Stellaris

Stellaris

Dark Matter Power Creation
 This topic has been pinned, so it's probably important
Chirumiru ShiRoz  [developer] 11 Jul, 2018 @ 10:55am
[SPOILERS] Walkthrough on how to obtain Dark Matter Power with this mod.
1. You must know Battleships, Dark Matter Drawing and Zero Point Energy.

2. An event will pop up with a MTTH of 5 years that will notify you about rumors that Dark Matter can be used as an energy source. You can then choose to pursue this further by either

- Summon a Science Convention : 20000 Physics Tech Cost. Plain and Simple.
- Hires a Smuggler : 12500 Society Tech Cost. Pays 10000 minerals and 200 influence.
- Asks the Curator : 10000 Physcis Tech Cost. Pays 20000 energy and 100 influence.
Requires your empire to have cotact with the Curator.

3. Once any of the above is done, you will be told to find an expert in Particles/Materials and Military Theory respectively on each stage. The calculations for tech weights are as followed.

Base Weight : 10

If the scientist is not at least level 5 in the required field or is a level 5 Curator/Spark of Genius/Erudite, then he/she will never be smart enough to come up with the tech.

If the scientist is at least level 5 in the required field, he/she has only 0.10 factor to understand it. The chance gradually increase to be more tolerable as their levels are higher.

If the scientist is at level 10 in the required field, or is a level 5+ Curator/Spark of Genius/Erudite, he/she will have 1.0 factor, aka 10 weight.

If the scientist is a level 10 Curator/Spark of Genius/Eruidite, they gain 3.0 factor, making it extremely likely they will come up with the tech.

4. Once you completed all stages and research all the required techs, you will get an event that gives you the tech options for Dark Matter Reactor/Thruster/Deflector. You may now begin to research them normally.

5. An event will pop up to acknowledge your accomplishment once you research Dark Matter Reactor, congrats!!


In addition to being a gate for each stage, the three technologies also provide some additional benifits.

- Dark Matter Power Generation : Unlocks Dark Matter Extractor Building, which is a micro-Black Hole that consumes large amount of upkeeps to generate 1 point of DM.

- Dark Matter Power Containment : Grants 5% bonus to energy output and starbase/district upkeep reduction.

- Dark Matter Power Application : Gives your empire +0.5 influence and two unique edicts that cost Dark Matter.

A: Dark Matter Ship Optimizations = Increases weapon damage, fire rate and ship speed by 10%

B. Dark Matter Labotory Augmentations = Increases tech output by 10%

Both lasts for roughly 2 years and have a base cost of 60 DM.
Last edited by Chirumiru ShiRoz; 9 Dec, 2018 @ 7:44am
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Showing 1-8 of 8 comments
tolaburke 20 Aug, 2018 @ 2:06am 
Curator makes sense, Spark of Genius makes sense....why not Maniacal? The base game tends to use Maniacal along with Spark to gate weird/rare techs. See: Psionics.
Chirumiru ShiRoz  [developer] 20 Aug, 2018 @ 2:08am 
Mostly to prevent it being too easy to get. This is a tech that used to not be availiable for research at all. I am merely making it possible to happen.
tolaburke 22 Aug, 2018 @ 11:25pm 
Maniacs aren't that common, and are still prized even now.
Mesocorticolimbic 19 Oct, 2018 @ 7:54pm 
Wil researching Dark Matter Power Generation allow me to Ascend via the Zenith of Fallen Empires mod?
Chirumiru ShiRoz  [developer] 20 Oct, 2018 @ 6:19pm 
Yes
Mesocorticolimbic 21 Oct, 2018 @ 1:24am 
Awesome. Just out of curiousity, how long does it level 6 spark and geniuses/curators to get the breakthrough?
Chirumiru ShiRoz  [developer] 21 Oct, 2018 @ 8:35am 
usually around 4-6 tech cycles after the criteria is met.

If your empire is already good at science, chances are you will get it faster.
Last edited by Chirumiru ShiRoz; 21 Oct, 2018 @ 8:35am
UndeadGamePlayer 21 Dec, 2024 @ 8:53pm 
It says I have to assign a scientist with the requisite stuff. Assign them to what or where? or just have them?
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Showing 1-8 of 8 comments
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