Stellaris

Stellaris

81 ratings
Scientist Level Extension
 
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File Size
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0.145 MB
Aug 6 @ 1:54am
Aug 17 @ 2:16am
10 Change Notes ( view )

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Scientist Level Extension

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In 1 collection by jasonpepe
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Description
SLE makes your scientist folks to the next level!
For Stellaris version 2.1.
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Compatibility
Standalone, no vanilla files altered.
namespace = sls

*This mod makes every effort in order not to block scientists from gaining traits during their assignment.
Normally they can't gain more than 3 traits, this mod adjusted it.
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This mod
*Savegame Compatible.
*NOT Achievement Compatible.
*Has build-in support with the following mods:
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Why this mod appear?

For a long time, scientists seems too flat for the moment, literally every time people usually go find "Spark of Genius" scientists with high skills, because of flat Research Speed is a king above all.
( And let's not forget those who gained Substance Abuser during their brave survey missions, be proud of their accomplishment pal, good for him/her )
So here we are!
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What is this?

This mod add the following traits for every Scientists in game:
  • Survey Corps:
    There're 9 Survey Corps for scientist folks. These "Survey" Corps give Empire's research points or resources when your Scientists are doing that, just like "Databank Uplinks" before it changes.
    And some of these are quite useful but fulled with requirement.
    *Note: Should the leader was leading research sometimes ago, their Survey Corps will have no effect until the next year.

  • Research Corps:
    Your Scientists aren't some soft of ordinary leaders, they have their own area - Expertise area traits are a thing in this mod now.
    Every scientists has one Research Corps, but it will remain as "locked" or "unobtained" at first.
    Once their skill level reached to 5, their Research Corps can be unlocked to their related expertise researches, providing more than "Flat +10% Research Speed" bonus.
    As long as scientists with their own Research Corps are leading research, your Empire will gain handly Empire-wide bonus.
    *Note: Research Corps bonus will apply at beginning of the year.

  • 3 Research Field Level Bar:
    Physics, Society, Engineering.
    Level from 0 to 10, just like my mods such as "Ruler Level System" or "Admiral Level Skills".
    They determined how good your Scientists are, when they're leading research at corresponded area.
    These 3 status are decided by their own species and leader traits ( Expertise traits, Spark of Genius, etc.).
    *Note: Research Field Level Bar bonus will apply at beginning of the year.
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Localisation
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Known Bugs
  • There's a vanilla bug that Assigned Scientists sometimes will copy themselves, enable them to overwork, also making their Research Corps and Research Field Level Bar become no effect. No one knows why it happen. The only way to solve this bug is to delete your duplicated scientist(s).

    Let's hope Paradox ppl can eventually fix this very bug since version 1.0...
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Check out my other mods!






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Grammar error and typo are inevitable.
Let me know if you find any of them!
Thank you for using my mods!
:)
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46 Comments
jasonpepe  [author] Aug 17 @ 9:35pm 
@Slicyfood
It's first day of the year now.
Slicyfood Aug 17 @ 6:31am 
I love what you did to this mod to make scientist more interesting, but the monthly lag on the first day is too painful. Hopefully you'll fix that one day!
jasonpepe  [author] Aug 17 @ 2:17am 
@XDemonR
Mod has updated to fire modifier for a year now, hopefully to improve the performance.
XDemonR Aug 16 @ 8:50am 
Please, remove the constantly updated modifiers of the empire, they strongly inhibit the game.
Mileo Inc. Aug 15 @ 4:02pm 
I've been waiting for more of these to come about. These are by far the best leader mods for Stellaris, and I'm hoping that you can make more for the governers and generals so that they all have this level of diversity.

Is it possible within the game code to make a mod like this for hiers? I know they don't follow the normal ruler coding, and it would be cool to give hiers their own thing that gives some passive bonus to something or another, and then would transfer over to ruler levels when they gain the throne.
marky612 Aug 15 @ 6:47am 
@Old Ben I noticed the same thing.
jasonpepe  [author] Aug 14 @ 12:03am 
@xnadu27
I don't think it will conflict with this mod. Tiny Leaders only changes UI.
Old Ben Aug 13 @ 12:13pm 
@ottogato100, absolutly sure, Never had the FPS problem till I subscribed to this mod and after removing it, the problem went away.

@jasonpepe. Will give it another try when I start a new games again. hope it will help as I like the mod, thanks
Darth Revan Aug 13 @ 10:49am 
this is good
xnadu27 Aug 13 @ 9:49am 
How does this work with Tiny Leaders?