
Experiment 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.
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
- Has owner
- Not: Is being purged
- Not: Is being assimilated
- Is sapient
- Complex specialist job check trigger
- Any of
- Not: Trait: Mechanical
- Owner
- Owner
- Not: Policy: Outlawed
- Any of
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).
