Stellaris

Stellaris

43 ratings
Specialized Research 3.2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
349.848 KB
13 Apr, 2020 @ 6:26am
26 Nov, 2021 @ 5:37am
12 Change Notes ( view )

Subscribe to download
Specialized Research 3.2

Description
Link to 3.13 version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2808563112

--------------------------------------------

Those who’ve been playing Stellaris for a long time will remember that the individual science researches were once divided into three seperate buildings. This mod adds similar buildings once more, allowing the player (and AI) to specialize into one (or more) of the sciences.

Added 3 new buildings:

- Physics Lab.
- Society Lab.
- Engineering Lab.

The researchers at each lab will produce 12 of either physics, society or engineering, instead of 4 of each. These are specialized new jobs.
All labs are available alongside the normal reseach lab and will unlock upgrades at the same tech (a.k.a. the Research Complex & Advanced Research Complex technologies now also unlock the respective specialized lab upgrades). All technologies or buildings that increase reseacher output also apply to these specialized researchers.

———-

AI will also build specialized research labs. Once an AI has unlocked a specific ascension perk path, The Flesh is Weak, for example, it will specialize itsself for that perk, in this case building more Engineering Labs.

———-
Updated for version 3.2.*
42 Comments
Nicho 15 May, 2022 @ 10:20am 
Keizer: I could be wrong here, but I think that if you delete the old' code you have and then upload the 'new' code to this one, it will count it as an update even though it's effectively a merger.
Gui Montag 14 May, 2022 @ 12:40pm 
Great! Thanks for the update.
Keizerguy  [author] 14 May, 2022 @ 3:26am 
Hi Liquid Snake, Gui Montag. I appreciate you guys looking into the mod while I was unavailable. In anticipation of Overlord I've recently come back to Stellaris. Looking at your comments has allowed me to quickly update the mod for version 3.4. I also removed some redundant pieces of code, and updated others with the new properties that were introduced throughout game updates (technocracy doesn't work the same anymore, and other internal parameters were renamed).
Unfortunately, I seem to have lost the original copy of the mod files, so I'm unable to update this particular workshop item. I'm hoping it might be possible to merge the new files into this workshop item, but I'm uncertain how. In the meantime I uploaded the update as a new workshop item: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807880734
it should work, but let me know if you encounter any issues/bugs.
Cheers!
Gui Montag 13 May, 2022 @ 9:23pm 
@Liquid Snake Great suggestion. I make a new workshop item with the change you described. Of course I will remove it if the authors here request it, or if this item is updated. I did cursory testing and it appears to work as you said. It can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2807786775
Nicho 7 May, 2022 @ 12:15am 
Hi all, so with the advice below from Gui, I took a look into the mod files. Turns out all you need to do to fix this is open the mod's common\buildings folder, then the file res_research_buildings, and either delete or comment-out (#) the line 'building_relaxed_basic_income_check = yes'. Then it works!
Gui Montag 6 Mar, 2022 @ 4:02pm 
Doesn't seem to work anymore for 3.3. Any plan for an update?
Gui Montag 30 Dec, 2021 @ 1:50pm 
Great mod! Seems obvious that there should be dedicated research buildings.
emattosalves1 3 Dec, 2021 @ 7:44pm 
I love your mod, it allow us to focus on 1 or 2 types of tecnology rather than general .
Duskgrim 28 Nov, 2021 @ 1:16pm 
Yeah, it is a vanilla bug, a pretty minor one. I'd have to set up a paradox account on their forums to report it. :/
Keizerguy  [author] 28 Nov, 2021 @ 12:56pm 
haha that's pretty cool that you were able to discover this! I didn't overwrite any base game files so I'm pretty sure this is a vanilla bug. Perhaps there is a way to report this to the developers?