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donzz

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Nope they aren't, go talk to the artisans.
Art monuments are still in--or they've added them back in the past couple weeks and I didn't notice the patch.

It doesn't occupy a building spot though and it doesn't give unity. You buy the monument from the Artisans then select the decision on your planet. It gives +15% amenities and +50% immigration pull.
20190102_011728.jpg
20190102_011904.jpg
 

Playwars

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Art monuments are still in--or they've added them back in the past couple weeks and I didn't notice the patch.

It doesn't occupy a building spot though and it doesn't give unity. You buy the monument from the Artisans then select the decision on your planet. It gives +15% amenities and +50% immigration pull.View attachment 437040 View attachment 437041

They were re-added in 2.2.2, they were completely deleted before (revert back to 2.2.1 if you don't believe me). Sounds like the devs listened to us, nice.
 

Playwars

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So Zro is no longer used to get better outcomes on Shroud events?

I dug through the game files and couldn't find anything, doesn't mean they haven't added anything in the meantime or that I've missed something of course, but honestly given the lack of features for the rest or the strategic resources, I'm inclined to believe that is all it's used for. If you find anything, please, tell me.
 

Mastikator

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My last game I did the LOOONGGGG research path for living metal and as it finished, that's what I remember this thread. That was a waste of time :(

I was thinking of ol'daily hull regen.
That could've been an edict. An edict for megastructure build speed. An edict for ship regen. An edict for... regular build speed?

Dark Matter used to give bonus research speed, now that's not even available with an edict.

Zro used to give FTL speed and sensor range, could've been an edict.
 

Kharrus

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In 2.2 you have 7 strategic resources, essentially divided into 2 categories :

"Basic" Strategic resources :
Motes, Gases and Crystals.
Those can be found in rare deposits on planets and in space, and have numerous uses, each has several edicts and avanced buildings using them as an upfront cost and upkeep, as well as a myriad of ship components (although mostly weapons).

"Advanced" Strategic resources :
Living Metal, Zro, Dark Matter and Nanites.
Those can only be found on very rare deposits in space, and have.....almost no uses.

Allow me to elaborate :

Living metal has only 1 use : the Living Metal Megastructure Contruction edict, that's it.
Zro has one use : making pisonic shields and barriers for your ships.
Dark Matter has one use : making dark matter shields and reactors for your ships.
Nanites have 2 uses : creating 2 of all 3 "Basic" strategic resources with a building called the "Nanite Transmuter" for the cost of 1 nanite and 5 energy, and it is used to make the nanite repair systems for your ships (which itself can only be gotten through a leviathan, the Scavenger Bot).


So essentially ALL of the strategic resources except the "Basic" ones are almost worthless except if you're planning to sell them. This is extremely disappointing, as there could have been many possibilities, advanced buildings and edicts mostly, but here there is just....nothing.

This is so lackluster that I'm actually thinking this is an oversight rather than an actual design choice, if any of the developpers see this, could you please make a short comment ? I'd like to know if you're planning to add more to these resources at some point.
As far as i can tell, they living metal and Zro still work as intended. Living metal repairs your hull at +1 rate per resources which is an excellent use as a tactical resource outside of megastructure construction.
Zro still reduces communication cost with the shroud.
Haven't gotten Dark Matter unlocked yet.
IDK what they did with neutronium. That needs to be brought back if it's not in the game.
the stuff from Distant Stars like Grey Dust and Grey actuators need to be brought back; i agree with you on that. Giving a flat percentage increase to things like research and terraforming cost would be excellent.

UPDATE:
Nanites give you the Nanite Actuators edict, which gives 10% extra research speed.
 
Last edited:

exogeologist

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Ah, my apologies then, you're right the ministry of culture is still there.

Which is about the only one left.

I think I'll do some digging in the buildings files tomorrow, I am VERY afraid of what I'm going to find, or, more specifically, NOT find.

In one of my games, the Ministry of Culture became a building I could build once per planet. On another, I got only one copy and that's it.

I assume one of those two was a bug. Which one? Seems reasonable for MoC to be a unique building I can build across all my planets, since I'd be exchanging that for something else, like an alloy foundry or commercial zones.
 

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How come nanites is a resource you harvest? Shouldn't it be something you invent and then build?

I don't really get why the deposits are so small. I should be able to drop them on a planet, let them grow out of control, then harvest them. Or, they should become deposits on worlds that I terraform back from Nanite Worlds. Having an income of 1 unit/month means I'll *never* be able to use that Nanite Transmuter.
 

Dorian Ertymexx

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That is...disappointing. I mostly found special resources to be forgettable pre-2.2 and I'm glad the three basic strategic resources are useful, but the rare ones should be really beneficial, worth starting wars over.

Edit: I remember when Stellaris launched that the devs expressed disappointment and surprise that players seemed supremely unconcerned with strategic resources. They flat-out said that they had intended for resources to be so valuable that empires would indeed fight wars over them. Really though, I've never once felt like that was worth a war I wasn't already intending on starting anyways.

I imagine it is a balance problem. They are afraid to make a resource so rare and powerful that gaining it would mean instawin. But if they are not powerful, than what's the point of fighting over them, right?

Maybe they could be used to Power/build empirewide effects, Buildings or edicts, like, say, something that acts like a drug that while in effect completely stops slave revolts. Losing it, however, will create a hard backlash for a moderate amount of time, with more revolts, Before settling back to normal. Useful, risky, something you don't want to lose, but yet not overpowered.
 

Kharrus

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Wait what? What are you talking about? How to do that? I searched through the base game and can't find a single reference to your claim. Are you using a mod?
It's under special values when you look at your ship, and when you have the cursor hovering over them. I'm not surprised you couldn't find it; it doesn't seem to show until you actually HAVE the damn thing.