Better Laboratory
Note: this mod is for the vanilla game without WotC. See: http://steamcommunity.com/sharedfiles/filedetails/?id=1126757582
Let’s face it, vanilla laboratories are terrible. They cost a precious facility slot, lots of power, and oodles of cash in upkeep, in order to give you a small research boost that you probably can’t even use.
This mod tries to change that to give labs a bit more of a role in the strategy game.
I can’t guarantee you’ll want to build them, but at least they’ll be better than an empty slot.
Inspired by EU’s workshop rebates. When a lab is installed, completing research will give you a rebate on the materials used.
The default rebate is 50% with one scientist, 75% with two.
So if Elerium research requires 40 elerium, you’ll get around 20 or 30 elerium back when you finish it, assuming you have a properly staffed Lab.
Like the rebates, this will give you a bit of extra Intel for decrypting ADVENT datapads. The bonus is approximately +50% for one scientist, +100% for two.
Upkeep decreased somewhat, from 35/40 (Workshop cost) to 15/20 supplies. It still requires more power than a Workshop.
Combines well with Start Your Own Missions, which gives you a lot of expensive repeatable research projects. Warning: labs might become overpowered useful.
No class overrides, applies even to modded research projects. Compatible with existing saved games and can be removed at any time. Rebates even apply to research started before the mod was active.
This mod is compatible with Spades’ Laboratory Rework mod that adds a 3rd and 4th lab slot. By default, the additional slots do not increase rebates or intel bonuses, but this can be adjusted in the config file.