Kampfinsel
Kampfinsel Handbook — How to Play & Wiki
Laboratory Efficiency
A laboratory isn't a building. It's an arrangement with reality.
In short: Your laboratory decides how strongly economy research, Navigation and Forced March affect an island.
- Full effect: laboratory meets the research's prerequisite level
- Half effect: laboratory present, but below the threshold
- Minimal effect: the island has no laboratory
- Sailing and combat research (Spear, Shield, Bow) work at full strength everywhere — they need no laboratory on the spot
How the laboratory scales #
Research is stored globally. How strongly economy research (resource production), Navigation and Forced March affect an individual island is decided by the laboratory there. Three tiers:
- Full effect — the laboratory is at least at the level the research lists as prerequisite — nothing more is needed. The island gets the full bonus.
- Half effect — laboratory present, but below the prerequisite threshold. The island gets roughly half the global effect.
- Minimal effect — the island has no laboratory. A small residue remains — global research isn't lost — but the island isn't a useful research seat.
Sailing and combat research (Spear, Shield, Bow) are exempt: they work at full strength on every island, even without a laboratory.
Strategy #
- Read the prerequisite — if you plan late economy or travel research (Navigation, Forced March), build the laboratory high enough first; otherwise the bonus stays stuck at half effect
- Laboratories on economy islands — every island whose production should profit from research needs a laboratory at the level those researches require; a single strong laboratory elsewhere doesn't cover your colonies. Weigh the build cost against its local effects. The laboratory also affects the travel bonuses from Navigation and Forced March and is a prerequisite for training catapults. Your units' direct combat stats do not depend on the local laboratory