Stellaris

Stellaris

Specialized Research 3.13
21 Comments
MightNight 14 Oct, 2024 @ 12:14pm 
What we need now is "Specialized Industry" which decouples the Industrial District into Alloys and Commercial Goods once more
auridyce 18 Sep, 2024 @ 9:04pm 
Yea, I'm pretty sure given what the mod does, this version should be compatible with 3.12 also - So no real point in keeping my mod up at this point.
Feztis 18 Sep, 2024 @ 9:41am 
@LauraTons It was made by CassIsVibbin, who basically updated the mod for 3.12 following Keizer's absence. I bet Cass has now taken it down due Keizer being back
LauraTons 17 Sep, 2024 @ 7:13am 
Inimicus 12 Sep, 2024 @ 1:58pm 
Awesome. Keen to use this in my next playthrough
Keizerguy  [author] 12 Sep, 2024 @ 12:39pm 
Updated the mod to the newest 3.13 version! It now follows the balance updates from the previous versions. The code changes to the newer version of the game unfortunately also means that AI will no longer prefer building a specialised research building depending on their ascension path, but they will still build them
Furst 22 Jul, 2023 @ 3:13am 
Hello! I translated your mod into Russian. Where can I upload the file so you can add it to the mod?
Inimicus 26 May, 2023 @ 1:55pm 
@Gui Montag did you figure out of this worked or?
Gui Montag 11 Mar, 2023 @ 9:09am 
Really like this mod, can anyone confirm it works with 3.6.1 as intended?
SolarFlare1234 5 Sep, 2022 @ 5:13pm 
physics lab blasting the rave music from freeman's mind
Raphael_777 28 Aug, 2022 @ 2:55pm 
I agree that an option that locks it out from the AI would be nice, never saw it in their worlds yet though. I had an issue when I used one of the buildings for the first time with a non-gestalt empire, when after a few months the worker pops started trying to become engineers while the job was filled and I instantly had 0 workers due to demotion times, not sure what causes it though.
Alkarath_38_49 25 May, 2022 @ 11:02am 
I love this mod, but I would like a version where the AI is not able to use them, to avoid weird interactions with Starnet and others.
Penumbral 21 May, 2022 @ 9:48am 
No, I have a light modpack. About 20 other mods, most of them graphical.
Keizerguy  [author] 21 May, 2022 @ 1:00am 
@Penumbral did you test it with only this mod active? I haven't encountered this issue
Syrett 20 May, 2022 @ 9:26pm 
yay
Penumbral 20 May, 2022 @ 8:29pm 
Needs update. Crashes on empire loading.
Keizerguy  [author] 20 May, 2022 @ 7:47am 
That sounds interesting! Although it does decrease the efficiency of researcher so I image that might be hard to balance. But I like the idea of those +20% techs unlocking new possibilities
NickolasName 20 May, 2022 @ 7:30am 
@Keizerguy the mod will be revamping a lot of things, and among them it’d replace all the “+X% [resource]” technologies with something more interesting, and I was thinking it’d replace the “+20% physics/society/engineering research” techs with research building upgrades. I’m still not 100% certain how exactly I’ll do it, but that’s basically the gist of it
Keizerguy  [author] 20 May, 2022 @ 5:44am 
@NickolasName thanks for the interest. What kind of mod were you thinking of making exactly? The building icons are from an old version of Stellaris and are available on the Stellaris wiki somewhere. I did modify all icons myself to include the specific tech symbol.
NickolasName 18 May, 2022 @ 10:43pm 
I was thinking of creating a mod similar to thing but with a different focus. Would it be alright to borrow the assets from this mod(ie the building icons) provided I give you credit?
Commissar BS 18 May, 2022 @ 12:35pm 
Love it. So much of the original game's charm has been lost to time, thanks for bringing a little piece back