Scientist
-Each Scientist increases the odds of various specified upgrades triggering. -Some upgrades and units require a certain number of Scientists to be unlocked. -Each Scientist reduces the gold cost of all upgrades (not dwarves, buildings or rituals) by up to 1%, diminishing with more scientists (max 30%).
Effect and Strategy
Section titled “Effect and Strategy”| Main use | -Each Scientist increases the odds of various specified upgrades triggering. -Some upgrades and units require a certain number of Scientists to be unlocked. -Each Scientist reduces the gold cost of all upgrades (not dwarves, buildings or rituals) by up to 1%, diminishing with more scientists (max 30%). |
|---|---|
| When to buy | Use when your gold, ore, gem, or transmutation economy is holding back upgrades. |
| Cost | Gold: 0 Gold base: 72 Dwarves: 1 |
Description
Section titled “Description”-Each Scientist increases the odds of various specified upgrades triggering.
-Some upgrades and units require a certain number of Scientists to be unlocked.
-Each Scientist reduces the gold cost of all upgrades (not dwarves, buildings or rituals) by up to 1%, diminishing with more scientists (max 30%).
Availability and Effects
Section titled “Availability and Effects”| Gold Cost | 0 |
|---|---|
| Effect | Purchases a Buy Scientist unit. |
Other Grand Laboratory Upgrades
Section titled “Other Grand Laboratory Upgrades”- Alkahest Aperture
- Alchemy
- Broadaxe Beam
- Cookie Cutter
- Cooling Masters
- Cyberdwarf
- Deep Core Technology
- Disco Shuffle
- Energy Sustainer
- Laser Cannon
- Magnetic Shielder Aura
- Power Overwhelming
- Projectile Empowering Field
- Quantum Scrambler
- Superheated Gem Harvester
- Therapeutic Laser
Related Sounds
Section titled “Related Sounds”| Sound | Preview | Length |
|---|---|---|
| Building Construction | 1.99s |