
Illicit Research Labs
Illicit Research Labs is a research building in Stellaris 4.5.2. It costs 800 Minerals, 30 Influence and takes 480 days to build, with an upkeep of 3 Energy Credits a month. It adds Physicists, Biologists, Engineers, Physics Subroutines and 5 more jobs, depending on the empire.
Jobs Illicit Research Labs adds
Jobs come from the building's job modifiers; 4.x counts jobs in hundreds (a district adds 100). Variants for other kinds of empires are listed with their condition.
30 PhysicistsRegular empire (not gestalt); Not: Country flag: fallen_empire_1
- Owner
- Regular empire (not gestalt)
- Not: Country flag: fallen_empire_1
- Owner
30 BiologistsRegular empire (not gestalt); Not: Country flag: fallen_empire_1
- Owner
- Regular empire (not gestalt)
- Not: Country flag: fallen_empire_1
- Owner
30 EngineersRegular empire (not gestalt); Not: Country flag: fallen_empire_1
- Owner
- Regular empire (not gestalt)
- Not: Country flag: fallen_empire_1
- Owner

Hive Mind
- Owner
- Hive Mind
- Owner

Hive Mind
- Owner
- Hive Mind
- Owner

Hive Mind
- Owner
- Hive Mind
- Owner

Machine Intelligence
- Owner
- Machine Intelligence
- Owner

Machine Intelligence
- Owner
- Machine Intelligence
- Owner

Machine Intelligence
- Owner
- Machine Intelligence
- Owner
90 ArchivistsCountry flag: fallen_empire_1
- Owner
- Country flag: fallen_empire_1
- Owner
100 CriminalsAlways
- Always
- 200 capital_trader
Civic: Shadow Corporation
- branch office owner
- 200 capital_trader
Civic: Knowledge Mentorship
- branch office owner
Cost, upkeep and output
Base values from the building's resources block; conditional variants (nomadic empires pay other resources, for example) open with their condition.
- Cost
800Minerals
30Influence
80Exotic Gases — Nomadic empire- Nomadic empire
30Influence — Megacorporation- Owner
- Megacorporation
- Upkeep a month
3Energy Credits- Produces a month
+5Physics Research
+5Engineering Research
+5Society Research
What Illicit Research Labs does
- +25Crime
- +0.1
Trade Produced per 100 Physicists - +0.1
Trade Produced per 100 Biologists - +0.1
Trade Produced per 100 Engineers
when…
- Always
- +0.1
- +0.1
Trade Produced per 100 Physicists - +0.1
Trade Produced per 100 Biologists - +0.1
Trade Produced per 100 Engineers
when…
- branch office owner
- +0.1
- +0.1
Trade Produced per 100 Physicists - +0.1
Trade Produced per 100 Biologists - +0.1
Trade Produced per 100 Engineers
when…
- branch office owner
- +0.1
How to unlock Illicit Research Labs
No technology needed.
- Has branch office
- branch office owner
- Is illegal criminal
Destroyed or converted when (destroy_trigger)
- branch office owner
- Is legit or legal criminal
In the game
All manner of highly illegal research and development is carried out in these secret laboratories.
ID
building_illicit_research_labsIllicit Research Labs: questions
How much does Illicit Research Labs cost in Stellaris?
800 Minerals, 30 Influence, 480 days to build; upkeep 3 Energy Credits a month (common/buildings, base values).
What jobs does Illicit Research Labs give?
Depending on the empire: Physicists, Biologists, Engineers, Physics Subroutines, Biology Subroutines, Engineering Subroutines and 3 more.
What is the ID of Illicit Research Labs?
building_illicit_research_labs (common/buildings, Stellaris 4.5.2).
Source: common/buildings/14_branch_office_buildings.txt, Stellaris Cygnus v4.5.2 (9776). Base values before modifiers.
