there are just too many bonuses to research and the jobs are the most efficient in game. Really have you sat down and looked it all up? I have, it truly is staggering how easy it is to make a mockery of technology costs and its the cheapest boost to your empire you can perform.
At the empire level there are twenty two bonuses, some replace lesser versions, but the key is you can easily rack up 10, 25, to 50, percent bonus to research at the empire level. Then you compound this with leaders who can stack traits along with a level bonus. Toss in +25% bonus from a trade agreement just for kicks! This all piles on to boosting the base 4/4/4 (12 total) points a single research job provides. Research jobs are incredibly efficient, they output a base of 12 units per job! Oh, throw in stored research and our recently hugely beefed up rewards from anomalies. Stored research can apply an equal amount of research that you generate so it in effect doubles till you run dry.
In many of my games its not uncommon for me to have 50-100% bonus to the technology I am researching, I have been higher and this is just within 50 years of game time!
Example of racking it up. Low effort achievable here as in I am not even trying
While I like using unity for many more items I am wholly against the sprawl mechanics as we see them now. However I am not discussing unity or sprawl in this.
Reigning in tech rushes means starting at the bottom and going up from there.
The idea is that we first off reduce just how effective each research job is and then we reduce all the bonuses. Halving the initial research each job provides is big. You could get more extreme and just have research jobs do +1 +1 +1 .
stellaris.paradoxwikis.com
stellaris.paradoxwikis.com
stellaris.paradoxwikis.com
At the empire level there are twenty two bonuses, some replace lesser versions, but the key is you can easily rack up 10, 25, to 50, percent bonus to research at the empire level. Then you compound this with leaders who can stack traits along with a level bonus. Toss in +25% bonus from a trade agreement just for kicks! This all piles on to boosting the base 4/4/4 (12 total) points a single research job provides. Research jobs are incredibly efficient, they output a base of 12 units per job! Oh, throw in stored research and our recently hugely beefed up rewards from anomalies. Stored research can apply an equal amount of research that you generate so it in effect doubles till you run dry.
In many of my games its not uncommon for me to have 50-100% bonus to the technology I am researching, I have been higher and this is just within 50 years of game time!
Example of racking it up. Low effort achievable here as in I am not even trying
- Discovery Tree +10
- Nanites +10
- Administrative AI +5
- Curator +10
- Maniacal +5 or Spark of Genius +10 or Specialized +15
- Level +4 to +8 level II to IV
- Research treaty for technology +25!
While I like using unity for many more items I am wholly against the sprawl mechanics as we see them now. However I am not discussing unity or sprawl in this.
Reigning in tech rushes means starting at the bottom and going up from there.
- Research jobs reduced to +2/+2/+2 (6) before specie modifiers. Much more in line with other jobs on a unit basis
- Leaders gain +1% per level instead of +2
- Traits do not start out out their max, instead they increment as the leader levels
- Maniacal (any former +5 bonus) is +1 per level
- Spark of Genius (any former +10) is +2 per level
- Specialization (any former +15) is +3 per level
- Could be capped at 5 levels or not. The progression is obvious
- Empire wide bonuses, couple of choices. Current values are +5, +10, +15, and +20
- Just halve them, rounded down
- Go more extreme +1, +2, +4, +6
- Stored research instead of applying as equal amount to current research applies at one fourth the rate.
The idea is that we first off reduce just how effective each research job is and then we reduce all the bonuses. Halving the initial research each job provides is big. You could get more extreme and just have research jobs do +1 +1 +1 .
Technology - Stellaris Wiki
Leader - Stellaris Wiki
Jobs - Stellaris Wiki
- 12
- 9
- 3
- 1