Stellaris NEW DLC Civics & Megastructures
HTML-код
- Опубликовано: 11 июл 2024
- Stellaris: The Machine Age DLC is coming soon. This new Stellaris DLC a host of new civics, two new megastructures, the dyson swarm and the arc furnace, and a new feature for species focused empires, Automodding.
Lets dive in and find out more!
Get Humble Choice and claim Victoria 3, Humankind & more now: www.humblebundle.com/membersh...
Catch up on all of the new content coming with The Machine Age in this playlist: • Stellaris: The Machine...
Chapters:
0:00 What's New?
0:46 Guided Sapience
3:32 Natural Design
7:44 Your Paperclip Empire
11:40 Diplomatic Protocols
12:55 The NEW, Best Military Civic
18:38 Augmentation Bazaars
21:48 Dyson Swarm Megastructure
25:26 Arc Furnace Megastructure
29:40 NEW Automodding Feature
Stellaris Dev Diary 339: forum.paradoxplaza.com/forum/...
If you enjoyed this video please leave a like & SUBSCRIBE!
Become a supporter, join my discord community or get your hands on cool merch at Montu Plays HQ: montuplays.com/
Humble Bundle Affiliate link: www.humblebundle.com/?partner...
And please comment with any feedback, any ideas or if you disagree! - Игры
Get Humble Choice and claim Victoria 3, Humankind & more now: www.humblebundle.com/membership?partner=montuplays
I love megastructures.
Oh boy, do i have mod for you…
@@brutalikcz532 I know.
That is also why I love megastructures.
Everybody loves megastructures
Love em but we wont see them anymore
@@brutalikcz532gigastructures my beloved
I absolutely adore how much emphasis on roleplay was put into these civics. Even the potentially broken Tactical Algorithms civic has a neat warbots for hire flair. They also don't seem to be mutually exclusive, so you can go for wild combinations like a hyper-corporate machine empire selling everything from paperclips to sapient battleship computers.
Did the devs look at the balance and the meta and thought : "Nevermind, let's restart" ?
They have done it so many times that it’s basically tradition
As is tradition!
I just forgot the "again" someplace in my comment XD
Maybe they had this in mind?
@@aze94 They must be getting close to the end of that tree, then. Wonder what the completion perks are.
I don't care about locked civics because I never remove civics because it usually doesn't make sense storywise
I'd like it if trying to remove "locked" civics automatically triggered a civil war, with the player fighting the chunk of their empire that wants to retain the old ways.
5:54 I like how easy this Civic makes it to start with Venerable +80y lifespan while still being able to also take other good Traits.
11:50 Finally! Playing as Rogue Servitors with only 2 starting Envoys is just really difficult, since you’re going for a friendly/Xenophile playstyle and trying to win more First Contacts faster.
Inherent Perfection is great with Fanatic Purifiers and Pompous Purists - you're just better than others
Could go well with clone origin? Cant edit your species anyway.
@@nathaniellowe5100 Also want to know, but i think yes
A possible addition that the Devs could add to The colossus.
Is the ability to equip a weapon that instead of cracking the planet turns it into a Molten World.
I do that with My Nicoll Dyson Beam, when I am running short on Molten Worlds for Equatorial Shipyards.
It'll be a good way to get some more use from the planet killers.
Modded mega structures lets you crack a world, put it back together as a molten, and do this
@@Thaumiel7274 I know, I love to use the G.L.U.E to reconstruct my homeworld when I play Doomsday.
@@vi6ddarkkingit should be an eventline when you unlock the G.L.U.E with doomsday
Maybe the option to set the Cracker to 'half power'....
Turning planet into Molten Worlds feels like heat laser from Spore. Killing billions by turning up the heater
6:00 Wait a second.
"Does NOT have Teachers of the Shroud Origin" for a hive civic? Does this mean Hives will be able to go Psionic?
Oh god. That raises more questions than it answers!
I’ve always found it weird that they’re not, considering a gestalt consciousness as described by the game sounds a LOT like something psionic
@@damonedrington3453it’s most likely since it would make a lot of the shroud events weird like getting the chosen one admiral and stuff like that
Incompatibility prerequisites are sometimes redundant in Stellaris, like how trawling operations is incompatible with anglers.
@@MontuPlays On the forum a Dev said it was a copy and paste error. Oh and the Devs understanding the stacking limit of commanders for the Tactical Algorithms commander is 10. So, 50% penetration.
On the Discord, Alfray confirmed that the bonuses to the Genesis civics improve throughout gameplay.
Very cautiously optimistic about Augmentation Bazaar. Automodding looks absolutely insane. 10/10; no notes.
You too optimistic. Look at present AI work at auto-job pops - total mess. No control, no intelligence, no reasoning. You create pop castes for farms\mines\labs and so on and AI can throw some of your miners to farms or labs. Only way i can find - the mods like "New Job Manager" or "Species Job Strata Controller".
Arc furnace sounds useful for habitat mining. Build lvl 1 furnace in a system with a lot of planets and you'll have a habitat with a tonn of mining districts
You’ll be limited by Habitat maximum districts.
27:55 Your numbers imply that the system was completely barren before the Arc Furnace, 100% is definitely weaker than any Dyson Swarm, but if you put the Arc Furnace in the right system your still gonna get some good numbers, mining stations also harvest Strategic Resources, Living Metal, and I think Nanites I might be wrong on that last one.
Sounds pretty dezent in most Precurser Systems.
I am going to be honest here I really don't like that we're limited on the number of megastructures we can build.
Is such an immersion break. Since, let's be honest here.
The first thing any empire would do the moment they finished a Dyson Sphere.
Is to use its energy output to build another.
I use a mod to have unlimited mega’s
@@Rickus316 Same, this is one of the reasons I don't play without Gigastructural Engineering.
They are limited for balance purposes...if you could build 10 science nexus the x25 crisis would be a joke
@@Tiago-Gomes Add a slider with an additional dynamic difficulty for those who want it.
There is the Megastucture mod out there which allows you to pick how many you can build, including unlimited.
You can just turn off the Megastructures that come with the mod and pick unlimited.
Feels like these upkeeps on the kilostructures will make them pretty pointless. Those numbers could be halved and still be balanced enough, considering that you still have a finite 5-6 limit on their number.
natural design is my favorite so far, been wanting a "non-ascendant" thing for a while. Can't wait!
"Which Ascension Path are you going to pick?"
"We have already achieved our perfect form the moment our species appeared on homeworld. All improvements since then were to make our forms live long and healthy"
Could be paired nicely with Healthcare or something, since the Planet Building gives a Medic Job.
Finally I can play Universal Paperclips in Stellaris
Unfortunately, we have no FiO action :(
No stealing organics to digitise them and then stuff into virtual bodies they'll hate, only to be gaslight into letting the ASI modify their own brains so that they'd love said bodies. Ah the potential underlying horrors... wasted in favour of spamming consumer good production.
ASDADSADSA
aah, the arc furnace and cybrex station mining module synergy will be mad
Oh dear lord, yeah that'll be nuts.
Imagine Arc Furnace buff stacked with Cybrex mining station bonus. That's +250%😮
+250% on a system with 8 or more 3 mineral and 2 alloy deposits!
@@2MeterLP Way more than 8, my starting system has 20..
With the astro mining civic and if you get the cybrex then you don't need miners or metallurgists, although with 0 forge worlds your alloy income will cap at somewhere around 1k due to the arc furnace limit.
Notable with Augmentation Bazaars is that Augmentors *specifically* give trade value with the civic. Implying other empires get augmentors without the extra trade value.
Tactical Algorithms also feels like a really good multiplayer fluff civic.
6:20 Imo a civic slot is a good exchange for freeing up an tradition tree AND an ascension perk slot
also personally I rarely ever switch my civics anyways, I just add a third one eventually so locked civics for me just means "it can't be your third"
Yeah, civic swapping isn't an option I use either.
I think adding "advanced" civics locked behind tech, traditions, or other events/achievements could help motivate that, especially if they also made some civics that were powerful early game, but not late game.
I think the only reason these sorts of civics haven't been turned into origins is because players want to mix them with other origin starts, and I think a solution to that might be making Origns something that can be mixed together, or doubled down on, sort of like Ethics, with some of course being exclusionary of others.
@@RipOffProductionsLLCI feel like custom origins are where we eventually end up
I think the arc furnace, since it’s on a molten world, shouldn’t have energy upkeep. It should have mineral upkeep and produce alloys.
The paperclip maximizer should be a crisis ascension instead of a civic. You can start with the civic and then unlock the crisis ascension which allows you to finally utilize those consumer goods for almost everything; special ships, buildings, pops, etc etc all made out of consumer goods, for the sole purpose of making consumer goods. The repeating situation of the civic is removed and one end goal is given; make every planet in the galaxy into a goods stockpile, an uninhabitable planet that if captured by a non-maximizer empire, provides monthly consumer goods. Each one costs colossal amounts of consumer goods. Destroying ships, purging pops, anything involving matter will give you consumer goods. Effectively your economy becomes only consumer goods and energy. The downside is that the moment you take this perk you are hostile to all other empires, without the need to declare war, meaning they can destroy your ships and bombard your worlds at any time.
The current one seems more like a role play tool than the actual applied concept, much like a lot of the other civics here, which is… disappointing.
Waiter, waiter! More Paperclips, please!
Converts you into paper clips
Microsoft Clippy is their leader.
I think the Arc Furnace might be good with void dwellers. It might help you force build a great mining habitat later in the game.
That is a point I did not think of!
I wonder how that would work, since you only get more Districts from big Planets.
So you would have like 25 Mining Districts open but can only build 15 in total.
I love Natural Design. I have in mind designing a quasi-Luddite civ that uses that and Agrarian Idyll.
Or a Subversive Cult Megacorp (Megachurch+Bandits)
*Luddic Path OST plays in the distance*
@@konstantinmilyutin1190I love the flavor! But, you couldn't start with all three (Megachurch, Criminal Heritage, and Natural Design) because they're all civics, and are limited to two at start, no?
@@douglasvan4848 oh... right. Completely forgot that we are talking civics here, not origins. My bad 😅
Tactical Algorithms will either be hilariously broken (very probable) and get hit with a devestating nerf next patch, or functionally useless.
The main thing I can think of is getting a few vassals and, assuming you can give multiple admirals to the same empire, just give each vassal 5 or so admirals. If they accept that automatically, since they're a vassal, that seems extremely busted.
Sounds like it'll be OP against AI empires but more difficult to pull of in PvP if the other players know what you're trying to do. Which seems like a good balance to me.
@@delrunplays2903 my main concern is that, seeing as you can now make individualistic machine empires, you'd be able to make a vassal completely surrounded by your borders (by releasing a sector) and continuously pumping your admirals into them. It won't give you a full 20 but it'll give you major headstart on that, and even 5 is 10% evasion boost empire-wide, and it let's you ignore 25% armor AND shields as soon as you can pull it off. Assuming, of course, you can send multiple admirals to each foreign empire.
@@joshuawittenberg8975 I guess I'm just used to watching PvP games where AI empires are prohibited from intentionally being made. But yeah, if making AI empires was allowed, then it would get broken fast.
@joshuawittenberg8975 You're forgetting one thing.
What if the bonuses are applied ONLY if the commander is actually employed in a actually position like governor or in the council?
12:50 when you're actively using diplomacy you will very quickly run out of envoys you can send to people
also you can do silly things like sending three each to the strongest empires to grind all those favors
or sending one envoy to every empire to get trade deals, research agreements and other fancy things
depending on your position on the map those two envoys will also be a godsend when you get several first contacts at once and want to finish all of them first for the free influence
So for tactical algorithms, couldn't you start as a federation, and give these commanders to your ai buddies? That would mean you could ignore all other unity projects until you have enough commanders given away right from the get go. If you make a trade fed you could be making 30 unity easily off the bat, which (assuming this doesn't increase which is unrealistic given how easy it is to increase trade value) I calculated to only be 7 years assuming a 3k end cost. That would be an insane early game bonus that would steam roll the entire galaxy. Is the new meta a virtual trade empire with tactical algorithms?
Edit: this is assuming the ai can and will go over their leader cap. I have no idea if they do/would. If not, this is far less powerful (although still good)
Excited to try Natural Design! Thank you for the constant updates! Love your content you’re the best!
6:06
True.
The base idea is that you can basically have *TWO* Origin bonusses.
While it is not ideal that you lose a civic slot just remember that you in a sense get an origin slot for it.
For instance you could have a natural design *AND* be life seeded or whatever. With that as an origin you'd have to choose.
It’d work really well with clone army wouldn’t it? I’ve never played it so can’t really comment beyond what I’ve heard. Or Overtuned?
This 100%
Going to run it with VD for more production bonuses on my habitats, along with the other bonuses from Inward Perfection I should be set for pop growth speed as well!
I think overturned would be really good with it. The extra points off rip could let you grab vernable with a bunch of toxoid traits
Also, it says "Cannot be MANUALLY added or removed after the game has started." Which means it's possible for events to add/remove them. So you CAN get rid of them, it's just a lot harder and more rare, possibly to the point of requiring mods for the events to exist. Which would actually be a cool mod idea. Adding in event chains that let you add/remove those civics, even if they aren't guaranteed to show up in the game, and/or have some kind of negative effect as a balance. An example of adding a "start of game only" civic is the origin in the First Contact DLC (can't remember the name, but you have a number of your starting pops on another planet as another empire) gives you the option to add one of those traits at the end of the origin's event chain (or get +1 Civic slot on the other path, so it's a question of which way you want to go).
@@jimbothefuzzy
#1 The "cannot be added or removed after the start of the game" is hardcoded. The few civics "only" accesses that part of the code.
#2 We are talking about vanilla stellaris.
Meaning without any mods.
Just one point on the Arc Forge you didn't factor in the video, since you're not actually buying from the market, you can still buy from the market at their lower or base market values if you need even more minerals or alloys than you're producing.
I’m still hoping they add a defense platform megastructure something that only fallen empires/crisis could possibly get through
You can already build really strong stations. A citadel with full ion cannons and defense platforms can take on entire fleets.
I think a megastructure (or even a kilostructure) that provides a growing bonus to amount and output of defense platforms with a scaling upkeep. Maybe the final level doubles the amount you can have and increases their damage and range, but also doubles their upkeep. It would make it a very good choice for defending a key system but you’d really have to use them sparingly and limit it at like 2-3
For enthusiasts of defense platforms, I highly recommend beginning with the Void Dweller origin and transitioning your empire en masse into the L-Cluster upon its availability. Here, you can construct the pinnacle of defense stations at Terminal Egress, enabling you to protect your realm through a singular entry point. Further augment your strategic position by integrating the "Become the Crisis" feature, which empowers you with archaeo-fleets requiring no strategic resources. Embrace the psionic path and gamble on acquiring the Zroni Storm Caster. Your adversaries must navigate through a black hole system, where the black hole's gravitational pull slows them, and the storm caster devastates their shields while inflicting sustained damage. With the capability to freely equip archaeotech, your fleet is unrivaled in efficiency. Activate the 25X all-crises setting to secure an unassailable stronghold and revel in your impenetrable position. This build offers a uniquely enjoyable PvE experience for those of us who enjoy turtling. There is no war in Ba Sing Se.
Fully stacked Fortress Habitat. They will sit there and bomb it until they die of old Age.
Finally, space Arasaka
Been wanting to make Arasaka.
@@shinkicker404Or Militech. Or Biotechnica. Or Kang Tao. Or Zetatech
10:48 Its not that bad. Artisan Drones have a base output of 10 consumer goods. So 2 Drones with the Overdrivebuff already produce 3000 CG in 10 years (ignoring all other buffs like stability, leaders etc.).
It will harm your economy, but on the other hand you don't need drones for unity etc.. And who knows what other buffs it provides.
The arc furnace will definitely synergize well with the Cybrex forge for starbases, or if you find the crystilline entities' systems.
There's clearly a lot of inspiration from mods like gigastructural engineering and stellaris evolved in the machine age. First it was ascension situations, and now kilostructures. I'm curious what mods the next updates / DLC might be influenced by.
natural design and determined exterminators is going to make a really wild combo
I think there's something people are overlooking with the arc furnace, if you then build a habitat in the same system you'll be able to build the ultimate mining base.
With the arc furnace I wonder if it is additive or overwrites existing system resources. I can see it being crazy in a resource rich system or like a dragons hoard if you get a molten planet in there.
I love that the use the paperclip icon reference.
Natural Design is something I've been wanting for some time, thanks Paradox
Stellaris, return of clippy
Hey Montu ! Nice vid as always can't wait for the next devlog. About this "Augmentation Bazaar" i'm a big player of megacorp and i've done some test about how to maximize trade value and Ring Worlds are not the best type of worlds... Habitats ! they are the best thing you could have for trade value, you can easily reach a 25 size habitats if you have ressource-rich system and the habitation district with the Trade Station designation is producing Crazy amount of Trade value. Yeah the Ring World is the best choice to produce trade value but when you look to how much you needed to spend to aquire one and when you look to how easy it is to have an habitats, you see that habitats are clearly better. PS: Virtuality is a bad choice for megacorp cuz you can't stack organic and Cybernetic traits which mean you wont have the +25% trade value from Thrifty and Trading Algorithm combination.
Have a nice day !
Oh boy, my brain is working!
Genesis Guides + Idyllic Bloom for the ultimate progenitor empire!
I actually like natural design because itll mean you have freed up an ascension slot as well as tradition tree because you wont be ascending
I’m really looking forward to playing Cybernetic Creed with Augmentation Bazaars and Gospel of the Masses. I should probably take PharmaState first and add Gospel of the Masses later, but I really enjoy playing as a MegaChurch. That’s of course if Cybernetic Creed’s priest jobs are compatible with Gospel of the Masses.
There is a counter to 100% armor and shield pen strategy.
Either use cloaked fleets to get the drop on your enemy before they can utilize their buff, or out range them via artillery ships that spam rockets and large weapons, They MUST be equipped with reactive armor to drop the penetration.
love the fact that they are adding kilo structures, but the furnace seems underwhelming sadly, would like some sort of mini ring world, that is in between the habitat and ringworld
I’m hoping Dyson Swarms and Arc Furnaces can be built more than once. They’re powerful but feel like things you should be able to pop out a few of (though for the Swarm, only one could be upgraded I’d assume)
- Guided Sapience gives event based unity, Unity and Biology research. So ideal for any genetic ascension build.
The preserve probably vanishes on uplift - effectively making this like Calamitous Impact (extra pops, some digging required). I wonder of you could place new preserves, finding another species to uplift? Effectively printing pops with science?
Rogue servitor can gain a lot of local trophies that way.
- Natural Design: That building os probably a Gene Clinic Swap. Interestingly it works on Necrophages
Could also combo with mechanist, for modable machines.
Also works with high suitability species.
- locked Civics are for things that can be combined with origins. The difference between a Interface and a Abstract class.
- Paperclip AI is a still valid thought experiment for AI safety. It highlights a bunch of issues in setting up Goal driven AI.
- Tactical Algorithms probably needs a cap. But keep in mind those commanders can be used against you (much bigger eneny fleets) and can still die to violence (including you conquering their empire).
Paperclip and this are Machine Gestalt Mega Corp.
- Augmentation Bazar sounds more like Ghost in the Shell, Shadow run and Cyberpunk to me.
- Dyson Swarm seems primarily a Star Yield buff, increasing the value of those Stars. It might be very situational, only if you _really_ need that resources.
- Arc furnace is a way to convert energy to minerals and alloys. I agree it seems underwhelming, given it only works on known depisites and you still pay station upkeep.
Maybe a buff to special systems mostly.
One thing to consider about both the Dyson Swarm and the Arc Furnace: Cybrex Mining Hub presently works on current megastructures like the Dyson Sphere and the Matter Decompressor, so those bonuses from the "kilostructures" would likely *also* be affected, meaning +100% Mining Station Bonus (remember that it's still a mining structure when collecting energy deposits) and then Archaeo-Engineers adds an addition +50% mining station output.
I'd be interested to know if the kilostructures have the same limitation on no more than 1 megastructure per system, because you might be able to have a Dyson Swarm and Arc Furnace in the same system, with a Cybrex Mining Hub, and rake in the basic resources that you don't have to spend drones on.
Montu sounds like a kid on Christmas morning reading that new military stuff for robots.
if the effect from medical worker is uncapped, I can see myself playing with it, considering how many ascensio perks I work with.
I like the look of Adaptive Frames. 🙂
I think you're even underrating the perfect genes one - since you can't take any ascension you get an extra acension slot and tradition tree compared to the regular ascension paths. Combined with effectively starting with 1/2 asccension or so this seems really powerful.
I like that these are civics instead of Origins because it lets you combine them with some origins for extra flavor. For example:
Guided sapience goes well with syncretic evolution.
Natural Design will fit with several, like Life Seeded or Scion
Obsessional directive pairs well with Resource consolidation
The MMs (Mini-Megastructures) will be goof for some starts. Like the array will be good for Ruined Ring and Resource Consolidation. Both start with a 10 energy star.
That Arc Furnace could be strong with the cybrex mining hub for a nice 250% output, if it stacks ofc
One thing that stands out in the Automodding section is Commercial Genius, which is a new addition to Overtuned as no such named trait exists in the current patch. From the name, it sounds like they're stealth-dropping an Overtuned Thrifty equivalent, and if so a Cybernetic Overtuned build would be something to look into in 3.12 as you could stack Thrifty, Commercial Genius, and Trading Algorithms for +75% trade output on a pop, which sounds tasty especially with the effects of the new Augmentation Bazaars civic.
Tactical Algorithms' bonuses, at least the penetration ones cap out at 5x, so 25% armor/shield penetration. To check your current bonuses from traded commanders and Mercenary Enclaves, check the Military Academy building in your capital.
@MontuPlays, I think Arc Furnaces might be insane when paired with Cybrex Mining Hub, however it requires a bit of luck for a precursor
"Commercial genius" isn't an overtuned trait. at least not yet. sounds like overtuned's getting a few extras on the side here to me. between that, thrifty, and trade algorithms, i think we know what the new trade build is going to be...
I LOVE that paperclip empire that's so fun
If you can find a huge system the arc furnace could be decent early boost to alloys
Addressing the permanent civis vs origins thing - I totally agree. I think that they should have two different categories of origins and let us pick two. Perhaps a "natural origin" that describes their location and the nature of their species (cataclysmic birth, necrophage, fruitful partnership, etc) and a "societal origin" that describes their cultural psychology and political situation (void dweller, broken shackles, rogue servitor, etc).
I just... really want to play as a void hive terravore with cataclysmic birth, please paradox
It'd be neat if there's an option down the line of the Paperclip Creator where you can replace alloy costs in ships with consumer goods costs.
So happy to have more mega structures
Honestly I do personally like the idea of megastructures not being the obvious META answer, but as something that becomes worth it if you have an overabundance of one resource, but not necessarily others.
Oh, and ofc, its fun when megastructures pay for each other, and you get some net benefit from that. Dysonsphere / Dysonswarm for energy, which then fuels the Arc Furnaces that then fuel the Dysonswarm upkeep.
I can see the Arc Furnace being powerful if you can get a system with 6-10 planets. And also the Cybrex mining hub in the system too🤷♂️
I really like the Kilostructures, i hope we get more in the future.
Augmentation Bazaar sounds rad, Can't wait to roleplay Arasaka.
The things about the Dyson swarm is that given it increases the stars output directly, do mining/research station output bonus stack on afterwards? Because then it might still be better than market value for the alloys.
That automodding looks really nice, finally you don't have to micromanage this.
Hell, I'd rather they'd actually give us the option to micromanage individual pops - as the AI is terrible at assigning pops to jobs based on traits, strata and so on as it is. I doubt this actually fixes that, or prevents the AI from auto-modding in beneficial traits and then promptly moving the newly modded over to another job as soon as it's available.
You gotta slap a cybrex mining hub in the system with the arc furnace, that would be crazy
the arc furnace is so cool, i love being able to use ruined worlds for more than terraforming
i wander if you can find a system with a lot of planets and crack them with colosus, if it gets improved by arc furnace
Hello Montu, greetings from South Korea. Thank you for your dedication to this game and quality of the contents!
I realy enjoy paradoxes adding civics like Obsessional Directive. Even if it would be not fun to play it, it's already fun just to have it in game.
okay, the automodding species traits, might be the thing that finally makes me use gene clinics.
Is a dyson swarm a mining station as concerns the arc furnace? If so, that might pay for the arc furnace outright
Do you have a "Good Guys" build video?
How many trait points are the automodding traits? If it's more than 3 I would still just manually modify my pops.
Would the arc furnace effect habitats as well? That would certainly give them a decent boost.
I wonder if you can stack virtual pop with the auto mod.
Well, I'm going to be having fun coming up with new civilizations and tweaking my existing ones. Excited for Fleeting Excellence as an Overtuned main. Think that Commercial Sense trait or whatever it was called is new. I'd played as Mercantile for a while, and I would have gotten it if it was available. I will be entirely unsurprised if it's an overtuned counterpart to Thrifty.
Guided Sapience might be fun to try out just for its theme.
I do like the idea of Natural Design, since I have one megacorp that didn't really speak to any of the existing ascension paths.
Seems one of my ideas was on the mark about Obsessive Directives: A machine empire centered around consumer goods. Now I just need to think of a silly widget and how I'm going to pressure my neighbors into buying them.
If that Tactical commander trait doesn't have a cap, I expect it will not take them long to add one.
When I saw Dyson Swarms increase the star's output instead of just producing energy, I immediately thought of science-producing stars. Sad to hear that Arc Furnaces don't seem that efficient, but I'll give them a whirl, anyway.
I assume tactical algorithm traded commanders still count towards your commander capacity, consider it says "stationed" rather than traded away or something like that.
combine the arc furnace with the cybrex mining hub and archaeo-engineers and you'd get 250% minerals on every planet/astroid in the system.. (if you can get super lucky and be able to put a mining bay and/or nebula refinery, all the better) (or if you put it in the dragon's hoard system.. maybe)
So with Augmentation Bazaar, I can finally roleplay as a dystopian cyberpunk megacorp? The future's lookin' bright choom
Tactical Algorithms is capped to a maximum of 10 leaders being able to rented out.
Dyson swarms can easily do 120 or even 150 on the right star. I just started a new galaxy, went observer mode and saw plenty of 4 or even 5 energy stars. With a bit of luck you might even get a good deposit from an anomaly. I wonder if the space amoeba mind if I build a dyson swarm on that 8 energy sun in Amor Alveo?
Monty freaks out about 100% penetration. Meanwhile, I usually run 75%+ shield hardening normally.
Commercial Genius is a new trait. It is trade output for Overtuned.
Can an arc furnace be paired with a Habitat with orbitals over those planets to essentially create a system that can be mined out of an empty system?
That deposit spawning relic is going to be insanely good with this new megastructures.
I can see Natural Design being used with an Aquatic Overtuned empire. Aquatic, because you can't modify your preferred planet, meaning that you would want to terraform, and aquatics have access to bonuses from a specific type of world and heaper terraformation.
Venerable: 4 Pre-Planned Growth: 2 Elevated synapses: 2 Aquatic: 2 = 8
You start with 4 points and 7 trait poicks, we have 3 picks left and need an additional 4 points.
With Aquatic giving -10% housing usage, solitary is a pretty big no brainer for a -1. Then you can pick something like Sedentary for another -1, your choice really there are multiple viable -1 traits.
We do need one -2 trait, though. One thing that springs to mind is that Nonadaptive doesn't even fully negate our +10% habitability on ocean worlds bonus from Aquatic, making it viable for once. We would have a lot of trouble living on anything else until we can terraform though. Unruly is always an option, and probably the most commonly picked -2 trait, but Psychological Infertility is also a pretty free pick for simcity players like myself who don't declare war much.
Seems like a very specific, but interesting option for us.
Edit: Realised afterwards that you can't have this Civic and Overtuned at the same time. Seems pretty weak to me then.
It may not have been shown but hoping you can pair Natural Design with Pharma State for the ultimate hospitals
from what i can tell there doesn't seem to be a megacorp version of it which is sad cause that would actually be so fun :(
Montu, if it helps as a comparison, Gigastructural Engineering has the Neutronium Gigaforge, granting you 750 alloys for 1250 energy upkeep (investment total is 20k alloys).
It is, in my experience, rather busted (for Gigastructures; there are stronger ones but they don't come that cheap nor as early as only needing Galactic Wonders AP). Increasing alloy output without the need for increasing pops can be surprisingly powerful. Especially with the new tech-sprawl effects.
If you compare the output of about 12 Arc Welders (to have similar upkeep), _only taking into account the megastructure's output buff,_ you'd need about 12-ish deposits on average per structure (system) to have a comparable alloy output. Which is a lot, but you'd also get a crap ton of minerals too.
If one assume the value of an alloy equates to that of 2 minerals, you'd need on average 9 deposits per structure (high but fairly common). All to compare to a structure from an OP mod's busted megastructure you'd need Galactic Wonders for. And any additional mining station output buffs tilt this even further in the Welders' favour.
Given that you can only build five unless you indefinitely borrow more, there is a limit on totals but the input/output comparison still stands.
Therefore I think the deciding factor for the Arc Furnace being strong will be what the actual cost and build speed are.
If it is prohibitively expensive to build that would be unfortunate. If it takes long to build, then it depends.
If you run a planet count-restricted strategy (and a filthy tech rusher like myself) whether by choice or poor neighbours, this thing allows you to divert pops for resource production towards Tech, Trade and/or Unity. Now we wait if the devs take over the research-producing kilostructures of Gigas for those who focus purely on resources instead.
And more importantly not needing pops means less lag from large pop count.
What if you build habitats in system with arc furnace?
Does anyone know if paradox is gonna release a fix for councils resetting and locking the nodes when you reform your government?