• Stellaris Cheats
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Stellaris Technology ID List

A searchable list of all technology codes from Stellaris.

Enter the name of a technology to filter the entries in the table. Use the "Table View" and "Card View" buttons to change the way the codes are displayed.

research_technology Command Help

This command will research the technology type with the specified ID.

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Faster-than-light travel, often abbreviated to FTL , is the method by which ships traverse the vast emptiness of space between star systems. FTL drives are improved with advancing technology, eventually unlocking drives which can "jump", moving from one system to another in an instant.

A fleet will initiate FTL travel when any ship in the fleet reaches the hyperlane jump point or bypass, regardless of the current position of other ships.

  • 1.1 Hyperlane travel
  • 1.2 FTL Inhibitors
  • 1.3 Hyper Relays
  • 2.1 Rolling subspace tides
  • 3.1.1 Shroud Tunnel
  • 3.1.2 Wormhole generation events
  • 3.2 Dimensional lock
  • 3.3 Gateways
  • 4 References

Hyperlanes [ edit | edit source ]

Star systems are connected to one another by hyperlanes , safe passages across interstellar space. A star system can either be part of a cluster – highly interconnected with neighboring systems – or a chokepoint – a system which must be traversed to access the systems on its other side. Hyperlane density , how interconnected star systems are, can be adjusted at game start, from 0.5× to 2.75× or Full . Higher density reduces the number of chokepoint systems and vice versa; at the extreme end, Full attempts to connect every star system with each neighboring system – unless that would cross another existing hyperlane – thereby eliminating nearly all chokepoints.

The hyperlane network through the galaxy is not initially visible and must be discovered. Ship, starbase, and planetary sensors detect and reveal hyperlanes during exploration , with the the hyperlane detection range typically twice the regular sensor range. Hyperlanes connecting to unexplored systems are colored pale gray on the galaxy map. Hyperlanes between explored systems are colored light blue , unless the system is owned by an empire with closed borders, then the hyperlane is colored red .

Distances between systems in the galaxy are typically measured in terms of hyperlane connections. The main exceptions are Tactical Jumps and Quantum Catapults , which used a direct distance scale instead.

Hyperlane travel [ edit | edit source ]

All ships, unless manually designed otherwise, will have an FTL drive , which allows them to travel along hyperlanes. Within a star system, ships move at sublight speed until they reach a hyperlane entry point (shown as an arrow on the system map). Once at the entry point, the ship or fleet takes 15 days to charge its hyper drive and then travels along the hyperlane to the connected system. More advanced FTL drives have reduced windup times. In addition to regular hyperlane travel, Jump Drives or Psi Jump Drives also allow ships or fleets to perform Tactical Jumps . However, merely researching these technologies risks accelerating the endgame crisis by 25 years.

FTL Inhibitors [ edit | edit source ]

FTL magnet.png

Hyper Relays [ edit | edit source ]

stellaris wormhole travel tech id

Hyper Relays can be built from the galaxy view, which places them semi-randomly within the system. In systems with wormholes or existing gateways, it is recommended to instead go into the system view to manually place the Hyper Relay near to the wormhole or gateway to better facilitate travel. However, Hyper Relays cannot connect through wormholes or gateways.

Direct FTL travel [ edit | edit source ]

While hyperlane travel is the primary method of traversing the galaxy, there are a few ways to travel between two points more directly. They can be used to travel faster as well as bypass impassable systems, such as those with hostile space creatures, a closed empire's borders, or the galactic core.

Tech experimental subspace navigation.png

Rolling subspace tides [ edit | edit source ]

The L-Cluster , galactic core as well as the system housing the Corrupted Avatar guardian cannot be entered via these methods and attempting to do so will show a notification about rolling subspace tides allowing only conventional travel. Direct FTL travel can be used to leave these systems however. Furthermore, the rolling subspace tide around the Corrupted Avatar system recedes once the system has been entered at least once via its wormhole.

MIA [ edit | edit source ]

MIA, or missing-in-action, refers to any ship or fleet that has been temporarily removed from the galaxy. MIA fleets return to an owned starbase after some time, depending on the hyperlane distance from the system they left and the system they return to. This time can be reduced by various modifiers.

Fleets that are "stuck" can be ordered to go MIA. Additionally, fleets that are defeated in battle and fleets in systems with closed borders (due to decloaking, access change, or first contact made) go MIA. Certain events can also make fleets go MIA.

Fleet reinforcements may go MIA in order to reach their fleet, depending on how far the fleet is from the shipyard.

Bypasses [ edit | edit source ]

stellaris wormhole travel tech id

Bypasses are another alternative to hyperlane travel. There are two basic types of bypasses in Stellaris: wormholes and gateways . Both offer instantaneous travel but require research in order to be usable. The number of wormholes and gateways can be adjusted individually in the settings before the start of a game session. Ships and trade automatically use bypasses – if the route is shorter. Fleet paths through a bypass are shown on the galaxy view by a blue travel line. Inactive bypasses are shown with a red icon in the system and galaxy view, while active bypasses have a white icon. Active bypasses act identically to hyperlanes for most purposes, except that sectors never extend through them.

Wormholes [ edit | edit source ]

Tech wormhole generation 3.png

Shroud Tunnel [ edit | edit source ]

Sb shroud beacon.png

Each time a fleet travels through the Shroud Tunnel, the following may happen:

  • 74% chance nothing happens.

Xenophobe.png

  • 5% chance the fleet is randomly enhanced.
  • 1% chance a Corrupted Avatar guardian attacks the Shroud Beacon system.

Wormhole generation events [ edit | edit source ]

The Alien Machine event can be triggered by investigating an anomaly with the same name that can appear on asteroids. One of the two event options will lead to the creation of a new wormhole pair, with one end in a system 2-8 hyperlanes away and the other in a system 15-50 hyperlanes away. In addition, if Earth is destroyed with a World Cracker , there is a 50% chance of creating a wormhole in the system leading to another newly created wormhole.

Dimensional lock [ edit | edit source ]

Dimensional lock map icon.png

The Daedalus Seal also increases the length of the Dimensional Lock astral action by +25% , to 12.5 years.

Gateways [ edit | edit source ]

stellaris wormhole travel tech id

While exploring the galaxy, empires may find abandoned gateways that were once part of a massive, galaxy-spanning network. The number of abandoned gateways can be scaled by galaxy settings . [1]

Tech gateway activation.png

Gateways allow travel to any other gateway instantly, so long as the borders are open and the destination is not controlled by an enemy empire. As a bypass , Gateways generally act like a hyperlane connection between systems, such that claims and trade can be extended through them, however sectors don't extend through gateways.

L-Gates are a special type of gateway, which have a separate network from regular gateways. Instead of jumping from any to any, L-Gates all jump to the Terminal Egress system in the L-Cluster, then from there to any other L-Gate so long as its borders are open, or you are at war. L-Gates are opened through a special project, and new L-Gates cannot be constructed.

References [ edit | edit source ]

  • ↑ Setting abandoned gateways to 0 blocks the use of gateway technology as an empire must discover at least one gateway to unlock the research. The Galactic Doorstep origin still spawns a pair of abandoned gateways if the setting is otherwise 0. Awakened Empires always build Gateways regardless of settings.
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A guide to technology beelining

  • Thread starter serpentskirt
  • Start date Apr 19, 2018

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serpentskirt

serpentskirt

Prince with a thousand enemies.

Europa Universalis IV

  • Apr 19, 2018
  • Add bookmark

stellaris wormhole travel tech id

  • unlocking pre-requisites for various Ascension Perks
  • unlocking special options (terraforming, wormhole and gateway travel)
  • unlocking and improving pop-related mechanics (robots, robo/bio-modding points, habitability)
  • Identifying the desired technology;
  • Selecting enough technologies from lower tiers, while taking into account their pre-requisites;
  • Making avoidance list.
  • a blue solid border, a pre-requisite from physics tree
  • a green solid border, a pre-requisite from society tree
  • a yellow solid border, a pre-requisite from engineering tree
  • an ugly violet dashed border, indicating special requirements
  • an ugly violet solid border, indicating the technology's requirements are ethos-locked
  • a red dashed border, indicating the technology can only be obtained from debris
  • a red solid border, indicating machine empire-only technologies
  • a lot of machine empire-only technologies share the icon and pre-requisites with their biological counterparts. These technologies are not specially indicated. There are two or three cases where such a replacement technology doesn't have a corresponding pre-requisite equivalent, so one must pay attention;
  • some technologies are not marked as not available to machine empires;
  • some of the commonly available technologies can be researched by certain specific MEs (like Driven Assimilators or Rogue Servitors), while being unavailable for regular MEs. There is no special indication for such technologies.

stellaris wormhole travel tech id

Attachments

  • stellaris-tech-tree.pdf 687,9 KB · Views: 2.445

stellaris wormhole travel tech id

Thanks for posting this its interesting. Though quite involved lol.  

Magicka

Amazing write-up, especially the visual examples part. Great job and well done!  

Fjolsvid said: Amazing write-up, especially the visual examples part. Click to expand...

Olterin

An excellent write-up, I shall reference it a lot in the future, thanks! Great job and well done!  

sabrenity said: Thanks! That was quite a time investment I must say. Yeah, that's actually what has delayed this guide - I found out that without visual representation it is really hard to follow the text. Let me know if something is not clear. Click to expand...

Rafss

Field Marshal

Quite the excellent post. I knew all of the basics but trying to figure out the paths using the wiki without a visualization was just not worth the effort. Now I see how awful that Genome Mapping I always tried to get early was.  

  • Apr 20, 2018
Fjolsvid said: "Blue lasers" from the anomaly. Click to expand...

Badesumofu

This is a really helpful piece. Great visualisation to go with the text. I'm generally happy if I can just keep all the pre-reqs for key techs in mind. This opens up some extra avenues to try to stack the deck in favour of what you want. Makes me wonder just how early I could get Synths if I tried. In general I still suspect Mining Guilds is better than Technocracy, since early minerals are so key and Mechanist already gives you Robots. And actually a problem with the Synth beeline I see is that it involves researching Biolabs and Physics labs which means your sectors will be able to incorrectly choose to build those over engineering labs. I try to avoid researching physics labs until quite late when I want the Empire Unique research building and often never research biolabs.  

THIEFs

space cadet

Mount & Blade: Warband

Lt. General

Sword of the Stars

  • May 1, 2018

I do understand this post, but I don't feel able to transfer the information to a selfmade research plan. Can OP (or anyone else) make me a research plan for an early science nexus, please? (Is One Planet Strategy still doable in 2.0.X? Haven't played yet)  

Kaigen

Alswinn said: I do understand this post, but I don't feel able to transfer the information to a selfmade research plan. Can OP (or anyone else) make me a research plan for an early science nexus, please? (Is One Planet Strategy still doable in 2.0.X? Haven't played yet) Click to expand...

Secret Master

Secret Master

Covert mastermind.

200k Club

  • May 2, 2018

I have a weird research question: At what point of research speed does it make sense to pick the fastest research item, rather than something else, just to force the game to give you some additional choices when you know you have unlocked the tier and tech you want ?  

Powder hound

Powder hound

Secret Master said: I have a weird research question: At what point of research speed does it make sense to pick the fastest research item, rather than something else, just to force the game to give you some additional choices when you know you have unlocked the tier and tech you want ? Click to expand...

Stellaris technology list and IDs cheat

This is a searchable and complete list of Stellaris technologies and their IDs. These IDs are usually used with the research_technology tech ID command. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies.

Search all tech IDs

Zero Point Power

Zero-G Work Frames

Yellow Crystal Capacitors

Xeno Supremacy

Xeno Relations

Xeno Outreach

Xeno Integration

Environmental Control

Xeno Ecology Subjugation

Xeno Diplomacy

Wormhole Stabilization

Wormhole Containment Fields

Wormhole Calibration Matrix

Subspace Wormholes

Warp Drive Ramscoops

Warp Field Stabilizers

Warp Travel

Vitality Boosters

Alien Visitor Centers

Virtual Combat Simulations

Tundra Colonization

Tropical Colonization

Transcendent Thought

Metacognitive Faith

Devastator Torpedoes

Armored Torpedoes

Space Torpedoes

Tomb World Adaptation

Advanced Titan Hulls

Improved Titan Hulls

Impulse Thrusters

Plasma Thrusters

Ion Thrusters

Chemical Thrusters

Terrestrial Sculpting

Deep Crust Engineering

Ocean Ecology Management

Soil Remediation

Xeno-Hydraulic Mastery

Planetary Resurfacing

Climate Control Network

Selective Defoliants

Subterranean Colonization

Dangerous Wildlife Removal

Synthetic Thought Patterns

Synthetic Personality Matrix

Synchronized Work Patterns

Synchronized Defenses

Symbols of Unity

Whirlwind Missiles

Swarmer Missiles

Swarm Spawning Pools

Subdermal Stimulation

Advanced Strike Craft

Improved Strike Craft

Carrier Operations

Stellar Absorption

Star Fortress

Starbase Construction

Frequency Tuning

Space Trading

Space Exploration

Optimized Station Construction

Corps of Engineers

Deep Space Installations

Deep Space Stations

Deep Space Defenses

Offworld Construction

Cloud Lightning Conduits

Orbital Energy Conversion

Singularity Core

Neutronium Materials

Durasteel Materials

Plasteel Materials

Ceramo-Metal Materials

Nanocomposite Materials

Hyper Shields

Advanced Shields

Improved Deflectors

Shield Capacitors

Capacitor Fields

Tachyon Sensors

Subspace Sensors

Gravitic Sensors

Autonomous Synapses

Self-Evolving Logic

Selected Lineages

Scourge Missiles

Positronic AI

Robotic Workers

Fungible Circuitry

Cross-Model Standardization

Machine Template System

Galactic Markets

Interstellar Economics

Resource Processing Algorithms

Heat Recyclers

Synapse Interceptors

Loader Efficiency

High-Density Munitions

Miniaturized Pre-Igniters

Thermodynamic Yield Control

Flash Coolant

Focusing Arrays

Personality Safeguards

Talent Acquisition

Assembly Algorithms

Gravitational Analysis

Fleet Management Procedures

Extraction Patterns

Transgenic Crops

Applied Superconductivity

Interstellar Expansion

Stimulant Diet

Hull Integrity

Shield Harmonics

Communication Protocols

Planetary Signal Boosters

Fortified Core Layers

Synchronized Firing Patterns

Cell Revitalization

Sapient Resource Management

Proclamation Broadcasts

Administrative Efficiency

Nerve Dampeners

Aggressive Conditioning

Matter Compression

Admiralty Support Staff

Regenerative Hull Tissue

Refit Standards

Red Crystal Capacitors

Advanced Reactor Boosters

Improved Reactor Boosters

Reactor Boosters

Purity Campaigns

Psionic Theory

Psionic Shields

Psi Jump Drives

Psi Jump Drive

Organic Probability Theory

Precognition Interface

Improved Servomotors

Powered Exoskeletons

Quantum Field Manipulation

Quantum Energy States

Field Modulation

High-Energy Capacitors

Planetary Power Grid

Global Energy Management

Positronic Processors

Positronic Implants

Plasma Cannons

Plasma Accelerators

Plasma Throwers

Uniform Data Standards

Planetary Unification

Planetary Shields

Planetary Government

Planetary Defenses

Pitharan Dust Refining

Pirate Only Tech

Space-Time Theory

Applied Quantum Physics

Quantum Theory

Perdition Beam

Predictive Algorithms

Interlinked Support Systems

Active Countermeasures

Orbital Sensor Arrays

Orbital Hydroponics

Ocean Colonization

Nutrient Replication

Neural Implants

Nano-Vitality Crops

Nanite Assemblers

Morphogenetic Field Mastery

Modular Engineering

$tech_frontier_health_machine_intelligence$

Marauder Missiles

Quantum Missiles

Antimatter Missiles

Fusion Missiles

Nuclear Missiles

Mining Guilds

Autonomous Mining Operations

On-Site Processing

Mineral Isolation

Deep Core Mining

Geothermal Fracking

Mining Drone Lasers

Advanced Mineral Processing

Mineral Processing

Zro Distillation

Yurantic Crystal Mining

Teldar Crystal Mining

Satramene Refining

Orillium Mining

Neutronium Extraction

Living Metal

Garanthium Mining

Dark Matter Drawing

Betharian Refining

Mega-Engineering

Matter Generation

Gauss Cannons

Advanced Railguns

Mass Drivers

Giga Cannon

Mega Cannon

Manifest Destiny

Lythuric Gas Refining

The Living State

Gamma Lasers

X-Ray Lasers

Blue Lasers

Kinetic Artillery

Kinetic Battery

Interstellar Fleet Traditions

Interstellar Campaigns

$tech_frontier_hospital_machine_intelligence$

Uplink Miniaturization

Hyperlane Mapping

Local Hypercommunication

Hyper-Entertainment Forum

Hyperspace Slipstreams

Hyperlane Breach Points

Hyperspace Travel

Eco Simulation

Holographic Rituals

Planetary Communications

Heritage Sites

Ground Defense Planning

Green Crystal Capacitors

Interplanetary Research Initiative

Global Defense Grid

Glandular Acclimation

Genome Mapping

Genetic Resequencing

Gene Tailoring

Gene Seed Purification

Targeted Gene Expressions

Gateway Construction

Gateway Activation

Galactic Campaigns

Galactic Bureaucracy

Galactic Benevolence

Stellar Expansion

Galactic Administration

Gaia Creation

Fusion Power

Frontier Traditions

Frontier Initiatives

Intelligent Factories

Cyto-Revitalization

Modular Components

Genetic Healthcare

Frontier Commissars

Frontier Collectives

Free Enterprises

Flak Artillery

Flak Cannons

Flak Battery

Fission Power

Extradimensional Weaponry

Ethical Equations

Epigenetic Triggers

Enigmatic Encoder

Enigmatic Disruption Field

Enigmatic Decoder

Engos Vapor Refining

Superfluid Materials

Supersolid Materials # As above, could be Supersolid Matter

Nanomechanics # Could also be Nanomatter

Neutron Launchers

Proton Launchers

Tachyon Lances

Particle Lances

Embodied Dynamism

Ecological Adaptation

Hydroponics

Orbital Drop Pods

Artificial Dragonscales

Doctrine: Fleet Liasions

Doctrine: Interstellar Logistics

Doctrine: Support Vessels

Doctrine: Fleet Support

Doctrine: Armada Battle Formation

Doctrine: Fluid Fleet Templates

Doctrine: Interstellar Warfare

Doctrine: Reactive Formations

Doctrine: Space Combat

Phase Disruptors

Ion Disruptors

Advanced Destroyer Hulls

Improved Destroyer Hulls

Standardized Destroyer Patterns

Desert Colonization

Improved Structural Integrity

Deep Scan Instruments

Databank Uplinks

Dark Matter Propulsion

Dark Matter Power

Dark Matter Deflectors

Curator Exploration Lab

Sociocultural History

Crystal-Forged Plating

Crystal-Infused Plating

Self-Aware Colony Ships

Colony Fabrication Drones

AI-Controlled Colony Ships

Advanced Cruiser Hulls

Improved Cruiser Hulls

Standardized Cruiser Patterns

Advanced Corvette Hulls

Improved Corvette Hulls

Standardized Corvette Patterns

Continental Colonization

Construction Templates

Consecration Fields

Command Matrix

Field Repairs

Combat Training

Autonomous Ship Intellects

Sapient Combat Simulations

Extended Combat Algorithms

Specialized Combat Computers

Eco-Integration Studies

Foreign Soil Enrichment

Hostile Environment Adaptation

Atmospheric Filtering

New Worlds Protocol

Colonial Centralization

Colonial Bureaucracy

The Collective Self

Collective Production Methods

Cold Fusion Power

Climate Restoration

Maintenance Command

Drone Command Centers

Centralized Command

Capacity Boosters

Blue Crystal Capacitors

Biomechanics

Secrets of Life

Xenobiology

Biodiversity Studies

Binary Motivators

Battleships

Advanced Battleship Hulls

Improved Battleship Hulls

Standardized Battleship Patterns

Scientific Method

Industrial Base

Auxiliary Fire-control

Autonomous Agents

Autonomous Exploration Algorithms

Automated Exploration Protocols

Automated Curation Algorithms

Stormfire Cannons

Ripper Cannons

Autocannons

Shield Dampeners

Quantum Destabilizer

Nanobot Assemblers

Proximity Mines

Atmospheric Manipulation

Assembly Patterns

Interplanetary Expeditionary Forces

$tech_ascension_theory$

Ascension Theory

Artificial Moral Codes

Arid Colonization

Arctic Colonization

Curator Archeology Lab

Focused Arc Emitters

Arc Emitters

Antimatter Power

Amoeba Breeding Program

Xeno Naturalization

Advanced Afterburners

Afterburners

Academic Optimization

Synaptic Enhancers

Administrative AI

Adaptive Combat Algorithms

Positronic CPUs

Adaptive Bureaucracy

Robotic Path

Psionic Path

Power Generation

Kinetic Weapons Path

Energy Weapons Path

Administrative Path

Biological Path

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stellaris wormhole travel tech id

Originally posted by Pricefield : Yeah, but the station can create a wormhole FROM another system to return :S so not only TO

stellaris wormhole travel tech id

Originally posted by RodHull : Originally posted by Pricefield : Yeah, but the station can create a wormhole FROM another system to return :S so not only TO

stellaris wormhole travel tech id

Originally posted by Pricefield : Originally posted by RodHull : The fluff is it creates a two way wormhole within its range, so its range is dependent on the position of the station. Its a minor restriction compared to warp which is slower and more tedious if you get blocked in...

stellaris wormhole travel tech id

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IMAGES

  1. How to build Wormhole Stations (Stellaris)

    stellaris wormhole travel tech id

  2. Pre-gateway rapid transport wormhole network : r/Stellaris

    stellaris wormhole travel tech id

  3. How to build Wormhole Stations (Stellaris)

    stellaris wormhole travel tech id

  4. Мод Wormhole Generation (2.1) для Stellaris

    stellaris wormhole travel tech id

  5. So just discovered a natural Wormhole... an L-Gate and Dark matter all

    stellaris wormhole travel tech id

  6. Steam Community :: Guide :: Beginner's guide to Stellaris

    stellaris wormhole travel tech id

VIDEO

  1. KC Slays! Stellaris! Ep. 19 Canopus Wormhole travel!

  2. I abused stacked totems (WORMHOLE DAY 15)

  3. Stellaris ЩЕЛЬ в АСТРАЛ

  4. Wormhole travel animation

COMMENTS

  1. Stellaris Technology List with Cheat IDs

    A list of all technologies in Stellaris, along with their IDs for use in console commands, cheats and mods. Home; Guides; Code Lists. Stellaris Cheats; Technology Codes; Stellaris Technology ID List. A searchable list of all technology codes from Stellaris. Enter the name of a technology to filter the entries in the table. ... tech_wormhole ...

  2. Steam Community :: Guide :: Technology IDs

    Information. List of all technology ids in the game to be used with "research_technology" console command. To quickly find a tech in this list press ctrl + f and type in the techs name.

  3. What technologies do I need to research for wormhole travel?

    And quite early in the game. I can't even research this technology, the enemy already has it. Showing 1 - 1 of 1 comments. bea.hirtes Mar 21, 2020 @ 3:41pm. Bad news, its tier3 and rare. tech_wormhole_stabilization = {. cost = @tier3cost1. area = physics. tier = 3.

  4. Bypass modding

    This page is about modding Bypasses, namely Wormholes and Gateways only as traveling methods.. Before reading, you must understand that: Bypasses are traveling methods, not Natural Wormholes or Gateways.; Natural Wormholes and Gateways are containers of bypasses, not bypasses themselves.; In this article, words that refer to bypasses are marked blue and words that refer to bypass-containers ...

  5. Are there any prerequisite techs to wormhole stabilization tech?

    There is a wonderful tech tree resource you can find here . Wormhole Stabilization requires hyperlane breach points as a prerequisite, and is also a tier 3 physics tech. This means that you need 6 tier 2 physics techs before you can research it, and tier 2 physics techs require you to have researched 6 tier 1 physics techs before they will appear.

  6. Stellaris Technology IDs

    A complete and up-to-date searchable list of all Stellaris technology IDs. Technology in Stellaris is divided into 3 research areas with each area corresponding with one of the research resources: Engineering, Physics and Society. Additionally, each of the ~400 techs belongs to one of 12 subcategories divided between the areas (most appearing ...

  7. FTL

    L-Cluster. Faster-than-light travel, often abbreviated to FTL, is the method by which ships traverse the vast emptiness of space between star systems. FTL drives are improved with advancing technology, eventually unlocking drives which can "jump", moving from one system to another in an instant. A fleet will initiate FTL travel when any ship in ...

  8. Wormhole event ID? :: Stellaris General Discussions

    Originally posted by Big Brain Time Thanos: The wormhole spawned because of the event and so it doesn't spawn the "natural wormhole" event which would l make it possible for me to explore it. I can't trigger the event using other wormholes because I put the galaxy setting to 0.0x. I have had the tech for a long time but the wormhole is bugged.

  9. A guide to technology beelining

    Beelining is following a dedicated research path in order to unlock a powerful technology. In Stellaris, one can benefit from this for quicker achievement of the following: unlocking pre-requisites for various Ascension Perks. unlocking special options (terraforming, wormhole and gateway travel)

  10. Stellaris Tech IDs

    Stellaris technology list and IDs cheat. This is a searchable and complete list of Stellaris technologies and their IDs. These IDs are usually used with the research_technology tech ID command. For example, the command research_technology_tech alien_life_studies will research Alien Life Studies. Stellaris cheats and commands.

  11. Stellaris

    Second, go and build one now. With the ship selected, you navigate to the wormhole, right-click it, and select the explore wormhole option. A second option is to right-click the system that contains the wormhole in the galaxy map. The explore wormhole option will appear, and you can click it to begin the work.

  12. Wormhole travel ? : r/Stellaris

    My suggestion is to click on the wormhole which will center the map on the other end. You can then easily click on the system to have your ship go there. If the wormhole is the shortest destination, then they will use it. There should be an option when you right click to travel through wormhole.

  13. How do I explore this wormhole? : r/Stellaris

    It says you have never encountered this type of bypass before. It consider them encountered when your ship enters the system with it for the fist time, but if something else added it in a system you already see, it would trigger. So take your ship out of the system and back in. 429K subscribers in the Stellaris community. A place to share ...

  14. Stellaris Technology IDs

    Below is our complete list of the Technology IDs for Stellaris. These IDs are intended for use with the "research_technology" console command. To open the console, press ~ and then enter "research_technology (technology_id_here.)" Obviously, replace technology_id_here with the technology ID of your choice. Stellaris Technology IDs tech_starbase_1 (Outpost) tech_starbase_2 (Starport ...

  15. How do I explore a wormhole? :: Stellaris General Discussions

    1 Click on the sci ship. 2 then from the system view right click on the WH and select explore. Alternativly select a sci ship from galactic map then click and select 'explore natural wormhole'. (same way you perform a survey) Showing 1 - 5 of 5 comments. The author of this thread has indicated that this post answers the original topic.

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  18. Enter a natural wormhole? : r/Stellaris

    Any fleet or ship can explore a wormhole. It's easier from galaxy view. You need the tech for wormhole travel, select the fleet, right click the system with the wormhole and select explore. If the other side is not explored you may need a science ship with a scientist to go through before travelling through the hole though. 2.

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  20. Wormhole travel :: Stellaris General Discussions

    Select a science ship, rightclick the system or the wormhole after you have the tech. You have to activate gates first, click the gate itself. Unless the AI does it first. You have to complete wormhole stabilization and order a science ship to do the exploration by pointing at the wormhole directly and selecting corresponding order.

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  22. Wormhole travel? :: Stellaris General Discussions

    Warp travel and hyperlanes run the risk of getting blocked if another empire gains/has control of a system they need to travel through. Since wormholes basically "skip" the space in between the starting point and destination, they can jump across another empire's borders. #11. Showing 1 - 11 of 11 comments.