militaristhas_ethic = ethic_fanatic_militarist} # Is militarist}}

This would reduce the weight of a technology if the researcher does not have either pacifist ethics, and increase it if militarist.

Weight Modifier[edit | edit source]

This will contain all of the modifiers that would affect the technology's chance to draw.

weight_modifier = { … }

Remember to count your braces.

Add & Factor[edit | edit source]

This is how the condition affects the likelihood of the tech appearing. "Factor" means multiply in this case.

modifier = {factor = 0.75has_ethic = ethic_fanatic_pacifist}

This will multiply the base weight by 0.75 for countries that are fanatic pacifist.

modifier = {add = 3has_ethic = ethic_fanatic_militarist}

This will increase the base weight by 3 for countries that are fanatic militarist.

Logic Gates[edit | edit source]

Main article: Conditions

Paradox text files use several logic gates that are found in traditional computer programming: AND (all values must be true), OR (any value must be true), NOT (all values must be false, reverses output), and NOR (no values can be true).

factor = 0.01OR = {has_ethic = ethic_pacifisthas_ethic = ethic_fanatic_pacifist}

In an OR logic gate at least one value within must return true, else the OR returns false. For this example, empires that are not pacifist are far less likely to draw this technology.

factor = 1.5AND = {has_authority = "auth_imperial"has_civic = "civic_imperial_cult"}

In the AND gate, all values within must return true, else the AND returns false. This example will increase a tech's weight by 50% if the country has the Imperial authority AND has the Imperial Cult civic.

factor = 0.01NOT = {has_ethic = "ethic_spiritualist"}
factor = 0.01NOR = {has_ethic = "ethic_spiritualist"has_ethic = "ethic_fanatic_spiritualist"}

NOT is a reversed logic gate. If the values within a "NOT" return true, then the NOT returns false. It should be noted that "NOT" and "NOR" have similar use.

Logic gates can only be nested limited times;

factor = 0OR = {NOT = { is_country_type = default }AND = {has_civic = civic_fanatic_purifiershas_ethic = ethic_spiritualist}AND = {has_civic = civic_death_culthas_ethic = ethic_fanatic_militarist}}NOR = {has_ethic = ethic_xenophilehas_ethic = ethic_fanatic_xenophile}
(Note: This block of code does not appear anywhere in Stellaris.)

Research Leader[edit | edit source]

The weight can be affected by who's in charge of research, and here's how to do it. First, open with research_leader = {. Now, here is where you make your decision. First, area, meaning which department your scientist is in. It really is just a coding convention, since it will only appear in that category anyways. (So I think it's supposed to increase the chance is there is a leader.) Next is "has_trait", which is self-explanatory. It is used to increase or decrease the likelihood of a tech appearing if a certain trait exists or is missing. Here is a list of all traits that can be used with it (for scientists):

# Adaptable (+25% XP Gain)"leader_trait_adaptable"# Stubborn (-25% XP Gain)"leader_trait_stubborn"# Resiliant (+25 More Years of Life)"leader_trait_resilient"# Substance Abuser (-20 Years of Life)"leader_trait_substance_abuser"# Eager (-33% Recruitment Cost)"leader_trait_eager"# Arrested Development (No XP Gain)"leader_trait_arrested_development"# Careful (-10% Anomaly Fail Risk )"leader_trait_careful"# Meticulous (+10% Anomaly Generation Chance)"leader_trait_meticulous"# Spark of Genius (+10% Research Speed (All Techs))"leader_trait_spark_of_genius"# Carefree (+35% Anomaly Research Speed)"leader_trait_carefree"# Roamer (+25% Survey Speed)"leader_trait_roamer"# Archaeologist (+50% Precursor Anomaly Research Speed, -25% Precursor Anomaly Fail Chance)"leader_trait_archaeologist"# Paranoid (-5% Research Speed (All Techs), -10% Anomaly Research Speed)"leader_trait_paranoid"# Maniacal (+5% Research Speed (All Techs))"leader_trait_maniacal"# Custom AI Assistant (+5% Research Speed (All Techs), +10% Survey Speed, +15% Anomaly Research Speed)"leader_trait_custom_AI_assistant"# Sentient AI Assistant (+10% Research Speed (All Techs), +20% Survey Speed, +30% Anomaly Research Speed)"leader_trait_sentient_AI_assistant"# Expertise: Materials (+15% Research Speed (Materials))"leader_trait_expertise_materials"# Expertise: Rocketry (+15% Research Speed (Rocketry))"leader_trait_expertise_rocketry"# Expertise: Voidcraft (+15% Research Speed (Voidcraft))"leader_trait_expertise_voidcraft"# Expertise: Industry (+15% Research Speed (Industry))"leader_trait_expertise_industry"# Expertise: Field Manipulation (+15% Research Speed (Field Manipulation))"leader_trait_expertise_field_manipulation"# Expertise: Particles (+15% Research Speed (Particles))"leader_trait_expertise_particles"# Expertise: Computing (+15% Research Speed (Computing))"leader_trait_expertise_computing"# Expertise: Psionics (+15% Research Speed (Psionics))"leader_trait_expertise_psionics"# Expertise: New Worlds (+15% Research Speed (New Worlds))"leader_trait_expertise_new_worlds"# Expertise: Statecraft (+15% Research Speed (Statecraft))"leader_trait_expertise_statecraft"# Expertise: Biology (+15% Research Speed (Biology))"leader_trait_expertise_biology"# Expertise: Military Theory (+15% Military Theory)"leader_trait_expertise_military_theory"

Please note, this only includes base game, no DLCs are included.

Has Level[edit | edit source]

This tag, "has_level", uses inequality signs (< and >), to boost or lower the chance based on the level. Currently, it goes up to level 5, and here is an example of its usage in game:

modifier = {factor = 1.25research_leader = {area = physicshas_trait = "leader_trait_expertise_voidcraft"has_level > 2}}modifier = {factor = 1.50research_leader = {area = physicshas_trait = "leader_trait_expertise_voidcraft"has_level > 3}}

Here, the "has_level" tag is used to check is the leading scientist is higher than level 3, and if so, increase the likelihood of the tech by *1.5.

Years Passed[edit | edit source]

Self-Explanatory. Increases the chance if the years past since the start of the game is greater than or less than a certain year. Like this:

years_passed < 20# '<' Can be replaced by '>', '>=', '<=', or '='

Scopes and Triggers[edit | edit source]

The most important part of weight modifiers. Scopes are used to determine what the following statements apply to. Please note, only a few scopes matter, such as 'research_leader'. Triggers are the most important part of the entire weight modifier section. Triggers create the main thing that allows for specific cases where certain factors can affect the chance either positively or negatively.

Example #1: Locking to certain ethics[edit | edit source]

Using triggers, you can create a tech that can only be used by egalitarians or xenophiles, and it is more likely to appear if you are an egalitarian, and less likely to appear if you only have one of the two. It is even less likely to appear if the fanatic one is xenophile.

weight_modifier = {factor = 0.5 # Sets the base chance of the tech appearingmodifier = {factor = 0 # Sets chance to 0 if the empire does not have any of the following ethics.NOR = {has_ethic = ethic_egalitarianhas_ethic = ethic_fanatic_egalitarianhas_ethic = ethic_xenophilehas_ethic = ethic_fanatic_xenophile}}modifier = {factor = 1.5 # Increases the chance if the empire has both egalitarian and xenophile ethics.AND = {OR = {has_ethic = ethic_egalitarianhas_ethic = ethic_fanatic_egalitarian}OR = {has_ethic = ethic_xenophilehas_ethic = ethic_fanatic_xenophile}}}modifier = {factor = 1.5 # Increases the chance if the empire is fanatic egalitarian.has_ethic = ethic_fanatic_egalitarian}modifier = {factor = 1.25 # Slightly increases the chance if the empire is fanatic xenophile.has_ethic = ethic_fanatic_xenophile}}
Example #2: Traits[edit | edit source]

In this example, the triggers will use the traits of the leader in research and the ruler of the empire. Namely:

  • If the leader is maniacal, then the chance should be increased.
  • If the leader has an expertise, the chance should be reduced.
  • If the leader is spark of genius, increase the chances even more.
  • If the leader has a modifier that affects the age of the leader, then decrease the chance. Decrease the chance even more if the age went down.
  • If the leader has arrested development, but no expertise, then increase the chance.

Advanced Tech Modding[edit | edit source]

NOTE: All of these can crash your game on launch!

Tiers[edit | edit source]

It is possible to add and modify tiers in the game, the game requires them to be in order (you cannot go from 5 to 7, etc.) meaning that they are semi-hardcoded and require careful handling. If you load a game with a missing tier; your game will crash on load.

From: Stellaris/common/technology/tier/00_tiers.txt

#####Technology tiers##weight_modifier = {#factor = 1#modifier = {#add = 10#OR = {#has_government = "military_dictatorship"#has_government = "martial_empire"#}#}#}##### The previously_unlocked-value decides how many techs in the previous tier has to be researched before the tier is unlocked0 = { # Tier 0}1 = { # Tier 1previously_unlocked = 0weight_modifier = {base = 1complex_trigger_modifier = {trigger = num_researched_techs_of_tierparameters = {tier = 3}mode = addmult = 0.2}}}2 = { # Tier 2previously_unlocked = 6weight_modifier = {base = 1complex_trigger_modifier = {trigger = num_researched_techs_of_tierparameters = {tier = 4}mode = addmult = 0.2}}}3 = { # Tier 3previously_unlocked = 6weight_modifier = {base = 1complex_trigger_modifier = {trigger = num_researched_techs_of_tierparameters = {tier = 5}mode = addmult = 0.2}}}4 = { # Tier 4previously_unlocked = 6weight_modifier = {base = 1complex_trigger_modifier = {trigger = num_repeatable_techsmode = addmult = 0.2}}}5 = { # Tier 5previously_unlocked = 6#weight multiplier is always 1}

Categories[edit | edit source]

It is possible to modify categories in the game, however as of now it is impossible to add new ones, meaning that only their icon can be edited.

From: Stellaris/common/technology/category/00_category.txt

materials = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_materials.dds"}propulsion = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_propulsion.dds"}voidcraft = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_voidcraft.dds"}industry = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_industry.dds"}field_manipulation = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_field_manipulation.dds"}particles = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_particles.dds"}computing = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_computing.dds"}psionics = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_psionics.dds"}new_worlds = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_new_worlds.dds"}statecraft = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_statecraft.dds"}biology = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_biology.dds"}military_theory = {icon = "gfx/interface/icons/traits/leader_traits/leader_trait_expertise_military_theory.dds"}

Tech tags[edit | edit source]

As already mentioned above tech tags is_rare and is_dangerous are only cosmetic and do not effect the game."is_rare" (changing the tech's graphics to purple) does not inherently reduce the chance of rolling it, nor does "is_dangerous" (changing the tech's graphics to red) create danger on its own.

Rare Technologies[edit | edit source]

To make a rare technology "rare", you will need to add the following lines of code to the weight_modifier.

modifier = {factor = @ap_technological_ascendancy_rare_techhas_ascension_perk = ap_technological_ascendancy}

Dangerous Technologies[edit | edit source]

Dangerous technologies are more complicated and require event modding to work.For more see Event modding or alternatively direct at Stellaris/events/crisis_trigger_events.txt.

References[edit | edit source]

  1. 1.0 1.1 If not defined in the file itself there are from: Stellaris/common/scripted_variables/00_scripted_variables.txt
  2. If you do not use mods, like "Tech Tiers Revealed".

Modding

EmpireEmpireEthicsGovernments • Civics • OriginsMandatesAgendasTraditions • Ascension perksEdictsPoliciesRelicsTechnologiesCustom empires
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Technology modding - Stellaris Wiki (2024)

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