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Technology Ascendant
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0.866 MB
Jul 27 @ 6:07pm
Nov 8 @ 11:48am
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Technology Ascendant

Dynamic Research
Have you ever felt technology across the galaxy was too equal? No one rising to the top in a certain field, but lagging behind in others? Do you miss institutions from EU4? I know I do.

This adds twelve breakthrough technologies, one for each specialization (particles, materials, biology, etc) that dramatically increase research speed in that field, along with other unique empire bonuses. They are incredibly rare, likely to originally spawn in a single empire across the course of the game.

New Mechanics
Breakthroughs have a unique spread system, and depending on your relationship with your neighbors you are more or less likely to learn their secrets over time. The goal is that different parts of the galaxy may end up specializing in entirely different fields, with one empire far ahead in biology and society while in an opposite corner another empire is on the cutting edge in physics.

Each breakthough is more likely to spawn under different ethics and traditions, with bonuses for specific ascension perks, and scientist skills, making it nearly impossible to spawn all of the breakthroughs yourself, and hopefully spreading different technology boosts across the galaxy. However, having a neighbor who has a breakthrough will do far more for you than stacking all the perfect modifiers to spawn the technology yourself. Once a breakthrough appears, it will begin to spread. All neighboring empires will have dramatically increased chances of drawing that tech and friendly empires will get double the spread bonus. The Enigmatic Engineering perk however will block breakthrough spread.

Over time, your empire will specialize depending on the technologies you choose. This happens because every breakthrough that you take in Engineering will slightly decrease your chances of drawing a breakthrough in the other fields Society and Physics, or visa versa. Hive and Machine empires ignore this specialization rule to balance out the fact that they do not have any ethics that can boost spawn chance of a specific breakthrough, and that they are less likely to have friendly neighbors to share tech with. Hives and Machines will generally have a slightly lower chance of spawning breakthroughs at the start of the game, but should catch up as other empires begin to acquire specialization maluses.

Once an empire gets 4 breakthroughs, they will not be able to spawn any more themselves, they have become set in their ways and lost their innovative edge. The only way to get the remaing breakthroughs is to have them spread from neighbor empires.

The game will monitor your relationship with your neighbors, and if opinion falls below zero you will get a popup to inform you that the chance of breakthrough spread has fallen, and again if you can boost relations back to positive. You should also recieve pop ups every time a known empire aquires a breakthrough, and you can see in the tooltip what is needed to boost spread chance. There is also mapmode added that shows the number of breakthroughs each empire has.

Since the mod works by boosting research speed, you will complete the tech tree faster than in a usual game. To balance this, I usually play with the game start slider for tech/tradition cost at 1.5x or 1.75x.

No vanilla files were harmed in the making of this mod, so it is in theory compatible with everything. However, since spread modifiers are tied heavily to ethics, leader traits, traditions, and ascension perks, any mod that adds those may change the balance of this mod. It will still work seamlessly, but breakthrough spread will likely be slower since empires and scientists will have modded traits that do not boost tech spread.

The mod can be installed mid-save, the new technologies will simply be added to the tech pool. Untranslated localisation files for all languages are included so you will see English instead of a placeholder. If anyone would like to translate let me know and I will link and credit you below.

Future Plans
Continued balance testing and tweaking. Current tech chances are still subject to change. Feedback is always welcome. Add new events, and possibly an espionage system that could allow breakthroughs to spread from non adjacent empires.

For more details and feedback:
Paradox Forum Discussion[]

German translation by Khazahm
Russian translation by «(PeGaS)» and greenpinkredfire
French translation by Vilcoyote

Images adapted from:

Check out my other Mod

Thank you to everyone in the Stellaris Modding Den for helping me figure things out

Popular Discussions View All (1)
Nov 8 @ 11:57am
PINNED: Balance, Weights, and Numbers
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starchitec  [author] Nov 13 @ 8:08am 
@BlackBurn Enigmatic does block spread from research agreements, some tech is just too valuable to share. Sadly, diplomacy options are not that moddable at the moment, hopefully that will be fixed whenever the do a diplomacy update
-_BlacKBurn_- Nov 13 @ 5:34am 
does enigmatic engiineering perk block even research agreements ? or federations

how can we share

it would be nice if you added options in trade menu like strategic resouce trade
graypaws.cats Nov 11 @ 6:33am 
Ah, alright. Thanks!
starchitec  [author] Nov 10 @ 6:37pm 
@graypaws.cats Research agreement just bypasses the neighbor requirement for spread, so you get the same 10x or 5x (if you are somehow unfriendly and have research agreement). So actually a research agreement with a friendly neighbor wont have any effect on spread. It was much simpler to code that way.
graypaws.cats Nov 10 @ 5:24pm 
What are the numbers w/ research agreement spread?
starchitec  [author] Nov 9 @ 5:25pm 
@Kinky Sloth Enigmatic engineering means other empires will not get spread from you, you will still get spread from everyone else, unless of course the AI also picks enigmatic engineering.
Kinky Sloth Nov 9 @ 5:04pm 
Hey there, your mod is a very nice addition to my game !
I would like to know what are the effects of the Enigmatic engineering perk on spread ?
If I choose this perk, does so my breakthrough remain secret while I can still benefit of the spread effect or does it stop any form of spead betwee me and AIs ?
starchitec  [author] Nov 8 @ 11:51am 
Update: Research agreements will now allow you to spread breakthroughs to and from non-neighbor empires. It will also decrease the breakthroughs cost, as per usual.
starchitec  [author] Nov 3 @ 10:15pm 
Yeah, espionage is something Id like to have, just havent figured out how it would work yet. Research agreement spread too, only problem there is teaching the AI that its research agreements are suddenly far more valuable if they have a breakthrough

@Darktrooper119 As for re-enabling after you have 4, you could enlighten primitives who would start out with no breakthroughs, and eventually could invent and spread some to you. If you were asking how to edit the files tho, yeah, its not obvious. The bit you dont want is in 00_breakthrough_tech, and its the section that has calc_true_if = { amount = 4... just delete or change the factor from 0 to 1. There are 12 instances of that, one for each tech, and you d have to do it for each one.

@grawpaws Ill look into adding some extra compatibility to Cultural Overhaul when I get a chance, it wouldnt really even have to be a separate mod.
FiddleSticks96 Nov 3 @ 10:03pm 
@graypaws.cats I think espionage may have to wait until the, hopefully, future diplomacy update to stellaris. Research agreements should absolutely cause spread though.

@Darktrooper119 I've looked at the mod files and it looks pretty complex. Most of it is way over my head, but as far as I can tell it would require a lot of editing to change the number of allowable techs.