Distant Science Specialization

If you liked this item, please rate it up on Steam Workshop page.

Author: Distant

Last revision: 3 Mar, 2019 at 04:10 UTC (3)

File size: 115.71 KB

On Steam Workshop

Description:

This mod aims to bring the ability to specialize your science buildings from versions 2.1 and earlier back into the game of Stellaris version 2.2. The intention is to do so with the same "feel" of the previous versions of the game without disrupting the balance and economy of 2.2. I’ve also made an effort to do so in as unintrusive a manner as possible, making no changes or overrides to any existing game files, only adding new ones, so as to be as friendly as possible with other mods.

Locked behind the first tier of tech research speed boosts for each division of science is a new research building that provides one normal research job (instead of two) and one of a new set of specialized research jobs which generate 12 research from their specific field (instead of 4 from each of the three).

Each of these buildings has two levels of upgrades. The first of these adds one additional normal researcher and two additional specialized researchers. The final upgrade adds three more specialized researchers.

As of the most recent version I have it such that the upgraded buildings are locked behind the higher tier versions of the individual research bonus upgrades. This means that it is possible to unlock the building before you have the gas to pay for it. So far I like this better than locking all of them behind the same physics research that enables normal upgraded research buildings. I’ll keep testing and reading feedback.

Update 1: I’ve changed the name of the Anthropologists to Sociologists to be more in line with the Natural Sociologists trait. I’ve adjusted the pop job weights such that pops with a Natural X trait are less likely to take a specialized science job that their trait is not bonused for, and more likely to take one where the bonus will apply. And lastly I’ve adjusted the AI weight on the new buildings so that the AI will be less likely to use specialized science buildings, but still not impossible if the randomness wills it to be so.

Update 2: I’ve corrected some typos and spelling mistakes and adjusted the version requirements to be happy with all of 2.2.

Update 3: Hiveminds should now get their correct specialized scientists.

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.