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=== 研究 === {{main|科技}} Technologies in Stellaris are divided into three different branches of study: {{iconify|Physics}}, {{iconify|Society}} and {{iconify|Engineering}}. Each branch is headed by a scientist and each one can work on technology research in tandem with the other two branches. Each technology has a field associated with it as well, indicated by the colored icon beneath the technology's numerical progress. If a scientist has a trait whose icon matches the technology's, then that tech research is boosted by 15%, as it is in the scientist's field of expertise. The screen also provides useful information regarding what is unlocked by each technology, research speed modifiers for each branch, and a timer projecting how much more time is needed until research is complete. Rather than a conventional tech tree, Stellaris uses a deck-of-cards system for determining what technologies are available for research. When selecting a new technology to research, the game randomly selects three technologies the player has met the prerequisites for, and the player may pick any one of them as their new project. The number of techs presented at any given time can be increased by certain techs and Civics (e.g. {{iconify|Self-Aware Logic|18px}} or [[File:Tradition_discovery_science_division.png|24px]]Science Division Discovery tradition). If a player is unsure of what they have researched in the past, the Researched button at the top of the Technology window will list all of the techs the player has completed research on. There are five major categories of technology in Stellaris, beyond the typical separations by branch. * {{tech|start|Starting technologies}} are technologies that the empire begins the game with, and includes base-level buildings, ship components, spaceports, and ships. * {{tech|acquire|Acquired technologies}} are technologies the empire has some understanding of from events or debris analysis but needs to continue research on to fully comprehend it. Acquired techs are surrounded by an orange border and are listed below the standard deal of technologies given to the player when they select a new project. * {{tech|rare|Rare technologies}} are given a purple banner and are very uncommon compared to other technologies available to the player at the time. * {{tech|danger|Dangerous technologies}} are given a red banner and are projects that could bring about an endgame crisis (more about that later). * {{tech|repeat|Repeatable technologies}} are given a golden border around the tech's picture and are technologies that can be researched multiple times by an empire for a flat bonus to something each time it is completed at the cost of them becoming more expensive every time. When researching technology, it is important for the player to balance efficiency with usefulness. While some players may be excited to research a high-end tech earlier than usual, the extreme amount of time it could take means it may be wiser to pass on the opportunity and research some easier, cheaper, more short-term useful techs for the empire instead. Some special projects in the galaxy may also require one of the empire's research scientists to break from their normal duties and research something else. A common example is the empire's {{iconify|Society}} leader investigating an alien species. During this time, research points for that branch will instead go towards the special project instead of the standard technology research. Finally, players should not worry themselves with maintaining perfect uptime when it comes to ensuring research scientists are always researching something. If a branch is not actively researching anything, then any points accumulated for that branch are placed in a pool instead of going to waste. When that branch has a new project, those pooled points are gradually credited towards that project, accelerating its progress. This system allows players to manage their research without needing to pause the game every time a project is completed.
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