Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Edit: maybe make that you can maybe choose only 5 things(including upgrades) in total and not everything and nerve the research.
Using the different types of that is a combination of either 400 starbases or 400 building slots dedicated strictly towards storing all of these resources. This is 25 planets worth of buildings just for an ascension perk that ultimately? Doesn't do much. You'll then need to dedicate your planets infrastructure towards producing nanites since you only start with a base production of 3, of which you start with, after research, 1000. This is not even enough to mulch a planet. After which you only get 40 energy, 40 minerals, 25 alloys, and 1 mineral. If you plan to turn the planet into a Gaia world, that is another 3k nanites to get off the ground.
This Ascension path is objectively garbage even if it's costs are low.
Nanite World creation should be used as a means to deny planets from your enemies if necessary, and furthermore a means to expand and adjust your planets production, it allows you to, if you are boxed in, turn your less than desirable planets or outright uninhabitable ones, into more useful planets, allowing you to play tall, or play wide with this civic by leaving a bundle of worlds across the galaxy as Nanite infested messes, terraformable only by you, or whomever opened the L-game (who might also be you). I've also adjusted this Perk to make it so that the AI will never select it. The AI has, across several games of mine, selected this perk, built the Nano Drone Worker production buildings, and never done anything with them from there. This type of Ascension Path should be reserved exclusively for players to work with as it is extremely micro management based.
I am torn on if it should be a tier 2 AP (require 2 other APs to access), however despite Nano Drone Workers providing 3 additional buildings it is a rather mediocre AP compared to other similarly veined AP, being able to make Nanite Worlds is nowhere near the resource power of an Ecumenopolis by comparison or even a Machine or Hive world, so it's a tough choice imo where Nanite Worlds are an immediate power boost with less upkeep, and less input, but Ecumenpolis, and similarly specialized planets, yield more resources over time and have a larger flexibility of resources. Tough call, anyone got any opinions given the information thus far?
1k Nanites is fine-ish. Generally speaking, you will be gaining at 7 Nanites per month, an additional 40 alloys, an additional 160 energy, and an additional 60 minerals from the resource adjustments I've implemented right off the back end of taking this ascension perk. It's powerful and I think it MIGHT just lead to an unfortunate case of snowballing. I'll have to test my adjustments later on to see how outright game breaking they are against the AI. I've reduced the number of Drones and nanites gained from the buildings as I've realized that they only generate further problems down the lines. Instead of having forgeworlds, you have Nanite systems where you just turn every single planet in a system into a Nanite world and extract the alloys and minerals from each of them to fuel your economy. I view this as a mildly acceptable in that your systems hold more value over your worlds is a fine proposition (systems are easier to take after all), but again, I'm going to want to do a more detailed playthrough to figure out exactly how it is in the long term.
That said, the resource buildings (tech, minerals, energy, food, etc): All of them are out and out worthless, even without these changes. First and foremost, they are a building slot that is out produced by almost any other vanilla building slot. Their only saving grace is that they do not require a pop, which is not necessarily a good thing in this case because this means they do not produce a job, meaning they do not gain planetary bonuses for specialization. This is further compounded by the fact that these buildings require a resource upkeep, that requires another building. I propose combining the tech buildings and gating it behind a tech, make it produce the same amount of research as a research lab without requiring a pop and you might have something here.
The final one is completely busted. With the proper combination of Ascension perks, you can absolutely break the game with sheer population size and I ♥♥♥♥♥♥♥ love it.
I dont know if this mod is responsible for my situation atm but it was my first time this happened:
i am at the year 2350 and a machine empire is running with 10-14 200-500k fleets :D
I guess he had begun his run at the year 2300. I am now 3x250k wtf :D
Like i Said, i dont know if this mod is responsible for this challenge, but it never happened before, so i guess.
Now my Question: Is there any AP which can be responsible. I want this, too
1. Pick Security Strike Forces
2. Generate "science ship escorts" (free 15-corvette fleets) for 500 energy and 10 influence
3. Send 50 "science ships" at the enemy
4. GG
The corvettes even use your fancy teched-up template!