Stellaris

Stellaris

Distant Science Specialization
23 Comments
Distant  [author] 1 Feb, 2022 @ 10:41pm 
Yeah, I made this 3 years ago. All the buildings have been re-balanced since then. I really should update it. Maybe that will be my new year project when I get some free time.
Attila2129 31 Jan, 2022 @ 9:06am 
It seems workers refuse to enter the build no matter what. And you can't force them to use it. You probably need to update the mode?
Distant  [author] 28 Jul, 2019 @ 7:55pm 
Thanks. :D
I updated it to remove the version warning on 2.3.x
CaptainKampfkeks 28 Jul, 2019 @ 1:06am 
Good to hear. Then I'll gladly continue to use this mod. ^^
Distant  [author] 28 Jul, 2019 @ 12:29am 
Nothing changed in 2.3 that would effect it. I should update the supported version number though.
CaptainKampfkeks 27 Jul, 2019 @ 7:48am 
Do you plan on updating this to 2.3 or does it work already?
William de Burge 3 Mar, 2019 @ 2:56am 
No worries, I wouldn't have noticed if I didn't have a really low income of Engineering. As a result I needed to use you Engineering Lab. :steamhappy:
Distant  [author] 2 Mar, 2019 @ 9:11pm 
Ok, Hiveminds should be fixed now. I forgot an "_add" in the building code. Let me know if any other errors pop up.
Distant  [author] 2 Mar, 2019 @ 7:44pm 
Oh my. I'll look at it tonight. Hopefully I can get a fix up by tomorrow. Thanks for finding that. I've never played as Hive Mind.
William de Burge 2 Mar, 2019 @ 6:01am 
I like the mod too, but I found a bug. :(

For Hive Mind, the Engineering Lab and Physics Lab only gives 1 Brain Drone, and no second Specialist.

The Social Lab gives a Brain Drone and a Social Drone.
Distant  [author] 3 Feb, 2019 @ 9:35am 
You're welcome. I'm glad so many people like it.
Ronchi 2 Feb, 2019 @ 10:57pm 
One word. Awesome. Two more, thanks heaps.
CaptainKampfkeks 31 Jan, 2019 @ 10:04am 
I personally find myself leading always in society research, since all those culture workes and what not create society science and unity. You want unity, and get soc. science.
I also liked the way it was before they merged the sciences willy-nilly.
Distant  [author] 31 Jan, 2019 @ 6:51am 
Thank you.
nathan67003 31 Jan, 2019 @ 4:25am 
I subbed instantly after reading your reply. Great idea, great mod.
Distant  [author] 30 Jan, 2019 @ 11:51pm 
Yes. So instead of the usual 4/4/4 the new researchers do 12/0/0. Same total, different allotment. Very useful if your playstyle leans heavily on one type of science, such as engineering for machine empires. Also quite nice if you have planets with % bonuses to a particular type, even if it's not a type you want to lean on, because it allows you to spend less consumer goods/minerals to get up to the level of science you want. Basicly it puts you in control of your science, instead of it being random based on the planets you find.
nathan67003 29 Jan, 2019 @ 5:36am 
*single question, apparently
nathan67003 29 Jan, 2019 @ 5:35am 
So, few questions. Do the research labs still produce the same base amount of overall science when they're specialized?

Apart from that balancing tidbit, I can totally see ho I'd spam these puppies on world with research type-specific modifiers to get more bang for my buck.
Distant  [author] 23 Jan, 2019 @ 8:26pm 
Thank you. I've done my best to keep it balanced. I'm glad you like it.
向日葵的锋面线 23 Jan, 2019 @ 9:43am 
After four matches in 2.2. I am really thinking about why did Pdx remove specialized research buildings and even add more heavy missons into engineering area, it just resulting a more unreasonable gameplay experience, darn it.
Why not get all those things back? so I said to myself just now, but I thought again, maybe someone has already done this.
In short, glad to see you and your mod.
Distant  [author] 16 Jan, 2019 @ 9:03am 
Ok, I pushed through to the final building upgrades and everything looks to be working.
Distant  [author] 14 Jan, 2019 @ 10:00am 
Thanks. Let me know how it feels and if you encounter any issues. I haven't playtested it into endgame yet.
Oldhip 14 Jan, 2019 @ 12:32am 
Magic, will give it a try