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you still dealing with rng, but you can lessen it considerble. just make sure you also grab nerds with focus on grabbing the prerequirements, and possible phising out some useless 1/2 shot techs.
https://turanar.github.io/stellaris-tech-tree/vanilla/#top
if you got for the technocracy build, you really want to fish up every specialty nerdd and have them assisst research. until you need to fish for one tech to continue your planned tech route.
i have seen mega techs pop up by year 65 quite often playing like this. but that is really rng based on your local sector seed, and early neighbors being kept at bay.
I also have more scientists than most, I shoot for maniacal or spark of genius, but I keep around those with traits that aid other things. If you have a scientist with a trait (biology, particle science, materials) that should heavily influence how much you want those techs. If I have a bio guy then I wish bio, if I have a laser guy I rush more lasers. Don't let this change your build order, but if you are leaning 50/50 on two techs, if you have a scientist that helps with one that is the only one you can go for.
Another research tip, keep your admin level low if you want to research fast.
Tank only accounts for 2% increase in research speed per level, so a flat bonus is always better.
Grab things that increase your tech as much as possible. Playing tall means lots of tech boosts, maybe rush biology (I always add + leader age or xp, and bonus to research, like intelligent), defensive tech and growth. Make sure you've got enough consumer goods and pay attention to your neighbors and play according to how they act toward you.
I did not know you could do that.
Once you're 10-20 years into the game, your neighbors should have started to unlock the second tier of ship technologies, i.e. fusion cores, improved deflectors, blue lasers and coil guns. Go to war with them and instead of aiming for conquering them or such (which I suppose you could do if you really wanted to), aim for humiliation wars or just grabbing a key system or two, and fight as many as possible separate engagements with enemy fleets possessing unresearched techs. If a single ship is destroyed, the battle should generate a debris field which you can research to permanently lock the discovered techs in your research menu -- meaning when you complete a research project, those techs that have been locked down through partial debris research will not count against your randomly generated research options for the next project. You'll also get 10% research completed towards whatever techs were in the debris field.
So, I forget the exact tech pricing, but if you managed to completely research blue lasers, fusion cores, and improved deflectors all through debris, you'd be saving yourself about 7500 physics research. if you did this by year 25, you'd be looking at saving yourself about 25 physics research a month each month since game start, which is pretty great. If you don't complete the projects, you can still use the debris unlocks to narrow down your tech options. As an added bonus, when you finally do decide to start researching on your own, you'll have some research stored up to burn through the projects that you do actually want to complete on your own.