Stellaris

Stellaris

Nanotech Overhaul
 This topic has been pinned, so it's probably important
TheGreatZmyh  [developer] 6 Jul, 2024 @ 7:40am
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QuackBasilisk65 10 Jul, 2024 @ 8:28am 
I was thinking of a total rework. Is it possible to give bonuses based on the monthly gain of a resource?
You know the buildings like alloy foundries which add to the base production of jobs, but at the cost of consuming more basic resources. You could rework the current no pop nanite production buildings into these production bonus buildings, but they also add a cost of nanites. You could make it so the more nanites you gain/produce monthly, the more these buildings boost their planets alloy, rare resource or energy production. etc
This would balance out because it would still encourage you to play wide to scale up the bonus from monthly nanite gain and to offset the monthly nanites consumed by the advanced jobs. You would have a few specialized worlds dedicated to transmuting nanites into advanced resources/energy, but the rest would be nanite worlds producing basic resources/nanites
You wouldn't be able to spam specialized worlds because they would consume nanites, reducing the monthly gain and reducing the bonus
Last edited by QuackBasilisk65; 10 Jul, 2024 @ 8:30am
TheGreatZmyh  [developer] 11 Jul, 2024 @ 9:24am 
@QuackBasilisk65 i dont know about the ability to give bonuses based on monthly income but i think it would possible to make it work on nanite stockpiles rather than income and seeing that main source of nanite income is from nanite harvesters and since the last patch they give you crazy amounts of nanites(which doesnt count as monthly income) instead of nanite swarmers every 5 years

But i do like the way that devs invisioned nanotech as mostly non pop production but maybe a building that gives jobs that increase output of these automatic building but increases upkeep even more or the job itself has crazy upkeep could be cool
Sammich 19 Jul, 2024 @ 6:08pm 
i think the nanite reactor/forge/factories would work better if they functioned like the nanite research complexes, having jobs that use less of the usual resources, replacing them with some nanites. the jobless buildings always seem to be extremely inefficient compared to having pops work a regular building
TheGreatZmyh  [developer] 20 Jul, 2024 @ 7:33am 
@Sammich
Nanotech itself is more focused on Quantity over quality playstyle with swarmers and need for unending expansion.But youve given me an idea for something of Advanced Authority that will shift the focus from non pop economy.
Sammich 22 Aug, 2024 @ 10:09am 
hm, what if there were buildings to directly consume food/minerals to make nanites, since with the way collecting nanites works you can end up with way more food/minerals than you could possibly use, it could be a good way to make use of that. say, 100 food/minerals into 10 nanites?
Sammich 10 Sep, 2024 @ 10:56pm 
Originally posted by Sammich:
hm, what if there were buildings to directly consume food/minerals to make nanites, since with the way collecting nanites works you can end up with way more food/minerals than you could possibly use, it could be a good way to make use of that. say, 100 food/minerals into 10 nanites?
OOH BETTER IDEA!! nanite worlds get a district that works like a forge district but for making nanites
Sammich 11 Sep, 2024 @ 8:27am 
Aggregation complex: massive computing/industrial complexes devoted to assisting local nanite clusters to more efficiently convert matter into more nanites.
has the same effect as the aggregation systems tradition, and you can build 4 or 5 of them on a planet
Xyvern 12 Oct, 2024 @ 12:04pm 
Nanite motherships feel pointless - its better battleships, sure. but its such a pain in the ass to make them and you cant auto integreate them in the fleet like you can by building in a shipyard. a super expensive cost to make em in a shipyard would be nice.
Xyvern 12 Oct, 2024 @ 12:06pm 
Originally posted by Xyvern:
Nanite motherships feel pointless - its better battleships, sure. but its such a pain in the ass to make them and you cant auto integreate them in the fleet like you can by building in a shipyard. a super expensive cost to make em in a shipyard would be nice.
on top of that, if your adding a crisis, you have to compete with ♥♥♥♥♥♥♥ cosogenesis of all things, and its op ships. i do appreciate the effort put into it and its future - the nanite tree is so underdeveloped compared to the others. a leader trait would be nice too.
Naraxa 24 Nov, 2024 @ 4:27pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3142620942

Have you considered adding support for this mod? Its a really good one that also adds a lot of nanite content
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