In the Stellaris game, the technology tree is missing as such. There are no branches familiar to the player that give the right to choose the next stage of development. The probability of falling out of development cells directly depends on the qualities of the scientist involved in this direction. Details will be described in the article.
about the project
The Stellaris game is a space strategy where the player has to capture the worlds, fight against opponents and develop his own empire. As expected, the map is an arbitrarily generated piece of space with its own variety of planets, stars and nebulae.
The first half of the game goes to the development of the depths of the universe and the development of their own empire. And after that, when the borders of the powers begin to cross, it becomes necessary to contact other factions. Interest in the game is supported by the possibility of the emergence of "crises" - the uprising of cars or the invasion of enemies from another dimension.
Start
Before you start a game in Stellaris, you need to choose:
- Species: reptilians, arthropods, mammals, fungi, mollusks, plants, birds.
- Ethical attitudes (or ethics) are a set of qualities that characterize an empire. As a rule, these are diametrically opposite criteria: militarism - pacifism, xenophobia - xenophilia, materialism - spiritualism. A separate criterion that does not have a connection is the collective mind. The selected parameter directly affects the form of government and attitude towards other civilizations.

- Fundamental features of the species - both bonuses (vitality, endurance) and fines (external ugliness, weakness) are available to choose from.
- One of three methods of supersonic movement: warp jump, hyperlines, wormholes.
- Form of government. A total of 15 pieces are offered. Each is characterized by its bonuses and the time of re-election of the leader. It is possible to change the forms of government during the game.
- Type of weapon available at launch: laser, missiles, kinetic weapons.
- Living conditions - a choice of nine types of habitat of the selected species for which you have to play.
Stellaris game, technology tree
In Russian and other languages ββrepresented in the game, the principle of loss of technology is simple. The following parameters should be considered:
- classification of the chosen research area;
- previously studied technologies;
- the ideological doctrine accepted in the empire;
- detected trash that is designed for orange cards.
For example, if a player wants to master the technological achievements of synthetics and personally witness the Rise of the Machines, then in Stellaris the technology tree (or similarity) should look like this:
- The artificial intelligence specialist is engaged in the development of physical research. The first thing that comes to mind is such things as the logic of self-awareness, artificial intelligence, and the control of artificial intelligence.
- Colonial centralization and galactic administration are further studied in the field of sociology.
- Next comes engineering. Here everything should be studied in a strictly defined order: first active exoskeletons, then working robots, after them there are droids, and at the end - synthetics.
After 50 years, the emergence of organic cyborgs will be provoked, which will require exclusive rights for themselves as an infringed social group, which will lead to the Rise of the Cars.
Path selection
Luck plays a big role. Especially at the beginning when the player gets scientists. In fact, the class of this unit determines the further technological development. Suppose, if at the very beginning rocket was chosen as the starting weapon, and the scientist got in the field of narrowly directed radiation fluxes, then the enemy will have to be beaten with plasma guns, not rockets. And the specialist who builds ships in the Stellaris game should be redirected from physics research to engineering, where he will be more useful. The following lists contribute to a better understanding of the ways of rotation of the stars of science in the empire.
Research in the field of sociology:
- Colonization, clearing, terraforming, as well as centralized power.
- Establishing the size of its own fleet, researching the academy, as well as strengthening the ground army.
- Influence development, decree system, imperial border, division into sectors, leadership skills, administrative division, federation.
- PSI technology: army, artificial intelligence, psi engines.
Physics:
- Energy weapon, reactor, hyperdrive.
- Physics and technology laboratories, air defense system, artificial intelligence.
- Deflectors, defense shields, development of warp engines, wormholes.
- Energy facilities.
- Sensory systems.
Engineering:
- Space ports, defense stations, assault squads.
- Kinetic weapons, armor.
- Engineering laboratories, minerals, robotics.
- Missile weapons, torpedoes, engines.
Conclusion
As mentioned above, in Stellaris the technology tree is in principle present, but not in an obvious form, as in any other strategy. Luck plays a big role. In order not to waste time in vain, it is better to study a couple of guides for more productive and expedient exploitation of scientists and technicians.
It would be prudent for a biologist to retrain as a colonizer, for example. Thus, with the proper development of further events, the player will be able to get advanced deflector technology earlier than others. Good luck in exploring new worlds!