How much does a science nexus produce and cost?

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GC13

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70,000 minerals and 300 Influence for +50 in each category (with the option to make it +55, as stated above) with a maintenance cost of 15 energy per month. It's empire-unique so you can only ever have one (I'm not finding where in the file it says that, but the tooltip shown by a YouTuber clearly said it).
 

AaronBlackwell

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So, no science nexus spamming then? I am both disapointed AND relieved to hear that.

Disapointed, cause I really would have to spam them. Relieved because well, other won't spam them either and it makes the building unique.

By the way, it seems ideal with a very small science focused empire, or maybe that's just me.
 

C0ldSn4p

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So, no science nexus spamming then? I am both disapointed AND relieved to hear that.

One Habitat full of synth and research lab produces as much for way less mineral and Influence and at a similar/lower maintenance cost (and it's not like you could be another one next to it full of energy building to pay for the energy cost of multiple science habitat)
 

GC13

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Habitats increase research cost though.
One habitat can generate almost ninety points of research for a 22% penalty. My "I like labs" empire would only need thirty-two points of research to break even on that penalty. Sure, I'm increasing my tradition costs, but I'm still making out like a bandit on research.
 

TheDeadlyShoe

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One habitat can generate almost ninety points of research for a 22% penalty. My "I like labs" empire would only need thirty-two points of research to break even on that penalty. Sure, I'm increasing my tradition costs, but I'm still making out like a bandit on research.
You need another habitat to pay the energy costs. So at least two planets worth of research cost penalty and tradition penalty, plus consumer goods cost... probably more.

I don't know if the science nexus is actually mathematically better, but there's a lot of advantages from not being an actual planet.
 

GC13

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You need another habitat to pay the energy costs.
No, that would be ten labs, plus a power plant to power half of them. You're only missing out on the difference between ten and what the capital building produces. A whole other habitat could power more than four habitats filled with nothing but labs and their capital buildings.
 

-Marauder-

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Science Nexus is a bit underwhelming. The numbers seem high but by the time one gets it one usually has an output in the hundreds. It's not bad even then but it's not exactly great either.

Edit, I think it should give a 5-10% research speed increase. Would tremendously improve it and with the cost aswell as time it takes to get there not that unreasonable.
 

RgZera

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Science Nexus is a bit underwhelming. The numbers seem high but by the time one gets it one usually has an output in the hundreds. It's not bad even then but it's not exactly great either.

Edit, I think it should give a 5-10% research speed increase. Would tremendously improve it and with the cost aswell as time it takes to get there not that unreasonable.

In my mod i made it 250 each but costs a lot more to build and also not empire unique. Has 150 energy upkeep too to balance it out a bit.
Dyson sphere gives 5000 energy but takes around 300 000 minerals to build.
I was quite satisfied with these changes but ill try your version. It would certainly be better to have a unique research station with empire wide bonus thats scales rather than try to balance values. Dyson sphere i dont think ill ever reduce... its near 100% energy of a damn sun.
 

Connll

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The Science Nexus, as it is now, is horribly overpriced, specially if you consider that only ONE Megastructure can be constructed at a time, even if you have the resources to construct several of them at once.

A simple adjustment to correct this would be to add

a) +5% Empire research speed for each level, or;
b) The Science Nexus gives +20% XP for all of your scientsts, per level;
c) It auto scans every Special Project that requires a Science ship, as long as it is within your sensor range.

IMO, each of those 3 options would help justify it cost, both in time and resources.
 

RgZera

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Scientist exp gain is by far the most useless thing out of that lot. You invest huge amount of time and resources to get the effect of a civic/trait. Sure its a bit stronger but so late game by that time you could potentially have immortal leaders all lvl 5. And even the ones you hire lvl 3 or so.

Autoscanning stuff sounds good BUT by the time you actually have a science nexus up and running at full power you basically surveyed/traded for star charts the whole map. And even if you manage to discover new stuff in your sensor range (maybe coz you have the global radar) its probably too far away to reap the benefits.

That leaves the only real option that actually has something to do with science and thats "a" for more research speed. It is always welcome. You can never have more than you can spend because eventually you run into repeatable tech that scale infinitely. With such strong bonus it should be kept empire unique and it would be a great strategic focus for the enemy to take it from you. And i think that is exactly the kind of depth the game needs.

Same goes for dyson sphere. (which is not actually a dyson sphere but whatever) With that pathetic 400 energy that it gives its more like "i already won so im gonna build one of these overly expensive and totally useless things around a star coz it looks cool...
But if it gave energy proportional to the investment it takes to build one it could be the very foundation of your empire. With the energy it gives you could respecialize all your planets to mineral and science focus and still have enough energy for your fleet upkeep.
There would be a risk involved with it but surely a risk worth taking.

Luckily the sensor array is already where it has to be with regards to its role and cost. As of now in vanilla stellaris it is by far the most useful megastructure one can build. The advantage to know the fleet power, composition, current location and movement of all fleets in the galaxy is unparalleled. Thats exactly why we need the other megastructures to be a viable choice instead of a money sink.
 

Connll

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Scientist exp gain is by far the most useless thing out of that lot. You invest huge amount of time and resources to get the effect of a civic/trait. Sure its a bit stronger but so late game by that time you could potentially have immortal leaders all lvl 5. And even the ones you hire lvl 3 or so.

Weakest? Certainly.

"Useless"? Very questionable. It takes a long time to get your Scientist to lvl 5, specially if there are no more unexplored places to go. +20%/40%/60% XP bonus would help to replace that lvl 5 guy who just died, specially if your species is Fleeting.

Autoscanning stuff sounds good BUT by the time you actually have a science nexus up and running at full power you basically surveyed/traded for star charts the whole map. And even if you manage to discover new stuff in your sensor range (maybe coz you have the global radar) its probably too far away to reap the benefits.

I think we got a misunderstanding here. When I said "Special Project that requires a Science Ship", I wasn´t thinking only about Planet Surveys, but also SCANNING: Like Debris, Special Projects, etc.

In a decent-size war, you can have dozens of wrecks waiting to be scanned, and getting all of them, while keeping your Science Ships Helping Research at your planets, would be a powerful bonus, IMO. (Specially, if combined with the Sensor Megastructure)


That leaves the only real option that actually has something to do with science and thats "a" for more research speed. It is always welcome. You can never have more than you can spend because eventually you run into repeatable tech that scale infinitely. With such strong bonus it should be kept empire unique and it would be a great strategic focus for the enemy to take it from you. And i think that is exactly the kind of depth the game needs.

Agreed.

Same goes for dyson sphere. (which is not actually a dyson sphere but whatever) With that pathetic 400 energy that it gives its more like "i already won so im gonna build one of these overly expensive and totally useless things around a star coz it looks cool...
But if it gave energy proportional to the investment it takes to build one it could be the very foundation of your empire. With the energy it gives you could respecialize all your planets to mineral and science focus and still have enough energy for your fleet upkeep.
There would be a risk involved with it but surely a risk worth taking.

IMHO, having a project that completely eliminates your need for a specific kind of resource would be a bad desgin decision. *I* would, instead, let you build more than one Megastructure at a time, assuming you have the resources for it.

Luckily the sensor array is already where it has to be with regards to its role and cost. As of now in vanilla stellaris it is by far the most useful megastructure one can build. The advantage to know the fleet power, composition, current location and movement of all fleets in the galaxy is unparalleled. Thats exactly why we need the other megastructures to be a viable choice instead of a money sink.

Boring but practical.