
Nearly 1400k Actual Energy Research output at the start of the game !!! This would go a long way towards getting the gerrax hyperdrive in a timely fashion ..
Simple concept is to turn most of your TERP (total empire research potential) into Actual Energy Research output (ignoring weapon and high energy for a while)..
Reasons to do so are the absolute necessity of warp drive tech early to "unlock" the game/space. Second reason is to apply your Scientist/location bonus to your entire TERP not only to a fraction of it because you will get more total actual research output this way (downside it mostly be restricted to one of the three research branches)
Break down of the 1386k Actual Energy research number:
455 * (520 / (520 + 12 + 12)) * 1.5 * 1.4 * (1+ 0 + 0.52) = 1388.28529412
pretty sure the genius (20% research) Scientist trait is bugged and if it were working final number should have been 1388.28529412 *1.2 = 1665.94235294
455 TERP (total empire research potential - grows empire with population/colony culture; asymptotic growth (capped); pretty much a constant at the start of a new game)
520+12+12 = 544 Total Empire lab space (you get 12k for each branch by default)
because 544 > 455 it means I have more labs than I can use (will not waste research output will waste a bit of maintenance on empty labs but I'm covered for a while as TERP grows)...
520 is from 26 energy research labs (26*20)..
If I wanted to be precise one energy station with 22 energy labs would have been enough in this case
((455 - 12 - 12) / 20 = 21.55) to minimize waste ...
455 * (440 / (440 + 12 + 12)) * 1.5 * 1.4 * 1.52 = 1377.23793103
*1.5 * 1.4 Empire wide research bonuses [s](they add)[/s] they multiply
50% from Technocracy government
40% from racial bonus Quameno
/// 20% genius scientist (don't know if it stacks from multiple geniuses) this one doesn't seem to apply at all - maybe it affects TERP ?
(1 + 0 + 0.52) max of particular field bonus
0 is where bonus from location would add
0.52 is bonus from two scientist (44% to energy and one with 15% to energy ).. Apparently there are diminishing returns to stacking multiple scientists on the same location (44+15 > 52)..
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This outrageous high number is of course an nearly extreme case
( -technocracy
-Quameno race
-genius trait
- two scientists with good energy research bonuses
- don't think you can get +energy research location in your home system
)
Without the bonuses stacking you can still channel all your TERP into Actual Energy Research Output but the results would be of course much less spectacular ..
455 * (440 / (440 + 12 + 12)) * 1 * 1 = 431.465517241 which is respectable for early game ...
(22 energy labs stacking in one energy research base with no bonuses) ...
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Here is what would happen if I were to scrap one of my energy research bases (13 labs) and replace it with 13 hi-tech research labs (split TERP energy and hi-tech 50%)

455 * (12 / (12 + 260 + 260)) * 1.5 * 1.4 = 21.5526315789 weapons
455 * (260 / (12 + 260 + 260)) * 1.5 * 1.4 * 1.52 = 709.8 energy
455 * (260 / (12 + 260 + 260)) * 1.5 * 1.4 = 466.973684211 hi-tech
Note how total empire research output went down by (21 + 1386 + 21) - (22 + 708 + 467) = 231 because the 52% scientist boost now only applies for wrongfully 50% of the entire TERP...
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If I were to split it three equal ways
(460 / 20) / 3 = 7.66666666667 (8 labs each)
455 * ((8 * 20) / ((8 * 20) + (8 * 20) + (8 * 20))) * 1.5 * 1.4 = 318.5 // weapons
455 * ((8 * 20) / ((8 * 20) + (8 * 20) + (8 * 20))) * 1.5 * 1.4 * 1.52 = 484.12 //energy
455 * ((8 * 20) / ((8 * 20) + (8 * 20) + (8 * 20))) * 1.5 * 1.4 = 318.5 // hi-tech
Total empire research output is even less because now the 52% scientist bonus applies to only 33.33% of the entire TERP
(21 + 1386 + 21) - (318.5 + 484.12 + 318.5) = 306.88