Most of my early experience, I often end up with a research distribution that I don't want. IE 30% physic/40% society/30% engineer distribution because the only way to boost physic or engineer is to build more lab/research job and they also provide society points which is unavoidable. Which is also inflated by the amount of society research point you get from jobs whose goal isn't research but unity or population growth and other similar buildings.
Having lot of society sources actually inflate the value you get from society to the point where I am actually consider deliberately ignoring society space deposits and primitive monitor space stations.
Right now the only way to artificially, without involving random anomalies or random deposit, inflate physic and engineer research speed is to not take intelligent and go for naturalist physic/engineer instead. Some of the later biological traits such as erudite and uplifted trait from enigmatic cache are both uniform research booster. Machine gestalt are worse off since they only have logistic engine to work with which is yet again uniform 10% boost.
Minor edit: Apparently you can only pick one of either naturalist physic or engineer not both like you used to be able to which is not great...
This is also complicated by the fact that research penalty from going over admin cap is uniform across all 3 research field all while your sources are not uniformed. For example, having 300 physic and 450 society and 300 engineer with 30% research penalty means society is largely unaffected but physic and engineer is impacted the most.
I am trying to come up with a good way to fix this and anything I could think right now comes with severe drawback which has to do with limited number of build slot per planets and population job management.
First method would be to bring back specialized field research labs which would provide bonus toward a single field of research. But then you end up with a complicated building tree (regular tier 1 to 3, physic tier 1 to 3, society tier 1 to 3, and engineer tier 1 to 3).
Second method would be to break research jobs into 3 field (first row of job for physic, second row of job for society, third row of job for engineer). This way you can turn off society but would still be paying full upkeep and not utilized all of the jobs. Kind of like development an extra district, which has upkeep, with two job and no population to fill them up.
Edit 2: Short story my issue is not with having too much society research point but rather inability to push your raw physic/engineering research higher. You can find the math from a post I did later on. I am posting here as there were a few who missed this.
Thoughts?
Having lot of society sources actually inflate the value you get from society to the point where I am actually consider deliberately ignoring society space deposits and primitive monitor space stations.
Right now the only way to artificially, without involving random anomalies or random deposit, inflate physic and engineer research speed is to not take intelligent and go for naturalist physic/engineer instead. Some of the later biological traits such as erudite and uplifted trait from enigmatic cache are both uniform research booster. Machine gestalt are worse off since they only have logistic engine to work with which is yet again uniform 10% boost.
Minor edit: Apparently you can only pick one of either naturalist physic or engineer not both like you used to be able to which is not great...
This is also complicated by the fact that research penalty from going over admin cap is uniform across all 3 research field all while your sources are not uniformed. For example, having 300 physic and 450 society and 300 engineer with 30% research penalty means society is largely unaffected but physic and engineer is impacted the most.
I am trying to come up with a good way to fix this and anything I could think right now comes with severe drawback which has to do with limited number of build slot per planets and population job management.
First method would be to bring back specialized field research labs which would provide bonus toward a single field of research. But then you end up with a complicated building tree (regular tier 1 to 3, physic tier 1 to 3, society tier 1 to 3, and engineer tier 1 to 3).
Second method would be to break research jobs into 3 field (first row of job for physic, second row of job for society, third row of job for engineer). This way you can turn off society but would still be paying full upkeep and not utilized all of the jobs. Kind of like development an extra district, which has upkeep, with two job and no population to fill them up.
Edit 2: Short story my issue is not with having too much society research point but rather inability to push your raw physic/engineering research higher. You can find the math from a post I did later on. I am posting here as there were a few who missed this.
Thoughts?
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