Hi everyone,
TL;DR: Research Institutes need some love. In most cases building an additional research lab provides more total research.
I'm relatively new to Stellaris so I'm trying out a ton of things and I ran into an issue with the effectiveness of Research Institutes. Searching these forums didnt yield any thread (that I could find) that adressed this.
I really enjoy making optimized builds in games like this, so I started out with some basic math on when to build an additional research lab vs a research institute, since bulding slots are the limiting factor. From a very early point onward, research institutes taper off in effectiveness and later on seem completely useless.
Research institutes are unlocked thru an 8000 Physics research, which means you will most likely attain it relatively early in the game. At this point you only have access to:
- the basic research lab with 2 jobs of 4 base research.
- the research institute with 1 job of 5 base research for most empires (for gesalt consciousness, they provide a regular 4 research job) and 15% bonus research speed for the whole planet.
So, where lies the point when a research institute would be better as the next building than an additional research lab?
At first glance: the sweetspot lies at 2 research labs. This provides 4 research jobs.
- An additional lab would increase this to 6 jobs for a total of 6 x 4 = 24 research.
- 2 labs and a research institute would provide 4 regular jobs, 1 sciende director job and 15% increased output for a total of 4 x 4 + 5 = 21 base research. With the 15% bonus output: 21 x 1.15 = 24.15 research
Much later in the game, when you have advanced research labs with 8 regular jobs of 4 research, the sweetspot lies at 6 advanced research labs, which provide 48 jobs.
- An additional lab would increase this to 56 jobs for a total of 56 x 4 = 224 research
- Institute instead: 48 x 4 + 5 = 197 base research. With bonus: 197 x 1.15 = 226.55 research
So far it looks like the research institute is fine the way it is, until I looked at how much my researchers were actually producing. Due to the nature of additive %bonusses, I realized the 15% bonus is far worse than I thought due to the vast amount of research output bonusses in the game.
By the time you get the 8000 Physics research, you likely already have the 2000 and 6000 research output from researchers +20% upgrades in each reseach field. EVERY EMPIRE early on has at least access to 52%:
- 40% research output from the tech tree
- 12% from lvl 1 governor (10% from the research skill + 2% per level)
Sweetspot lies at 4 research labs, 8 jobs:
- Additional lab: 10 jobs = 40 research. With bonus: 40 x 1.52 = 60.8 research
- Institute: 8 x 4 + 5 = 37 research. With bonus: 37 x 1.67 = 61.79 research
This is not quickly achievable in your colonies early on, only on the capital, considering this requires 5 building slots and you need additional slots for other empire needs (e.g. amenities, pop growth speed buildings etc)
Later in the game 90%:
- 60% research output from the tech tree
- 12% lvl 1 governor
- 10% lvl 1 research assist science ship
- 5% specialist output from traditions
- 3% job output from +5 stability from traditions
Sweetspot lies at 11 advanced research labs, 88 jobs:
- Additional lab: 96 jobs = 384 research. With bonus: 384 x 1.90 = 729.6 research
- Institute: 88 x 4 + 5 = 357 research. With bonus: 357 x 2.05 = 731.85 research
For regular empires this is within limits. It requires at least a planet of size 13 due to housing constraints (size 11 with mastery of nature ascension perk). Hive and machine worlds however require on average more building slots (in my experience) for things such as maintenance and to combat crime (deviancy or whatever). For them, planet size is not the constricting factor. Take hives: they get 17 building slots (traditions). 1 is the capital building, and then for 10 advanced research labs u need 4 hive warrens for maintenance and 2 sentinal posts for deviancy and the planet is full, lacking 2 additional building slots to make an institute worth it with a lvl 1 governor and lvl 1 assist researcher.
More reasonable while playing 120%:
- 60% research output from the tech tree
- 20% from a lvl 5 governor
- 20% from a lvl 6 assist researcher
- 5% specialist output from traditions
- 15% job output from 75% stability
Sweetspot lies at 13 advanced research labs, 104 jobs:
- Additional lab: 112 jobs = 448 research. With bonus: 448 x 2.20 = 985.6 research
- Institute: 104 x 4 + 5 = 421 research. With bonus: 421 x 2.35 = 989.35 research
This is possible with the right traditions for regular empires with a minimum planet size of 18 due to housing constrainsts. Include any other modifier (e.g. intelligence trait, higher stability, higher lvl governors or researchers) and you cross into the zone where only very specific builds can profit. 14 labs, 1 research institute, 1 capital building makes it impossible to add an entertainment complex. Even a size 25 planet cannot regularly afford enough housing districts to provide sufficient amenities from clerks. Its BARELY possible with mastery of nature AP for the extra districts. Some amenity reducing trait for your species could potentially work. Also heard habitats can increase amenities on other planets but I haven't had the chance to look into that yet. Still makes the institute extremely situational.
Its Stellaris, it can get crazy, 208% (ignoring the specific research type bonusses):
- 60% research from tech tree
- 30% level 10 governor
- 28% lvl 10 assist researcher
- 5% specialist output from traditions
- 30% job output from max stability
- 5% job output from robust trait
- 20% research output from erudite trait
- 10% research output from intelligent trait
- 10% output from gaia world
- 10% psionic trait
(- Traits that increase the research output of a specific research type)
(- Individual bonusses from planet modifiers +25% to a specific research type)
- I'm probably forgetting a ton more
Sweetspot lies at 18 advanced research labs, 144 jobs:
- Additional lab: 152 jobs = 608 research. With bonus: 608 x 3.08 = 1872.64 research
- Institute: 144 x 4 + 5 = 581 research. With bonus: 581 x 3.23 = 1876.63 research
If you focus on research, with the intelligence trait and the fact that governors and scientists are 99% of the time above lvl 1, its almost never worth it to build the dang institute. The only comparable building in the game is the ministry of production. Since the amount of additive %bonusses for alloys and consumer goods is much lower, that building is in a much better spot.
Unless I'm missing something obvious. Which is why I made this thread, for the wisdom of the forums. Over to you, next poster!
TL;DR: Research Institutes need some love. In most cases building an additional research lab provides more total research.
I'm relatively new to Stellaris so I'm trying out a ton of things and I ran into an issue with the effectiveness of Research Institutes. Searching these forums didnt yield any thread (that I could find) that adressed this.
I really enjoy making optimized builds in games like this, so I started out with some basic math on when to build an additional research lab vs a research institute, since bulding slots are the limiting factor. From a very early point onward, research institutes taper off in effectiveness and later on seem completely useless.
Research institutes are unlocked thru an 8000 Physics research, which means you will most likely attain it relatively early in the game. At this point you only have access to:
- the basic research lab with 2 jobs of 4 base research.
- the research institute with 1 job of 5 base research for most empires (for gesalt consciousness, they provide a regular 4 research job) and 15% bonus research speed for the whole planet.
So, where lies the point when a research institute would be better as the next building than an additional research lab?
At first glance: the sweetspot lies at 2 research labs. This provides 4 research jobs.
- An additional lab would increase this to 6 jobs for a total of 6 x 4 = 24 research.
- 2 labs and a research institute would provide 4 regular jobs, 1 sciende director job and 15% increased output for a total of 4 x 4 + 5 = 21 base research. With the 15% bonus output: 21 x 1.15 = 24.15 research
Much later in the game, when you have advanced research labs with 8 regular jobs of 4 research, the sweetspot lies at 6 advanced research labs, which provide 48 jobs.
- An additional lab would increase this to 56 jobs for a total of 56 x 4 = 224 research
- Institute instead: 48 x 4 + 5 = 197 base research. With bonus: 197 x 1.15 = 226.55 research
So far it looks like the research institute is fine the way it is, until I looked at how much my researchers were actually producing. Due to the nature of additive %bonusses, I realized the 15% bonus is far worse than I thought due to the vast amount of research output bonusses in the game.
By the time you get the 8000 Physics research, you likely already have the 2000 and 6000 research output from researchers +20% upgrades in each reseach field. EVERY EMPIRE early on has at least access to 52%:
- 40% research output from the tech tree
- 12% from lvl 1 governor (10% from the research skill + 2% per level)
Sweetspot lies at 4 research labs, 8 jobs:
- Additional lab: 10 jobs = 40 research. With bonus: 40 x 1.52 = 60.8 research
- Institute: 8 x 4 + 5 = 37 research. With bonus: 37 x 1.67 = 61.79 research
This is not quickly achievable in your colonies early on, only on the capital, considering this requires 5 building slots and you need additional slots for other empire needs (e.g. amenities, pop growth speed buildings etc)
Later in the game 90%:
- 60% research output from the tech tree
- 12% lvl 1 governor
- 10% lvl 1 research assist science ship
- 5% specialist output from traditions
- 3% job output from +5 stability from traditions
Sweetspot lies at 11 advanced research labs, 88 jobs:
- Additional lab: 96 jobs = 384 research. With bonus: 384 x 1.90 = 729.6 research
- Institute: 88 x 4 + 5 = 357 research. With bonus: 357 x 2.05 = 731.85 research
For regular empires this is within limits. It requires at least a planet of size 13 due to housing constraints (size 11 with mastery of nature ascension perk). Hive and machine worlds however require on average more building slots (in my experience) for things such as maintenance and to combat crime (deviancy or whatever). For them, planet size is not the constricting factor. Take hives: they get 17 building slots (traditions). 1 is the capital building, and then for 10 advanced research labs u need 4 hive warrens for maintenance and 2 sentinal posts for deviancy and the planet is full, lacking 2 additional building slots to make an institute worth it with a lvl 1 governor and lvl 1 assist researcher.
More reasonable while playing 120%:
- 60% research output from the tech tree
- 20% from a lvl 5 governor
- 20% from a lvl 6 assist researcher
- 5% specialist output from traditions
- 15% job output from 75% stability
Sweetspot lies at 13 advanced research labs, 104 jobs:
- Additional lab: 112 jobs = 448 research. With bonus: 448 x 2.20 = 985.6 research
- Institute: 104 x 4 + 5 = 421 research. With bonus: 421 x 2.35 = 989.35 research
This is possible with the right traditions for regular empires with a minimum planet size of 18 due to housing constrainsts. Include any other modifier (e.g. intelligence trait, higher stability, higher lvl governors or researchers) and you cross into the zone where only very specific builds can profit. 14 labs, 1 research institute, 1 capital building makes it impossible to add an entertainment complex. Even a size 25 planet cannot regularly afford enough housing districts to provide sufficient amenities from clerks. Its BARELY possible with mastery of nature AP for the extra districts. Some amenity reducing trait for your species could potentially work. Also heard habitats can increase amenities on other planets but I haven't had the chance to look into that yet. Still makes the institute extremely situational.
Its Stellaris, it can get crazy, 208% (ignoring the specific research type bonusses):
- 60% research from tech tree
- 30% level 10 governor
- 28% lvl 10 assist researcher
- 5% specialist output from traditions
- 30% job output from max stability
- 5% job output from robust trait
- 20% research output from erudite trait
- 10% research output from intelligent trait
- 10% output from gaia world
- 10% psionic trait
(- Traits that increase the research output of a specific research type)
(- Individual bonusses from planet modifiers +25% to a specific research type)
- I'm probably forgetting a ton more
Sweetspot lies at 18 advanced research labs, 144 jobs:
- Additional lab: 152 jobs = 608 research. With bonus: 608 x 3.08 = 1872.64 research
- Institute: 144 x 4 + 5 = 581 research. With bonus: 581 x 3.23 = 1876.63 research
If you focus on research, with the intelligence trait and the fact that governors and scientists are 99% of the time above lvl 1, its almost never worth it to build the dang institute. The only comparable building in the game is the ministry of production. Since the amount of additive %bonusses for alloys and consumer goods is much lower, that building is in a much better spot.
Unless I'm missing something obvious. Which is why I made this thread, for the wisdom of the forums. Over to you, next poster!