Breakthrough technologies in Stellaris Stellaris guide, tips
Last update: 14 March 2019
While researching new technologies in Stellaris, you'll encounter research variants known as "rare technology". These technologies are characteristically marked in purple. If you notice a such technology, you should start researching it as soon as possible. Most of the time, they don't have any major influence on the growth of the empire, but is some cases, researching them can be especially important.
Remember that rare technologies usually open access to new sections of research in specific fields, so you can't ignore them. Depending on how much you base the strength of your empire on technology, you can use these technologies immediately after discovering or first develop other variations which will prove to be more useful during your game.
Below you will find a table containing all rare technologies available in the game.
Icon | Name / Category | Profits |
Global research initiative Physics | Edict: Map the Stars Building: Research Institute | |
Orbital Sensor Arrays Physics | Module: Observatory | |
Quantum Destabilizer Physics | Component: Quantum Destabilizer | |
? | Capacitor Fields Physics | Component: Capacitor Fields |
Zro Distillation Physics | Module: Navigator's Guild Resource revealed: Zro | |
Hyperlane Mapping Physics | Feature: Hyperlane Mapping | |
Synchronized Defenses Physics | Module: Synchronized Defenses | |
Planetary Shields Physics | Building: Planetary Shield Generator | |
Sentient Combat Simulations Physics | Component: Sentient Combat Computers | |
Manifest Destiny Society | Border Range: +20% | |
Virtual Combat Simulations Society | Building: Virtual Combat Arena | |
Selected Lineages Society | Policy: Leader Enhancement - Selected Lineages | |
Targeted Gene Expressions Society | Trait point: +1 Attachment: Xeno Cavalry | |
Morphogenetic Field Mastery Society | Army: Xenomorph Army | |
Capacity Boosters Society | Policy: Leader Enhancement - Capacity Boosters | |
Gene Seed Purification Society | Army: Gene Warrior Army | |
Gene Banks Society | Attachment: Clone Commandos | |
Synthetic Thought Patterns Society | Edict Cost: -15% Resettlement Cost: -10% | |
? | Will to Power Society | Module: Orbital Mind Control Laser Attachment: Commissar Squads |
Droids Engineering | Army: Robotic Army Buildable Pop: Droid | |
Corps of Engineers Engineering | Military Station Cost: -15% Military Station Health: +25% | |
Synthetic Personality Matrix Engineering | Policy: Leadership - Androids Allowed |
Dangerous technologies
There are two technologies available in the game which are considered as dangerous. They are marked in red in the research tab. In reality there are no obstacles for developing these technologies and you should definitely use them. You don't need to fit your policy to the research if you don't want to, but it could be an interesting experiment.
Sentient AI
Icon | Area | Profits |
Physics | Research speed: +10% |
Commentary: It is hard to consider this research as dangerous by looking on its profits. Increased speed of research can only make it easier to develop new technologies. The danger is related to the fact that developing this technology allow research that can discover new artificial forms of intelligence which can be used to manage ships and fill slots on planets.
Synthetics
Icon | Area | Profits |
Engineering | Army: Androids Buildable Pop: Synthetic Policy: Artificial Intelligence - Citizen Rights |
Commentary: This technology can be actually dangerous. On one side using an army of androids can be very helpful early in the game. It is worth mentioning that thanks to this technology it is possible to add synthetic life forms to the group of voters. Later in the game it is possible that the ruler of the empire will be selected from the synthetic population. Using technology might have great impact on the happiness of your main race and other races inhabiting the empire. It depends on species, but an artificial intelligence controlling a nation usually won't be well received.