StellarisDB

Experiment Engineer

Specialist job
researchexperiment engineer

Experiment Engineer is a specialist job in Stellaris 4.5.2. For every 100 jobs filled it produces 1 Physics Research, 1 Engineering Research, 1 Society Research and costs 1 Consumer Goods a month. 3 buildings and districts add it, among them Experimentation Chambers, Experimentation Complex and Experimentation Nexus.

Produces
+1Physics Research+1Engineering Research+1Society Research
Upkeep
1Consumer Goods
Per
100 jobs filled, a month
Sources
3
ID
experiment_engineer

What a Experiment Engineer produces

Per 100 jobs filled, before modifiers. Variants that only some empires or worlds get open with their condition.

Upkeep per 100 jobs
1Consumer Goods
0.5Consumer Goods — Carrier flag: has_science_ministry
  • Carrier flag: has_science_ministry
Produces per 100 jobs
+1Physics Research+1Engineering Research+1Society Research

Where Experiment Engineers come from

Every building, district and zone whose job modifiers add this job. Zones add their amount for every district they sit on.

Other effects of the job

    • +1Naval Capacity
    • +1Naval Capacity
    when…
    • Owner
      • Has crisis level: Calamity

Who can work it

In the game

These elite researchers carry out experiments on live test subjects drawn from the criminal population, with no qualms about the severity of their methodologies.

Experiment Engineer: questions

What does a Experiment Engineer produce in Stellaris?

For every 100 jobs filled: produces 1 Physics Research, 1 Engineering Research, 1 Society Research, upkeep 1 Consumer Goods a month, before modifiers (common/pop_jobs). Some outputs depend on the empire; see the page.

How do I get Experiment Engineers jobs?

From Experimentation Chambers, Experimentation Complex and Experimentation Nexus.

Source: common/pop_jobs/16_shroud_jobs.txt, Stellaris Cygnus v4.5.2 (9776).

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