Stellaris

Stellaris

Unique Ascension Perks
ShinyNobody 9 Apr, 2019 @ 10:21am
Balance
I think we need a Balance Diskussion because we are crowding the comment section =D.
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Showing 1-15 of 52 comments
Saboras 16 Apr, 2019 @ 7:52am 
So yea balance point 1: The pregnancy perk is beyond op.
The leviathan thing is also pretty OP
Lost heritage is also OP, my friend got 3 infinity machines.....
how about unlimited awarness :D u literary either research everythink in seconds & then decimate everythink in seconds or just wipe everythink in seconds
ShinyNobody 11 May, 2019 @ 11:17pm 
The Machinge empire core computer ist busted too XD its rly fun but totaly op at least the research thing a permanent 75 % bonus for 2000 credits and you can upgrade it 4 more times . even only the 75 arte op but to upgrade that. i will love my run and serve EVERYTHING .
Edit: maybe make that you can maybe choose only 5 things(including upgrades) in total and not everything and nerve the research.
Last edited by ShinyNobody; 11 May, 2019 @ 11:26pm
The Nanite Ascension perk says 1,000,000 nano drones, but only requires 100,000. 1 million Nano Drones is 5 times the storage amount the game allocates to you, requiring, without Megaengineering or other storage increasing mods, produce at least 400 different types of resource silos.

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.
I decided to fiddle with the mods settings a bit to find a more comfortable balance with this Ascension Path because I genuinely like it.

  • I made Nano Drone Workers provide you 3,000 Nano Drone Workers, instead 1500. I am confident at least 1000 would work as well, however I anticipate people to have a few planets more to work with. The Ascension Perk is powerful enough as it is, in that it immediately opens 3 building slots right off the bat.
  • I doubled the Nano Drone outputs of the Nano Drone producing buildings. This is to make achieving the next adjustment significantly easier while also making it so that your Nano Drones producing buildings remain a helpful into the later segments of your planetary expansion
  • I decreased the cost from 100,000 Nano Drones to 10,000. The event also produces 3,000 Nanites for you to work with, with researching the Ship designs giving you 10,000 Nanites thereafter. This is to help you get started on turning planets into Nanites Worlds as going down this ascension path, that becomes your primary gimmick and your best means of planet denial and system control.
  • I doubled the Nanite production for the Nanite buildings, again this is to make your primary gimmick of turning planets into Nanite Worlds an actually sustainable thing, as opposed to a small once in a while gimmick.
  • I removed the requirement that the planets need to be colonized, or even colonizable, to convert them into Nanite Worlds. In exchange for this, the values of each deposit has been cut in half, except for the Nanite deposit. I am admittedly unsure about this, as it turns every planet into a potential resource and the next choice potentially makes the entire galaxy into nothing but Gaia planets.
  • I've reduced the cost of Nanites to converting a planet into a Nanite world from 1250 to 250 and changed the cost for turning a planet back from a Nanite World into a Gaia world to 1,000 Nanites and 5,000 Energy. Again, nothing too complex here, just a change in value and cost. This makes the civic significantly more viable, and costly to use. It also doesn't outright replace the cost of Terraforming a planet with Nanites and also includes with Energy as well.

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.
OKAY! Update: 3k Nanites on AP adoption is beyond too powerful as far as I am concerned. Even at half value, it is still out producing, faster and cheaper than most forge worlds at the time that I've gotten it (2240). I'd personally reduce the Nanites you get from adoption to 1,000 (4 Nanite Worlds essentially), and then finishing the ship design research give you another 3,000 Nanites (another 12 Nanite Worlds).

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?
Last edited by Fanatic Cyberphile; 14 May, 2019 @ 9:48pm
OKAY! Another update:

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.
Tezarac 15 May, 2019 @ 9:15pm 
Originally posted by The-Bearish-Gamer:
The leviathan thing is also pretty OP
Yeah Leviathan Master is pretty bonk. One Ether Drake has a Fleet strength of roughly 450k. And they're pretty cheap to spawn. I had 6 of them out before my cousin knew what was going on. That save didn't continue much longer.
The final leader ascension perk is absolutely bonkers. All of the modifiers rival the End of the Cycle or beat it for strength, without the 10 year explosion.
The Leader Ascension Perk line is really stupid because it follows Magikarp logic. First two Ascension perks not only suck, but legitimately hurt you because of their ease of access and their massive research requirement for their ascensions to fully kick in.

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.
Pycckue 6 Jun, 2019 @ 5:31am 
Industrial District from Pinnacle Society is quite useless? It takes 1 district slot and returns 4 alloys and consumer goods and 0.6 of gas, crystals and motes. Why would anyone build it? Even with 100% stability you get less then 1 of each of rare resources :|
Oorillon 24 Jun, 2019 @ 4:12pm 
Greatings,
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
BalefirePhoenix 25 Jun, 2019 @ 1:35am 
As far as I can tell, there's nothing to stop you from getting infinite free fleets with this mod. Basically:

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!
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