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Nanotech Ascension Buff
   
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12 Jul @ 7:20am
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Nanotech Ascension Buff

In 1 collection by Aphyxia
4.0
172 items
Description
Nanotech ascension is quite disappointing, outside of the research labs in the current version. Here are some buffs to the ascension. I'm open to balance discussions.
Changes
  • Nanotech Cauldron and Nanite Transmuter now work off foundry/artisan workers like all other rare resource boosting buildings and the Nanite Research Center.

  • Nanotech Cauldron now gives +1 alloys per 100 fabricators and increases the upkeep by 1 nanite. This is in addition to the building itself producing alloys.
    This seemed to increase output on a planet with 5k fabricators about as much as 600 extra workers in endgame.

  • Nanite transmuter, in addition to producing a few rare resources by itself, now also produces 0.5 of each rare resource per 100 industry workers. They gain a nanite upkeep of 3.
    While nanites seemed to be built to use buildings not workers for much of their produce, it just does not scale with the current way Stellaris works.

  • Removed the building upkeep cost/building production maluses and bonuses from the Nanite World planetary designation.
    The upkeep cost increase pretty much negated any bonus you would get from the bonus so the designation is better off without this. Another way to go is to buff the nanite building production but that would need to be a very substantial buff and I decided against it.

  • Nanotech tradition Aggregation Systems was changed to provide +1 (up from +0.2) nanites per 100 agri- and mining drones.
    This still does not make this really useful or a thing to focus on but it gives a nice early boost.

  • Nanite harvester yield improvements were increased to happen every 2 years instead of 5.
    This was my biggest gripe with nanites. Playing at 2350 and I still do not have the income to field huge nanite fleets. The increase in yield needs to be ramped up much faster.
    A thing to note: The yield increasements actually happen every 5 and every 2 years, so take that as a bonus.

  • Fixed missing localisations for the nanite planet planetary designations:
    col_nanotech_world_tt
    col_mac_foundry_tt
9 Comments
Space_Void 21 Jul @ 7:26am 
Regarding the Nanite Mothership, a previous mod had it be a trigger-able situation per planet which would generate devastation on that planet which would allow the summoning of a mothership. However as Nanite economy is basically planet independent its less of an issue. It was a novel way to have the mothership to a degree and it was harmful for energy upkeep and science if you devastated too many worlds.

But there are other ways to balance it. Dark matter upkeep? Pop empire size increase? making so fielding only a modest number is tenable for research? Reduction to pop growth conceptually echoing how grey could convert to a mothership which represents an entire species of nanites? So reduction in pop growth would signal that lots of pops are being converted into a mothership?

Or hell just a Mothership number cap just like titans but maybe based on unique technologies which increase how many you can field? Instead of fleet cap?
DocHolliday 19 Jul @ 3:04pm 
That would be very cool! Great work regardless though!
Aphyxia  [author] 19 Jul @ 3:02pm 
I think adding the mothership would be a fine addition and I'll take a look when I have the time. The hard part is balancing it right.
DocHolliday 19 Jul @ 1:57pm 
it's honestly insane to me that it's not in the vanilla game... Like they took the time to create a unique nanite themed ascension and then didn't use their pre-existing nanite tech XD... Wtf...
DocHolliday 19 Jul @ 1:56pm 
Adding the gray tempest Mothership as an unlockable ship model next to the interdictor on tier 5 of the tradition would be a golden cherry on top! Many older, outdated mods did this and it helps make the Nanite fleets viable without loading 150 ships into each swarm lol XD.
Zinnzilla 17 Jul @ 7:39am 
Could you also add a megaship that is just the normal nanite ships but bigger? Because the biggest negative the nanite ascension has, is the lag.
Or perhaps an option to deload waiting fleets
VFacure 15 Jul @ 3:49pm 
I like the idea of buffing Nanites even more. Like, it's a Von Neumann machine. It's supposed to be the most powerful gadget in the universe.
Zee Captain 14 Jul @ 11:17pm 
"Nanotech ascension is quite disappointing"? Nanotech is the strongest out of all 3 ascensions. If you has some space to grow you'll become unstoppable. You'll get a huge amount of ships without upkeep, free machine worlds and a simple way for Science rush. Yes, It's weak at the beginning but you'll became the strongest empire ever if you'll wait some time. The biggest downside of this ascension is it makes a game almost unplayable because of how much lags it makes. P.S: Sorry for mistakes, my English isn't very good
Android Identity 14 Jul @ 7:29pm 
Don't get me wrong, the DLC is great and the nanite ascension concept itself is fantastic... but it probably says something when this is the third mod to buff up that ascension path to get front page on workshop since the DLC's release.