Stellaris

Stellaris

Research Labs
20 opmerkingen
samsockeater 10 nov 2023 om 14:05 
well this brings me back a couple dozen game versions
Akirazine 17 mei 2023 om 9:33 
Cool mod, needs further updating to account for 3.8 changes though
Pietrooperv 16 mei 2021 om 19:58 
Has the number of jobs per building been rebalanced for the changes to planets and reduction in overall pops?
warmasterant  [auteur] 16 mei 2021 om 8:46 
Hey sorry, it does seem to still work fine with 3.0 when I use it, and from what I can tell Faith in Science does also reduce the consumer goods upkeep from the new jobs
Pietrooperv 24 apr 2021 om 4:31 
Same question. Does this work with 3.0?
Peter34 24 apr 2021 om 4:06 
Does this mod work with 3.0?
Peter34 26 mrt 2020 om 3:11 
Does the reduction in Consumer Goods Upkeep from Faith in Science also apply to the new Jobs created by these Buildings?
warmasterant  [auteur] 21 mrt 2020 om 22:49 
Sorry, it should be working with the new update now
DrNukeLear 26 jul 2019 om 7:43 
Quick question - has this been abandoned?
Solarius Scorch 11 jul 2019 om 0:18 
Update would be nice. Pretty please. :)
Polstrong 8 jul 2019 om 13:44 
that would be cool to have updates :)
Polstrong 25 mei 2019 om 14:15 
update please :)
APE GAMER 15 mei 2019 om 10:47 
Does this not work for habitats?
mazrados 29 apr 2019 om 1:45 
It should balance radiculous society reasearch in late game (about 2-3 times the other fields of expertise).

Wish to try this mod. Does it break game in progress?
Velaroz 29 mrt 2019 om 16:23 
Would it be possible to enable this to be constructible on Habitats?
Peter34 20 mrt 2019 om 10:43 
It hasn't happened again. I think I just did something wrong.

But I think that the bonuses are far too powerful. Change it to +5% for the tier-2 Buinding, and to +10% for the tier-2 Building.
Peter34 13 mrt 2019 om 11:46 
I seem to sometimes get some weird effect, where I build a BioLab, but then some time later, my Capital Planet has all tier-2 Research Labs, like the BioLab disappears again. I don't know. It could just be me messing up... Is anyone else seeing something similar?
Pinny 9 mrt 2019 om 18:49 
Hey! I love the concept of this mod as I am making an engineering heavy empire, but it seems the engineering buildings don't work. I'm using 2.2.5, however the other 2 buildings work so that shouldn't be the problem.
Bischop 8 mrt 2019 om 4:15 
Maybe add some specialized jobs for the last building in the chain and add dark matter for physics, living metal for engineering, and nanites for social as upkeep for that last building.
Peter34 6 mrt 2019 om 0:19 
This sounds interesting. And not unbalanced.