Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is always nice to have alternative ways to boost specific research options, but I would like to suggest something:
Even though I like the flavor (job title and description) these buildings add in terms of what job a pop is currently doing (Computer Engineer,, Physicists, etc), Stellaris is not well optimized to handle many different jobs at once (especially in end game); this is not a big deal if your mod list is small, if there is not a lot of pops in the galaxy OR if you have a good single core CPU. In order to mitigate end-game lag my suggestion is simply adding more regular researcher jobs from these buildings, add the empire modifier as usual but the output it grants per researcher is increased in a certain area, maybe something like +0.10 +0.25 or +0.5 (per researcher) research output towards a specific tech area should do the trick.
As an example I like how Planetary Diversity does this with Unique planets and buildings like Gaia research lab, glacial research lab or volcanic research lab.
Lastly, I think with this suggestion, certain positive or negative modifiers that apply to researchers are guarantee to work like the upkeep reduction from Discovery Tradition or extra output from edicts. Well, I think that if the economic category is under researcher it should work... Technically? I'm not 100% on that one. Ignore this last paragraph if scientists from your buildings are already getting any buffs or debuffs to researchers.
At the end of the day it is your mod, and is working great as is btw, just take what I said with a grain of salt.
Diplomacy research: Relations Lab:a building that runs simulaitons to determine what other empires like and disire to try to improve diplomatic relations.
Diplomacy Research Speed:+10%
+4 Diplomat jobs (turns CGs into socitty research and envoy improve relations effectiveness)
Industry:Relentless Factory:this facility emits pollution and releses nuclear waste into the enviroment,for science!
this world will be studied ruthlessly. soon,it will be rendered a tomb world. (transforms planet into Tomb World after 10 years)
industry research speed:+10%
(increases to 15% on tomb worlds)
+10 Polluter Jobs (+10 more on tomb worlds) (polluters produce Enginnering Research,Artisan Output,Metalurgist Output,but reduce habitability and increases amemites usage.)
Materials:experamental forge:this facility mixes together diffrent metals to try to discover new alloys!
Materials research speed:+10%
Metalurgist Output:+30%
+3 Metal Mixer Jobs (turns Minerals into Engineering Research and improves Metalurgist Output)
+2 Alloy Forger Job (turns Minerals into Alloys and Engineering Research)
Voidcraft:Spaceship Labrotory:Designs new ships for experaments and pushes our Voidcraft research to new hights! some of these ships actually work and are avalible for public use.
Voidcraft research speed:+10%
+4 space technition jobs (turns Alloys into Engineering research and Pop Growth from imagration)
Propulsion:Propellant Lab:this facility designs new methouds of FTL travel,as well as new propellants and thrust methouds. some of theses new thrust types can even make our factories faster.
Propulsion Research Speed:+10%
+2 Propellant Mixer Jobs (turns Minerals,Exotic Gas and Voliitile Motes into Engineering Research but lowers habitability)
+1 Hyper Space Study Guy Jobs (turns CGs into Engineering Research and a small ammount of Physics research)
+3 Thrust Scientist Jobs (turns alloys into Engineering Research and Artisan Output)
With mods for expanding slots for planetary buildings, there are no downsides to cramming each building onto each planet. With a limit it would be nice to specialize building-planet combo and not spam them.
There hasn't been a mod update for a long time, I hope I'm not writing into the void. You came out with a very neat mod.