Stellaris NEW Archeo-Weapons & Precursor Buildings

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  • Опубликовано: 13 сен 2024

Комментарии • 384

  • @MontuPlays
    @MontuPlays  Год назад +50

    Streamline your food production & support this channel* by using this LINK: strms.net/hellofresh_montuplays
    *United States only

    • @paro_0
      @paro_0 Год назад +8

      I thought you despised the food resource...

    • @Shadow-bk1im
      @Shadow-bk1im Год назад +6

      Fake montu he hates food.

    • @Wolfspaule
      @Wolfspaule Год назад

      Is there Archeo-Archeo-Tech?

    • @fox_0685
      @fox_0685 Год назад +1

      congrats on your sponsor, montu :)

    • @accountnamewithheld
      @accountnamewithheld Год назад

      overpriced rubbish, do you really think good value for money companies need to advertise for pennies on the dollar on youtube?
      see: established titles, that knife company, raycon

  • @anna-flora999
    @anna-flora999 Год назад +311

    With the "all the rockets!" thing, they might be extremely valuable together with torpedoes or other missile ships. Let the nano missiles saturate the point defense of the opponent so the big torpedoes get through

    • @fredrickvonstien861
      @fredrickvonstien861 Год назад +59

      That could make wolfpack styled cloaked ships a much more valid strategy, mix a fleet with corvettes to overwhelm PT and frigates to slam torpedos into larger ships.

    • @GAMEFREAK330
      @GAMEFREAK330 Год назад +12

      "FIRE ZE MISSILES!"

    • @PerfectAlibi1
      @PerfectAlibi1 Год назад +2

      @@GAMEFREAK330
      And torpedoes

    • @damonedrington3453
      @damonedrington3453 Год назад +5

      Stealth torpedo Corvettes with one of these waiting as an ambush fleet sounds pretty Meta

    • @secretsix43
      @secretsix43 Год назад +5

      @@damonedrington3453 Space submarines

  • @grayfox6930
    @grayfox6930 Год назад +217

    I'm so excited for this, archeology should have been this from the start but I'm happy for pre ftl as well.

    • @flinfake
      @flinfake Год назад +21

      @@St4rTr3v1Ut10n Remember when stellaris was basically a pc board game? The current game is utterly unrecognizable from 1.0. It's fun to see people mald over "cut content", or "how it should have been", when said content would have been utterly alien to the original iteration.

    • @alexandritezhafran5898
      @alexandritezhafran5898 Год назад +1

      Hey guys does this archeo tech will be released at first contact DLC?

    • @magmakojote1663
      @magmakojote1663 Год назад +2

      @@alexandritezhafran5898 yes it will release at the same time, it's part of the free patch (as long as you own the Ancient Relics dlc of course)

  • @comediccomrade5716
    @comediccomrade5716 Год назад +55

    “That belongs in a museum!”
    Fallen Xenophile Empire: “So do you!”

  • @mezarisage6055
    @mezarisage6055 Год назад +105

    Honestly the Baol building is actually pretty good, it means you don't need to put as many resources into consumer goods so you can divert that excess production to building alloys, plus the boost to food means you need less farmers.

    • @Arthion
      @Arthion Год назад +27

      The extra consumer goods can always be used for better living standards to pump up happiness and stability further for better efficiency across the entire empire

    • @ziutek1688
      @ziutek1688 Год назад +9

      @@Arthion but who would invest into better living standards when you can just increase priesthood beaurocracy for the glory of the Golden Throne?

    • @DanTheePaladin
      @DanTheePaladin Год назад +5

      just put it on a ring world segment dedicated to food, it will be so good for bio empires

    • @Fabunility
      @Fabunility Год назад +2

      The fundamental issue is that unless you have catalytic processing you don't need that many farmers if any at all as most if not all your food needs can be covered by Hydroponic Bays in the early game and later on by tributaries.

    • @GeoTexans
      @GeoTexans Год назад

      Yes, a Baol Tree and the Food Processing Center will give 4 farmers with 10 base food for planets and habitats and 13 base food for ring worlds plus 0.5CG. we'll assume not ring world and no other benefits for our "boosted" farmers. That's 40 food and 2 CG base, minus the pop upkeep, for two building slots. However, that's 4 pops doing that and not any advanced economy jobs. Without upgrades, a Hydroponics Bay (HB) provides 10 food with 1 energy upkeep. Every HB frees up a boosted farmer. Put 4 HBs out, move two pops to miners, 1 to artisan, and 1 to technician. Now you've got the same food, 2 surplus minerals, 2 surplus energy, and 4 more CG. I typically research and build HBs pretty early. The point of space stations and resource producing vassals is to cover your lower worker economy so that you can run a higher specialist/ruler economy. So you would also be trying to eliminate miner and technician jobs. Source those resources from stations and vassals and you can then run those 4 pops in whatever capacity you need.

  • @superdark336
    @superdark336 Год назад +199

    The Baol building could make life much easier for Catalytic/Angler/Agrarian Ocean Paradise

    • @biggsdarklighter0473
      @biggsdarklighter0473 Год назад +1

      Its affects presumably only Farmers, not anglers.

    • @Willow4526
      @Willow4526 Год назад +10

      ​@@biggsdarklighter0473 (don't have that DLC) doesn't anglers completely replace farmers? Or does it just add the extra job on top of farmers?

    • @Unanimoustoo
      @Unanimoustoo Год назад +18

      @@Willow4526 The Anglers civic only replaces the farmer job on wet climate worlds.

    • @markgregory9343
      @markgregory9343 Год назад +23

      ​​@@Willow4526 The extra job added by anglers you're thinking of, is the Pearl Diver. On its own, it turns food & minerals into Consumer Goods; in order to give agriculture districts more utility. Which is why the original 2 farmers one would normally get, are replaced by 1 Angler & Pearl Diver. The Angler makes a slightly higher amount of food to compensate for the civic's economy change. Recent developer alterations to the game also allow this to be combined with Agrarian Idyll, to make Anglers produce amenities as well.

    • @Willow4526
      @Willow4526 Год назад +5

      @@markgregory9343 ok thanks. so the boal building should effect angler's than if they are replacing farming jobs completely or else that's a really shit dead ass precursor to get, in that situation.

  • @mattx7294
    @mattx7294 Год назад +79

    Imagine special toxic god star (-100% armor nullification) + new Zroni Storm Caster (-100% shield nullification). Only hull remains. Totally OP.

    • @PerfectAlibi1
      @PerfectAlibi1 Год назад +8

      And you have Crystalline forged plating. ^^

    • @homefront1999
      @homefront1999 Год назад +6

      Need to see someone test this. If you can get lucky and get the system as a chokepoint. Then this might truly be one of the most OP builds. Albeit for one system only.

    • @froschreiniger2639
      @froschreiniger2639 Год назад

      what about psychic shields and living reactive armor?

    • @PerfectAlibi1
      @PerfectAlibi1 Год назад

      @@froschreiniger2639
      What about the new Zroni space storm on demand starbase building?
      Oh, you stacked a lot of shields? How cute.

    • @froschreiniger2639
      @froschreiniger2639 Год назад

      @@PerfectAlibi1 oh nooooooo! D:

  • @sirensoulegaming4158
    @sirensoulegaming4158 Год назад +33

    Baol building is a signpost to go for a genetic ascension playthrough, since you get pop assembly from food, and now your farmers can also produce consumer goods, which strengthens your advanced economy as well. Just because you hate it doesn't mean its worthless.

  • @linkhidalgogato
    @linkhidalgogato Год назад +61

    i think the power of the precursor buildings is fine since you can only ever get one at a time and besides having precursors matter a little more is cool since most of them were extremely meh or situational now its always worth it to go for it as quickly as possible.

    • @blastinburn
      @blastinburn Год назад +6

      I think being planet unique instead of empire unique may be a step too far, especially the first league edict fund bonus allowing you to stack edicts late game. I think they'd all still be quite good if they were empire unique without being broken.

  • @SeeAndDreamify
    @SeeAndDreamify Год назад +43

    On the ancient shield oversharger, maybe it is more about the shields on the defense platforms rather than the shields on the starbase itself? You can design your defense platforms so maybe there can be a strong build for it?

  • @mecas
    @mecas Год назад +4

    Just downloaded and installed the new dlc with the free 3.7 update. The ancient weapons can have a buff from the rubricator. The active affect is the creation of 500 minor artifacts , the passive affect is plus 15% to archeotech weapon damage and flat plus 20 to society research. I can't remember if this was mentioned in the video, but just something to factor. Really enjoy your content Montu, have a nice day.

  • @13g0man
    @13g0man Год назад +11

    The Ancient Shield Overcharger could be very useful against other players - if you know their fleet is primarily anti armor, put one of them down on a choke point. Turn your 500 base shields into 3000 EHP shields.

    • @iCarus_A
      @iCarus_A Год назад

      Too bad that since shield is much stronger, almost everyone builds for anti-shield foremost

  • @mainepants
    @mainepants Год назад +54

    I wonder how these archeotech components will go with Crisis ships considering they only cost minerals?
    Edit: Baol relic turning planets into Gaia worlds is ok but I prefer my Crisis bombardments turning them into Tomb Worlds. My Robot workers haven't complained at all about the radioactive rain or mutated freaks.

    • @ЕвгенийНелюбин-ч3ы
      @ЕвгенийНелюбин-ч3ы Год назад

      yep, seems need rework

    • @ordinalchaos
      @ordinalchaos Год назад +6

      frankly Gaia worlds just need a buff

    • @mainepants
      @mainepants Год назад +6

      @@ordinalchaos "Buff incoming" is going to be my new line for orbital bombardment.

    • @jacobnesbitt824
      @jacobnesbitt824 Год назад +2

      From what I can tell, the crisis ships still only take minerals, even if they are fully archeotech built 😮

    • @caelestigladii
      @caelestigladii Год назад

      @@jacobnesbitt824 Dang. Full fleets of penetration missile cruisers which only cost minerals? Got to try it out.

  • @ryano7340
    @ryano7340 Год назад +14

    The rapid fire titan weapon is going to be great for a defensive fleet as well. Where it can already be positioned within firing range. So that that first shot is exchanged evenly.

  • @samuelcrow4701
    @samuelcrow4701 Год назад +50

    Honestly as a mod user the baol food building could be quite handy for biotech empires, even a hivemind if they're empathic. (You can never go back once you install stellaris evolved)

    • @stevenbart2375
      @stevenbart2375 Год назад +4

      Agreed, I can't play Stellaris without evolved and gigastructors

    • @taelim6599
      @taelim6599 Год назад +2

      What's stellaris evolved like? I play a different total overhaul mod called new acot.

    • @stevenbart2375
      @stevenbart2375 Год назад +9

      @@taelim6599 Lets see, there are 6 new civics for normal empires, and gestalt consciousness empires can take 2 out of 6 new ethics specifically for them. And you get 2 more ethics points and one more civic slot with an ascension perk that unlocks another one. There are new species traits and you can have 6 traits total. There are 3 new authorities for normal empires, 2 for megacorps, and 2 for hive minds, but one of the hive mind authorities isn't ready yet. And probably the biggest change is tier 3 ascension. After finishing the tradition tree for the ascension type you chose, you'll get a situation after a few months that will let you take a new ascension perk for tier 3 ascension. And there are hybrid ascensions, so psionic cyborgs are still a thing over here.

    • @taelim6599
      @taelim6599 Год назад

      @@stevenbart2375 Are psionic synths a thing?

    • @stevenbart2375
      @stevenbart2375 Год назад

      @@taelim6599 Unfortunately, no. All the hybrid ascensions are from before the rework. Tier 3 cybernetic and synthetic are both things, but all the hybrid ascensions use genetic, psionic, or cybernetic.

  • @letsplaysvonaja1714
    @letsplaysvonaja1714 Год назад +9

    While the potential loss of a precursor is always an option you can get a handful of events that give you more clues even after the exploration phase is over
    And if you get a minor relics depot in your empire you can also use that to buy more clues

  • @UnknownRex
    @UnknownRex Год назад +26

    Neat! I know what my next empire will be. I already liked the relic world start, this will make it more interesting :)

  • @FortressArena
    @FortressArena Год назад +7

    I love how this game uses ideas from Sci-Fi TV shows. In Stargate SG-1 & Atlantis we had the Ancients and their super-tech and relics, and now we're getting the same thing in Stellaris.

  • @murkorus7147
    @murkorus7147 Год назад +7

    I feel like shields are underappreciated now. Since armor is the new meta, anti-armor is also the new meta, which makes shields, especially hardened ones, extra powerful.

  • @silentreflection5350
    @silentreflection5350 Год назад +6

    They confirmed in a previous dev-diary that you can't buy or sell minor artifacts on the galactic market, BUT you can trade for them directly with other empires

  • @nachituy8440
    @nachituy8440 Год назад +4

    if the last precursor site is in another empire you now have cloacking tech to send the science vessel and get that last project :D

  • @Jernsaxe
    @Jernsaxe Год назад +11

    I think "Ancient Suspension Field" will be really interesting on Juggernauts. With 21 large defensive slots you can quite easially fit these in.

    • @RyanJW001
      @RyanJW001 Год назад +2

      Titans are also quite good at utilizing them. The artifact cost seems worst for small components, too. If we're talking about the cost for a titan or battleship, they're actually pretty cheap on artifacts no matter how much you use these components.

  • @jamesrogers5353
    @jamesrogers5353 Год назад +8

    I think you would want to combine these new titan beam with the x slot sheilds be gone cannons to remove sheilds as fast as possible but also deal insane damage to the new armour bonuses

  • @frank83153
    @frank83153 Год назад +12

    Absolutely love your channel, it’s like the Bible of stellaris. With all the new combat changes do you think you’ll redo the tests you did to see which ship composition is best?

  • @Scourge77
    @Scourge77 Год назад +3

    I have a sneaky suspicion that Montu is Rodney McKay's twin (from Stargate Atlantis) in that while McKay is allergic to citrus, if you bring up the topic of farms or give Montu an apple, he'll break out into hives or go into anaphylactic shock. 🤣🤣🤣🤣

  • @smile-tl9in
    @smile-tl9in Год назад +3

    I wonder if we'll be able to get technology from other precursors. I really like the one giving +100 edict funds. It means you can scale edict fund with empire size. It's better than the ascention perk that gives you +200 edit fund. It allow you to keep runing the edict like you're in the early game

    • @sirensoulegaming4158
      @sirensoulegaming4158 Год назад +1

      I think if they were to make it possible they should make forming/being a member of a research co-operative federation a requirement, since currently research co-operatives are a meme and need a buff

    • @maledwarfwarrior
      @maledwarfwarrior Год назад +3

      Steal technology operations might do it. I'm not sure if there are techs you can't steal, but this and primitive insights are an indirect buff to subterfuge thanks to all the techs you can't roll randomly.

    • @smile-tl9in
      @smile-tl9in Год назад +1

      ​@@maledwarfwarrior ...Do the AI research precursors in their territory ?

  • @smokinggnu6584
    @smokinggnu6584 Год назад +15

    That ancient nano-missile looks like a good way to absolutely tank your FPS if you put it on enough ships and zoom in on the battle. Just think about 100 corvs with 3 of these each.
    Edit. Are these Archeo changes part of the base game update or the DLC?

    • @williamschubert4819
      @williamschubert4819 Год назад +1

      I think it's a change to ancient relics DLC but I could be wrong. Were the precursors from that DLC?

    • @DaleWrecker
      @DaleWrecker Год назад +2

      Ancient relics ads the zroni and baol

    • @smokinggnu6584
      @smokinggnu6584 Год назад

      I meant do we get these changes with the UPCOMING base game update or the UPCOMING new DLC? As in do we have to pay extra for these changes now, assuming we have all previous DLC already.

    • @DaleWrecker
      @DaleWrecker Год назад

      @@smokinggnu6584 I think it'll be from the new dlc. With extra parts (like the zroni and baol buldings) also requiring ancient relics.

    • @williamschubert4819
      @williamschubert4819 Год назад +6

      @@smokinggnu6584 looked into the dev diaries and the archeotechs seem to be from the custodians team as part of the free patch.

  • @voodoowoodpecker4320
    @voodoowoodpecker4320 Год назад +6

    Although I don't think that Baol Organic Plant is great, I'd like to try another run with Catalytic Processing and Agrarian Idyll. It would be better if it affected Anglers as well, then maybe trying it on Anglers&Catalytic Processing and Aquatic Empire would be interesting.

    • @joeandrew8752
      @joeandrew8752 Год назад +2

      Pretty sure once it affects farmers it’ll impact anglers

  • @sylvie_v2939
    @sylvie_v2939 Год назад +2

    The issue with the refinery worlds is they always have no employment because the buildings have only one job and they require lots of city districts or other building slot enablers

    • @VORASTRA
      @VORASTRA Год назад

      So there is a building now that makes them much better

  • @Nomadic_Gaming
    @Nomadic_Gaming Год назад +2

    the psionic path is now just insane w this update especially w the zroni
    the zroni starbase module is literally you dragging a system INTO THE WARP AND GELLAR FIELDS DONT EXIST FOR YOUR ENEMIES
    the only counter to it especially in a system w more speed reduction or on bases w the other speed reduction module too or both is high range sniper fleets who can engage and start hammering a station once they hit system
    titans battleships juggernaughts
    youd need a dedicated station sniping fleet to deal w that and good luck if they also have unyielding and are a bulwark
    this definitely changes endgame in single player too it drastically changes things to see if your precursor and archeotech can counter your enemies or if they counter yours in a bit of rock paper scissors
    this was looking to be a smaller story dlc and yet its so crammed with goodies its unreal also relic world origin is going to be bonkers strong now
    also montu u forget one thing the baol building just like the food processing center most likely also aides with pearl divers and if the devs are smart that building and eventually food processing will also benefit catalytic processing which would really help that particular civic and if any devs see this use it
    the mining output building helps w scrap miner output on a ring start also for those who didnt know making a shattered ring origin start more viable as a alloy/mineral output planet later game if you dont repair it back to a normal ring world and just use the other 2 parts as ring worlds

  • @cp1cupcake
    @cp1cupcake Год назад +3

    I think the nano-missile cloud launcher might still be a good option late game, but by using it to overwhelm enemy point defence for the harder hitting projectiles to go through. Aside from that and the anti-shield X slot, I think the titan weapon *might* be the only one useful lategame. I think that, in general, the weapons might need a damage buff, regardless of the perk 33% bonus.
    The cavitation collapsar needs the perk to be useful; it has ~0.2 more damage per day than a T2 disrupter. Its better against armor hardening builds, but is much easier to counter.
    The webslinger seems to be a straight upgrade of the pd weapons; the only difference between it and t3 pd is the webslinger just does 1-2 extra damage per shot.
    With the ascension perk, ancient pulse armor gives the most total defenses for a component aside from psionic shields and dragonscale. It also looks to be the most energy efficient form of shield aside from psionic barriers.
    I think the baol building might work really well with catalytic processing.

  • @samuelcrow4701
    @samuelcrow4701 Год назад +3

    It seems these archeo weapons are paradoxes solution to allow more variety in ship loadouts. If a strategy doesn't work so well, toss some minor artifacts in and it's now serviceable at a minimum

  • @resistance1991
    @resistance1991 Год назад +7

    This has to be the feature I’m looking forward to most. I love the archeology aspect but has definitely needed a rework for some time. It was so limiting before unless you had the rubricator.

  • @silentreflection5350
    @silentreflection5350 Год назад +3

    From what I can tell, the Ancient Defensive Web Slinger seems to be a straight upgrade to normal point defense. Assuming the extra cost is worth it, of course.

  • @TheYak2266
    @TheYak2266 Год назад +1

    This calls for an Archaeo tech rush; given Arcaeo-engineers generate artifacts
    I wonder if you mix Nano missiles with other missiles whether the nano missiles will tank most of the point defense? If PD randomly takes out a missile each tick, with there just being more nano than other types of missiles, PD would take out way more nano than the other. It would allow other missile types to hit more. It would be a great way to augment your other missiles
    if it works that way

  • @Simalacrum
    @Simalacrum Год назад +3

    Montu, is this the first time you've secured a sponsor for a video? If so, grats!

  • @kuhluhOG
    @kuhluhOG Год назад +1

    The Baol bulding could be really nice since in non-competitive MP rounds I often go for the "monopolies food" strategy, aka, make everyone dependent on you for feeding their pops and if somebody pisses me off, cut them off and see their population starve of flee their empire, possibly ruining their economy for a few decades.
    On top of that, if you declare war at that point (or a year afterwards), you can just crush them casually.

  • @TeleologicalConsistency
    @TeleologicalConsistency Год назад +1

    The ancient components that cost artifacts can be worked around by equipping them on ships that have components_add_to_cost = no such as Crisis ships.

  • @johnthecrazedsskull81
    @johnthecrazedsskull81 Год назад +3

    I think the cloud launcher might be a really powerful distraction weapon, like put them on a frigate or a carrier ships and the point defenses will be less likely to target your torpedos/fighters.

  • @SeeAndDreamify
    @SeeAndDreamify Год назад +4

    On the ancient web slinger, maybe the armor penetration is to deal with torpedos? Torpedos are supposed to be armored right?

  • @xlair378
    @xlair378 Год назад +13

    I am really hyped for this DLC

  • @RhelrahneTheIdiot
    @RhelrahneTheIdiot Год назад +1

    The Baol food building is based though since it boosts food production and lets worker pops (farmers) subsidize some of your CG production, perfect for a environmentalist larp.

    • @rizkiramadhan9266
      @rizkiramadhan9266 Год назад

      1. This is a game, so it's not live-action.
      2. This is gameplay, there is no roleplay

  • @erikvale3194
    @erikvale3194 Год назад +1

    In the weapon calculations its probably worth including the ascension perk, as that'll probably improve the borderline weapons. For example with the perk the Missiles are only .6 less per day, and for that you get to negate pd with small slots instead of needing swarmers.

  • @luizmenezes9971
    @luizmenezes9971 Год назад +2

    The ancient rocket with, say, Fan Mil Distinguished Ascended Brain Slugged Clone Admiral with Devourer Covenant under "No Retreat" will produce a cloud of missiles.
    As for massive artifacts costs, go crisis, and everything will cost minerals

  • @LtShadowKitsune
    @LtShadowKitsune Год назад +1

    Honestly, the Baol building isn't that bad if you have to have farmers to produce food, since it makes them more useful. You'll need less to produce as much food and since they are now producing consumer goods, you'll maybe be able to get away with less artisans. Really depends on how many you need for food needs and how many modifiers you can stack to increase both their food and consumer good output.
    Though will be less great if you are running a master crafters civic, given that you probably get more from artificers than you could hope to get from those farmers and artificers don't need a planet unique building to get their benefits. Might be slightly better for driven assimilators and hive minds, you need food and while you don't have a direct use for consumer goods, you can still sell those for energy and at a much higher rate than what you can sell food. Also just a good item to trade with other empires for stuff. It might be pretty awesome for rogue servitor because you don't really need that many farmers or artisan drones, though it's contingent on how many modifiers we can stack to increase the consumer good output. Granted, even if it caps out somewhere under 2 consumer goods, it might still mean needing one less artisan drone for every 2-4 farm districts you're building anyways to feed biotrophies.
    Yes, I'm aware that you can produce food at starbases without needing pops and that there are times where it could be cheaper to just buy the food off the market, but there are also times where it's not practical. Also that increased food output, plus the consumer goods is going to change the math and it might be cheaper to have farmers producing food and consumer goods when you have that building, than just buying your food off the market, once your needs exceed what you can support with starbase hydroponics bays.
    Also it really needed to be the weakest one, given how good the relic is. Gaia world terraforming every 10 years for just a little unity and some free pops. Though I'll admit, it is absolute garbage if you're a pure machine intelligence that doesn't have food consuming drones or fancy biotrophies, but that's pretty much the case for the relic as well.

  • @Zathurious
    @Zathurious Год назад +1

    Archeo tech is actually a major thing in a certain mod I don't play without. I knew the devs took notice, but I wasn't expecting them to lock it behind an ascension perk. Mods that increase the total number of APs you can pick are going to be more popular than ever. There are already too many choices by default.
    I wonder if the Sentry Array will afford some level of detection?

  • @unholyxeras8182
    @unholyxeras8182 Год назад +1

    Ancient driller drones on hangar bay defence platforms in a pulsar chokepoint could be amazing

  • @TheNN
    @TheNN Год назад +2

    Due to the cost of the new archeotech stuff, what I think is interesting from a role-playing perspective, is that due to said cost, you could justify this in-universe by just saying that it's reserved for your most 'elite' fleets/armies/starbases. Or have the new tech only on your Titans and Juggernauts (Star Eaters as well, if you go down that path), to showcase just *how* much superior they are, how they're the most cutting-edge ships you can command.

  • @Shinzon23
    @Shinzon23 Год назад +2

    All of these are archaomodules, weapons and stuff like that all screamed to me that these aren't going to be mass manufactured all over your fleet but instead be used On what I call flagship/totem ships i.e. Ships that are larger than most others, usually only a few in their class, and are what you build a fleet around, like the Gerald Ford supercarrier is for the US

  • @JadedMuse_
    @JadedMuse_ Год назад +1

    WHAT WERE THEY THINKING?!?!?
    Most of this stuff looks insane, especially the precursor buildings. They must plan for minor artefact production to be super slow or limited for balancing. I can't imagine being able to buy minor artefacts after seeing these buildings. Also the Rubricon just got an insane buff what with everything you can spend minor artefacts on now... though 30 ever 3600 sounds super slow if that's not even enough to build a fully dripped out battleship.

  • @CrimsonReaper189
    @CrimsonReaper189 Год назад +1

    with the relic world start something that will be interesting is now the will be a reason to keep it as a relic world for a while before making it a ecu since that buff is pretty nice and u will get relics from clearing ur blockers aswell

  • @zelgatznixdorf648
    @zelgatznixdorf648 Год назад +3

    Wow first league filing building is insane. Sooo much unity from the edict fund, might be able to afford to ascension costs for all planets in a tall empire

  • @Krishnath.Dragon
    @Krishnath.Dragon Год назад +1

    The Baol Organic Plant is kinda awesome though, if you are playing organics, you are going to need farm worlds regardless, so sticking one of these on the farm world makes the world more than just a breadbasket.

  • @KraNisOG
    @KraNisOG Год назад +1

    People watching this after the update came out.
    Zroni Storm Caster can be replaced by something else after you build it, the storm stays.
    Unless I have a bug in the game I am running.

  • @Karthos1000
    @Karthos1000 Год назад +2

    I think there are very few occasions when the answer to "Do I need more rare resources?" is anything other than "yes," at least in the single-player game where the AI over values rare resources in trades.

  • @peterhacke6317
    @peterhacke6317 Год назад +1

    combine archeo-missiles with normal ones. enemy point defence will be so overwhelmed with the archeo-missiles that the normal ones will slip right through.

  • @jnelson4765
    @jnelson4765 Год назад +1

    There's definitely some Megastructures flavor in there - the Aeternium armor / shield for sure. As someone who goes archaeology hard as hell, this is gonna be fun...

  • @TheStratovarian
    @TheStratovarian Год назад

    If you focus super heavily into the missile speed those things would be downright scary. It would nullify PD, the range means its out of range corvette wise from conventional anti-corvette options in a general sense, and just is an answer to someone that puts all the points into armor.
    Its a siege shield platform weapon.

  • @justinsinke2088
    @justinsinke2088 Год назад +1

    Eh, If you're going Agrarian Ideal or Anglers, that Baol building might be a pretty nice boost. Also, it seems like I need to figure things out as I feel like I always need 1 food planet to keep up with demand; it never seems like I can get enough from hydroponics alone. I just never need more than 1 planet with farms on it for an entire run.

  • @AD-pp2vn
    @AD-pp2vn Год назад +3

    Finally! With Ancient Cavitation Collapsers, I can roleplay Dark Eldar with their Dark Light weapons!

  • @Amyante
    @Amyante Год назад

    7:26 I think the main purpose of the Nano Cloud Launcher is to saturate the enemy point defense enough that they won't have time to target your torps, so dealing damage wouldn't be their main purpose.

  • @Maadhawk
    @Maadhawk Год назад

    The Valtaum computer thing is just a straight up super version of the Research Director building. I wonder if they can be stacked together? And the Ancient Refinery is basically a Ministry of Production + regular resource management building all rolled into one, but for rare resources. Also, if you get the Zroni precursor chain, the Zroni worlds all have deposits of Zro left on them after each did is completed. The range seems to be between 3-6 Zro per world. As I type this, I am sitting at +22 Zro to feed my future space storms and I have yet to unlock the ability to harvest Zro deposits in space, like those found in the Zroni home system.

  • @poilboiler
    @poilboiler Год назад +1

    18:15 Montu's son reveals that he wants to become a farmer.

  • @maiqtheliar789
    @maiqtheliar789 Год назад

    Nano-missiles don't look like something you would put on a whole fleet of ships. They could be mixed in with missiles of different types or even torpedoes so soak up as much of the point defense as they can. If half of your missile launchers are able to rapid fire then they can take the hits instead of the much stronger missiles and torpedoes. If you throw in another fleet running carriers then could also help take the pressure off your strike craft as well. They aren't great weapons themselves what they do is allow your better weapons to get through.

  • @kufesska
    @kufesska Год назад

    not seen in the video, but nano missle cloud have 100% armor penetration and +25% hull damage, which make them compete with disruptors and marauder missles

  • @DSlyde
    @DSlyde Год назад +1

    Something to remember about the seemingly useless archeo weapons is that we know that there are multipliers for that weapon type specifically.
    So yes, it might not be worth it at base, but if we can stack an extra 100% damage out of it, some of those options get more attractive.

  • @DontKnow-hr5my
    @DontKnow-hr5my Год назад

    7:44 what is interesting about these is that the ignore both shields and armor and deal bonus damage to hulls. 10:09 What is interesting about this gun is that even the large version of it does not have a range restriction to fire, which means it is basically like a Laser

  • @peterknutsen3070
    @peterknutsen3070 Год назад

    15:56 What about the bonuses to Daily Shield Regen? It’s clear that standard doctrine for Cloak-using warships is going to be to emphasize Armour, but these two ArcheoTechs might make it somewhat more feasible to use Shields, since they’ll charge up faster after de-Cloaking. Not useful for prolonged fights, probably, but for ambush situations where you de-Cloak to give the enemy a massive alpha strike. And then maybe even try to linger around until you can re-Cloak, instead of running home…

    • @peterknutsen3070
      @peterknutsen3070 Год назад

      24:20 With the 5 original Precursors, there are catch-up mechanics in place, in case you miss one or two of the clues, so that you’ll eventually complete the chain.
      The real problem is with the 2 newer Dig Site-based ones. Those are the ones where you might find yourself unable to complete.

  • @homefront1999
    @homefront1999 Год назад

    Honestly, a very quick and easy way to buff the Baol building is to give it a habitability buff. Like a +5% base, or with the ascension perk, a +10% base. Making it worth it just a bit more. Though to be honest, when you can turn all the worlds into Gaia worlds. habitability is a lot less useful. Maybe something like a +5% Happiness/Stability bonus instead. But a bonus to food is eh.

  • @zack6192
    @zack6192 Год назад

    I just started a new game then noticed the new archeotech building. I built that in an open slot on my homeworld. Now I am getting all sorts of new tech. Interesting stuff.

  • @gigaus0
    @gigaus0 Год назад +1

    The one take away from all this? We really need precursors to be reworked so they're not entirely random. The relics already made them good but not majorly game changing; This stuff does. This is the kind changes, weapons, defenses, buildings, so on, that makes a massive difference in the game. Imagine you're a lithoid speicies, and you get the Boal. Imagine you're a machine intelligence and you get Zroni. Starting to feel like the precursors should all be active at once, not one at a time in a given empire. And if you want to get something, welp you might need to trek across the galaxy and possibly fight for it.

  • @SlayXemnas
    @SlayXemnas Год назад +1

    I love Archeostudies. Allows us basicly to play Adeptus Mechanicus.

  • @Immortalits
    @Immortalits Год назад

    The Zroni Storm Caster combined with the new drone strike crafts can potentially create an unbreachable defense -.-
    Even without the bulwark and it's own periodic damage

  • @westernbody
    @westernbody Год назад +3

    Gigastuctures kinda had this feature

  • @raideurng2508
    @raideurng2508 Год назад +1

    An entire branch of archeo-tech?
    *Excited tech-priest sounds*

  • @WhatTheFuckIsAHandle
    @WhatTheFuckIsAHandle Год назад

    That First League office makes the paper pusher in me real happy

  • @usernotfound-jw7xs
    @usernotfound-jw7xs Год назад +1

    the baol building could work with the organic alloys civic

  • @heavylokhust8158
    @heavylokhust8158 Год назад

    The suspension field in my opinion could be useful on a juggernaut in my personal opinion I play on console so I won’t be getting this for awhile but hey I can speculate. Because getting this shield and slap on some capacitors have a nice good mix of weapons I think it would do nicely.

  • @Konzon
    @Konzon Год назад +1

    I hope the Baol Organic Plant applies to Anglers.

  • @Deathshead419
    @Deathshead419 Год назад

    Can't wait to build the Baol Organic Plant, 10/10 will be the highlight of the DLC

  • @DarthHellion2
    @DarthHellion2 Год назад +1

    Looks like the devs are taking inspiration from mods. I'm here for all of it.

  • @DarkShadow84
    @DarkShadow84 Год назад

    Storm Caster on Terminal Egress Station with 3 Orbital Rings, everything with the strongest, highest range anti-hull weapons. I wanna see the Unbidden try to take that system.

  • @silentreflection5350
    @silentreflection5350 Год назад

    Afaik, the closest comparison for the Ancient Macro Batteries is a Railgun (tier 3 mass driver), where the Macro Batteries have more damage at the cost of accuracy. They are made redundant by more advanced mass drivers though.

  • @letsplaysvonaja1714
    @letsplaysvonaja1714 Год назад +1

    The silly farmer hate memes aside the baol building will certainly help fuel the insane food needs of genetic ascension and especially hiveminds

  • @redhood1060
    @redhood1060 Год назад +2

    Idea/concept?
    I think research should be split into more categories .
    With different categories, getting research from different buildings and stations .
    Military academies don’t actually help with military research, because most of its engineering or physics .
    I think research should be split into five categories. Maybe they progress slower.
    Physics, blue science you get this the usual way research labs and stations.
    Biology, light green science you get this from studying pre-sapience and more biological studies like farming in space or something.
    Society, light green it doesn’t really make sense that biology and sociology share research. They’re very different categories of study. It’s like having a psychologist as a Gardner, they could be good at it, but it’s not where they’ve specialised.
    Engineering, Orange science. Nothing really needs changing here.
    Military studies, red science. I think military science at the moment is a little bit boring. You get this for military academies star bases and policing buildings or fortresses.
    Anyway, this was just a thought . I feel like it would help cut down on the obnoxious meta gaming end. Make the game overall more interesting.

    • @redhood1060
      @redhood1060 Год назад +1

      Forgive my terrible spelling, I am Polish. English is a little bit hard for me.

    • @bunkermanbunkerman9724
      @bunkermanbunkerman9724 Год назад

      on another hand i think it might be quite a bit better idea when we mostly just get all tzpes of research at the same time anyway to just make it all 1 research, back in the day one could specialize into a specific tech so it made some sense to give options now its just you get same progress in all 3 just techs are split arbitrarily between them so depending on strategy 1/3 of your research or even 2/3 coudl be mostly useless

  • @quetzalcoatl1013
    @quetzalcoatl1013 Год назад +1

    Well, this is going to make the Imperium of Man even easier to create now

  • @comet.x4359
    @comet.x4359 Год назад +1

    anyone who gets baol is gonna have a fun time if they later go down catalytic processing
    tasty alloy

  • @delrunplays2903
    @delrunplays2903 Год назад +1

    Combine this with a Holy Federation and you basically have the Covenant from Halo.

  • @Ryusei1986
    @Ryusei1986 Год назад

    The Nanite Missile Clouds are also funny for their disregard for armor.

  • @TheAderwolf
    @TheAderwolf Год назад

    zroni was already pretty good now with that stormcaster its top tier if you ask me.

  • @kwiktripslave9368
    @kwiktripslave9368 Год назад +1

    This is something I didn't know I needed but can no longer play without.

  • @davids182
    @davids182 Год назад

    The new titan weapon Ancient Ruination Glare having less range is actually good in another way than you mentioned as well. Since it's an energy weapon that wants to be attacking after the shield is gone, it's better that it has less range than some of the long range kinetic weapons.
    I always disliked the old titan beams because they would waste a lot of their damage on shields which they suck at hitting.

  • @aztecsword12
    @aztecsword12 Год назад

    The new weapons could make for a fun RP as a history obsessed empire.

  • @paradox7358
    @paradox7358 Год назад +1

    "You speak of these holy relics as if they were just some simple artifacts left behind by a long dead race, when in fact they are gifts from the gods.
    Only those who are worthy may follow the path of Divine Glory.
    All those who oppose the faithful shall be purged in cleaning fire!"
    Some Covenant alien, probably.

  • @thomash3003
    @thomash3003 Год назад

    Archeo-Weapons forces me for the first time to learn how to design ships. Because if you use "auto-best" design, building about 20 battleships will drain your minor artifacts storage and you have to stop building ships while you have an overflow of alloys ... - I hope they will fix this issue as it might repel new and casual players which are not into designing their own ships.

  • @JamesSavik
    @JamesSavik Год назад

    Artifacts hold you back. You can never find enough of them.

  • @LargeBlueCircle
    @LargeBlueCircle Год назад

    the Baol thing should also grant pop growth. That might make it less vomit inducing.

  • @descuddlebat
    @descuddlebat Год назад

    I swear 5 out of 7 precursors are really interesting now, and I got the other two 12 times in a row

  • @masterofgreymog5751
    @masterofgreymog5751 Год назад

    The Baol plant on an aquatic angler civ would be a huge boon to their farming worlds.

  • @chtechindustries4174
    @chtechindustries4174 Год назад

    Where is the archeo x-slot penetration and x-slot anti-armoir?
    My normal fleet is at less one of destroyers, 4 types
    1. Penatraters penetrate all shields and armor
    2. Collapsers have the most powerful anti-shield weapons
    3. Crushers have the most powerful anti-armor weapons
    4.bales era have an equal ratio.
    I fill a fleet evenly with 1-3, and any left over goes to 4. There is often a couple points left, so I throw a few corvettes in. Sometimes I include a titan.