Stellaris

Stellaris

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Pigeonbane Nov 20, 2023 @ 7:19am
Science ships can't assist research anymore
I just came back to Stellaris to try the new expansion, and it looks like the option to assist research isn't there anymore. Am I missing something?
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Showing 1-11 of 11 comments
Sorceri Nov 20, 2023 @ 7:26am 
Ye gots to assign the scientist to govern the planet for the research bonus now. Assist research from the science vessel was removed.
Druitt Nov 20, 2023 @ 7:38am 
You now make a scientist the governor of a planet to get the benefit.
Last edited by Druitt; Nov 20, 2023 @ 7:38am
Edix Nov 20, 2023 @ 8:31am 
Per the 3.10.0 "Pyxis" Update notes

  • Scientific governors increase research output on the planet or sector. This replaces the old Assist Research Scientist action, which has been removed.
HappySack Nov 20, 2023 @ 8:38am 
It's automatic when you assign a scientist as governor.
Husker_85 Nov 20, 2023 @ 9:07am 
Originally posted by HappySack:
It's automatic when you assign a scientist as governor.

So now sigh I can have like six or seven science vessels early in the game with no penalty because of the new leader caps, but as soon as they finish exploring all the space I can get to they'll just sit around twiddling their thumbs?
monkeypunch87 Nov 20, 2023 @ 9:12am 
Originally posted by Isaac_Clark:
Originally posted by HappySack:
It's automatic when you assign a scientist as governor.

So now sigh I can have like six or seven science vessels early in the game with no penalty because of the new leader caps, but as soon as they finish exploring all the space I can get to they'll just sit around twiddling their thumbs?
Just destroy them when they've done their purpose.
CrUsHeR Nov 20, 2023 @ 9:14am 
Pretty dumb change IMHO.

Having a scientist governing a planet actually blocks the secondary benefits from the sector governor (all of them) and those from an Official are just flat out better and more important.

To justify this change, they even removed the impact of "specialist resources" to no longer affect research output.


Also this means you never have a scientist ready in a ship whenever something comes up, like the Baldaraks, a wormhole spawning in your home sector, etc.
So that's more unnecessary micro - build a new science ship, find & assign an expendable scientist, send him on the task, afterwards reassign him to whatever he did before, scrap the science ship.
Compared to just clicking on the task and on his current assist planet.
Last edited by CrUsHeR; Nov 20, 2023 @ 9:15am
Omogoto Nov 20, 2023 @ 10:24am 
Me too, When I travel to the needed area, with my science ship, I don't get an active research box to click on, it says need science ship, and I have one, This is an area without a planet so there is no way to assign a scientist as governor, I must be missing something simple, and I am a new player, actually my first attempt, and do not yet have a high level of game knowledge yet. This is a timed research from the log.
Originally posted by Isaac_Clark:
So now sigh I can have like six or seven science vessels early in the game with no penalty because of the new leader caps, but as soon as they finish exploring all the space I can get to they'll just sit around twiddling their thumbs?
The starting limit on Scientists is 3, so if you have six or seven science vessels with leaders on them you'll be three or four over the cap. You might be able to raise your cap to six fairly early with the right choices, but most empires are not going to be running that many science ships without penalties.
Husker_85 Nov 20, 2023 @ 11:49am 
Originally posted by tempest.of.emptiness:
The starting limit on Scientists is 3, so if you have six or seven science vessels with leaders on them you'll be three or four over the cap. You might be able to raise your cap to six fairly early with the right choices, but most empires are not going to be running that many science ships without penalties.

Ah, must just be my playstyle then. I seem to always have a scientist cap of 7-9 fairly early
Druitt Nov 20, 2023 @ 2:15pm 
Originally posted by CrUsHeR:
Also this means you never have a scientist ready in a ship whenever something comes up, like the Baldaraks, a wormhole spawning in your home sector, etc.
So that's more unnecessary micro - build a new science ship, find & assign an expendable scientist, send him on the task, afterwards reassign him to whatever he did before, scrap the science ship.
Or just have a spare ship you don't destroy. You can move it independently of the scientist (as long as you're not exploring something unknown) or pre-position it. Switch your scientist to it, do the job, transfer them back, leave the ship there or position it elsewhere.
Last edited by Druitt; Nov 20, 2023 @ 2:15pm
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Date Posted: Nov 20, 2023 @ 7:19am
Posts: 11