Stellaris

Stellaris

Research Labs
20 kommentarer
samsockeater 10 nov, 2023 @ 14:05 
well this brings me back a couple dozen game versions
Akirazine 17 maj, 2023 @ 9:33 
Cool mod, needs further updating to account for 3.8 changes though
Pietrooperv 16 maj, 2021 @ 19:58 
Has the number of jobs per building been rebalanced for the changes to planets and reduction in overall pops?
warmasterant  [skapare] 16 maj, 2021 @ 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 @ 4:31 
Same question. Does this work with 3.0?
Peter34 24 apr, 2021 @ 4:06 
Does this mod work with 3.0?
Peter34 26 mar, 2020 @ 3:11 
Does the reduction in Consumer Goods Upkeep from Faith in Science also apply to the new Jobs created by these Buildings?
warmasterant  [skapare] 21 mar, 2020 @ 22:49 
Sorry, it should be working with the new update now
DrNukeLear 26 jul, 2019 @ 7:43 
Quick question - has this been abandoned?
Solarius Scorch 11 jul, 2019 @ 0:18 
Update would be nice. Pretty please. :)
Polstrong 8 jul, 2019 @ 13:44 
that would be cool to have updates :)
Polstrong 25 maj, 2019 @ 14:15 
update please :)
APE GAMER 15 maj, 2019 @ 10:47 
Does this not work for habitats?
mazrados 29 apr, 2019 @ 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 mar, 2019 @ 16:23 
Would it be possible to enable this to be constructible on Habitats?
Peter34 20 mar, 2019 @ 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 mar, 2019 @ 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 mar, 2019 @ 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 mar, 2019 @ 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 mar, 2019 @ 0:19 
This sounds interesting. And not unbalanced.