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Things have changed since 4.0 dropped that Ancient Weapons and Defensive Outfits are worth utilizing now since the limiting factor was the Minor Artifact cost. The Ascension Perk was buffed from 10% to 20% cost reduction and with the Economy overhaul, the Archaeostudies building swaps Biologists for Archaeo Engineers and gives them 0.5 Minor Artifact production on Relic Worlds. The Ascension Perk grants 0.5 Minor Artifact production on any world, including Ecumenopolis, and doubles it to 1 Minor Artifact per 100 Archaeo Engineers for Relic Worlds. That means generating enough Minor Artifacts is no longer an issue since you can generate 50% more minor Artifacts on Ecumenopolis than you can on Relic Worlds(Ecumenopolis has x3 Job multiplier for their Zones, hence 1.5 Minor Artifacts per given District compared to 1 on Relic Worlds).

So it’s worth using Ancient Pulse Armor despite the higher Alloy cost and Power usage, worth using Ancient Miner Drones for Strikecraft and Nano Missiles since they bypass Armor on top of Shields(and +25% Hull Damage).
 
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Things have changed since 4.0 dropped that Ancient Weapons and Defensive Outfits are worth utilizing now since the limiting factor was the Minor Artifact cost. The Ascension Perk was buffed from 10% to 20% cost reduction and with the Economy overhaul, the Archaeostudies building swaps Biologists for Archaeo Engineers and gives them 0.5 Minor Artifact production on Relic Worlds. The Ascension Perk grants 0.5 Minor Artifact production on any world, including Ecumenopolis, and doubles it to 1 Minor Artifact per 100 Archaeo Engineers for Relic Worlds. That means generating enough Minor Artifacts is no longer an issue since you can generate 50% more minor Artifacts on Ecumenopolis than you can on Relic Worlds(Ecumenopolis has x3 Job multiplier for their Zones, hence 1.5 Minor Artifacts per given District compared to 1 on Relic Worlds).

So it’s worth using Ancient Pulse Armor despite the higher Alloy cost and Power usage, worth using Ancient Miner Drones for Strikecraft and Nano Missiles since they bypass Armor on top of Shields(and +25% Hull Damage).
i didn't know that the ascension gave production on non-relic worlds, or i would have been using this a lot sooner. it's not every game that i can afford to skip restoring an ecumenopolis, so this is a big deal being able to produce artifacts on ecumenopoleis. and science rings and habitats too!
 
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This also means that Ancient Pulse armor is actually quite a bit better than normal armor and shields, even surpassing normal armor and Dark Matter Deflectors and rivaling the stats offered to a cosmogenesis empire (Or those lucky enough to find the ether dragon).

Stats Gained (From Large Slots)1 Neutron Armor + 1 Hyper Shields1 Neutron Armor + 1 Dark Matter Deflector1 Dragonscale Armor + 1 Dark Matter Deflector2 Ancient Pulse Armor2 Ancient Pulse Armor (Archaeoengineers)
Armor17401740222020402040
Shield1320168016809001800
Shield Regen8.711.111.110.210.2
Power Consumption180220220200200
Cost101 Alloys, 1.33 Exotic Gasses115 Alloys, 1 Dark matter132 Alloys, 1 Dark Matter176 Alloys, 24 Minor Artifacts176 Alloys, 24 Minor Artifacts
The only thing better in a 50-50 shield armour balanced setup with full pulse armour and Archaeo engineers.
Is a 50-50 setup of dragonscale armour and Psionic shields, where it's better than Enigmatic dark matter shields and Neutron armour
The only downside is less shield regen, which isn't TOO bad in the current armour meta
 
I think resource depots should increase how many minor artifacts you can store, or maybe research buildings and districts. I don't think there's really a big balance reason to keep the number low.
So MA gain is more reliable now, but storage stays problematic. At the very least the curator museum buildings could add MA Storage. Museums meet minor artifacts… has to happen…
 
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A fundamental question to ask first is why it even has a cap separate from normal resources. It could, and possibly should, use the normal strategic resource cap and be increased by normal sources.
The scale of the cap used to make sense when it was given almost exclusively by events and dig sites (given the finite number available, other than gambling mechanics from the caravaneers). Although, I would argue that if there are supposed to be a finite number of resource X, then having a cap on the amount of X you can store doesn't make sense: either the cap is higher than what you can get (in which case it doesn't do anything), or the "use it or lose it" aspect seems needlessly punishing for new players (since no one else has any reason to stockpile).

Once they added consistent production (though deposits), the cap should have just been the same as e.g. Dark Matter.
 
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Once they added consistent production (though deposits), the cap should have just been the same as e.g. Dark Matter.
It's still a special type of resource like Astral Threads, but contrary to Astral Threads, it has no reliable way of increasing storage. With Threads, you at least can make astral siphons and explore more rifts. Minor Artifacts? You can only make a single archaeostudies building, and then there's the fallen empire storage buildings, but I don't think those should be the only way.
 
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It's still a special type of resource like Astral Threads, but contrary to Astral Threads, it has no reliable way of increasing storage. With Threads, you at least can make astral siphons and explore more rifts. Minor Artifacts? You can only make a single archaeostudies building, and then there's the fallen empire storage buildings, but I don't think those should be the only way.
The fallen empire storage building doesn’t raise the cap iirc.


Edit: My bad, didn’t remember correctly.
 
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The fallen empire storage building doesn’t raise the cap iirc.

It did last time I used it.
Maybe it is tier 2 only, though.
I built a few tier one versions (Shrinkspace Depot) in my current game(wilderness beta} and each increase the storage by 500. I'm only using UI mods.
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Ignore the low production that is not real min/maxing as I'm playing a no natural blockers cleared/no worlds with blockers terraformed RP game and it is the jobs is the output from a normal size 25 world without even the Adaptilty finisher to boost production from the designation.

I didn't even get the Shard system. First time this happened in ages. Maybe the changed the anomaly spawn chance in the beta? Or maybe I just clicked it away. Sucks because I'm also missing the +15% Archaeotech Weapon Damage because of that.

Edit: On a sidenote I found that space fauna cloning can get a lot of cost reductions that also work for the minor artifacts costs. You can also fill all of their 6 slots with nano-missiles up to fauna XL size(that is only an L equivalent except for strike craft afaik but the missiles only come in S normally). Was in an earlier version of 4.x but I felt my 6 nano-missile slot Amoeba Mothers kicked a lot of ass and were still fast enough for kiting but that was with all possible space fauna speed bonuses stacked.
 
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Unrelated to storage, but imagine if we made tanks by stuffing parts of Babylonian pottery into the design.
In sci fi and fantasy, the ancients often had mastery of some technology that we can't replicate in the present (of that setting), probably inspired by e.g. European tales/perception of ancient Rome or Egypt translated into progressively more and more modern narratives. Obviously the Babylonians had no such technology that we can't replicate today.

We do, however, have something extremely similar. I can think of many modern applications where we choose to dig (or pump) large deposits of material that were made in ancient times to make planes/tanks/body armor/etc.. And while we could do the same thing from scratch, it would be very expensive and require advanced techniques (that we haven't yet developed) to do so at scale:

We use fossil fuels and hydrocarbons derived from crude oil everywhere, in all kinds of modern technology.
 
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In sci fi and fantasy, the ancients often had mastery of some technology that we can't replicate in the present (of that setting), probably inspired by e.g. European tales/perception of ancient Rome or Egypt translated into progressively more and more modern narratives. Obviously the Babylonians had no such technology that we can't replicate today.
Unsure, but isn't it Greek fire that cannot be replicated?

As for technology being un-replicatable (A bit off topic, I admit) a lot of these unique things of old have slowly been removed from the list of unique old items that cannot be replicated. Fallen Empire ships, Fallen Empire Buildings and Ring Worlds just off the top of my head. I can't really think of anything still left in the game that cannot be recreated by a normal empire, usually without even taking the technology from a Fallen Empire at first (Like how in older versions the only way to get Dark Matter ship components were to research Fallen Empire debris, whereas now we have a civic and Ascension Perk that gives the same.)
I find it a bit sad, in a way.
 
Unsure, but isn't it Greek fire that cannot be replicated?
There are lots of things (like the construction of the pyramids) that we "don't know how they did it", in the sense that we don't know exactly what it was that they did at the time. But we can make multiple things that imitate reports of Greek fire, or move blocks as large as were used in the pyramids, using the technology/materials they would have had at the time. And obviously we can make vastly superior things with modern tech.

As for technology being un-replicatable (A bit off topic, I admit) a lot of these unique things of old have slowly been removed from the list of unique old items that cannot be replicated. Fallen Empire ships, Fallen Empire Buildings and Ring Worlds just off the top of my head. I can't really think of anything still left in the game that cannot be recreated by a normal empire, usually without even taking the technology from a Fallen Empire at first (Like how in older versions the only way to get Dark Matter ship components were to research Fallen Empire debris, whereas now we have a civic and Ascension Perk that gives the same.)
I find it a bit sad, in a way.
I think all the archaeotech buildings/components, by virtue of needing minor artifacts, count as something that we can't properly replicate on our own. And the precursor-specific techs count as something we can't replicate (unless you specifically get the relevant tech through an event).

But yeah, the various techs feel less special when they're more readily available. And though there are plenty of unique empire modifiers (of which there still quite a few), they just don't feel the same as unique techs (even though the only functional difference is that the techs have art).
 
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In sci fi and fantasy, the ancients often had mastery of some technology that we can't replicate in the present (of that setting), probably inspired by e.g. European tales/perception of ancient Rome or Egypt translated into progressively more and more modern narratives. Obviously the Babylonians had no such technology that we can't replicate today.

We do, however, have something extremely similar. I can think of many modern applications where we choose to dig (or pump) large deposits of material that were made in ancient times to make planes/tanks/body armor/etc.. And while we could do the same thing from scratch, it would be very expensive and require advanced techniques (that we haven't yet developed) to do so at scale.

We use fossil fuels and hydrocarbons derived from crude oil everywhere, in all kinds of modern technology.
There was a relatively recent period where we had to scavenge shipwrecks for pre-atomic-bomb metal for use in radiation-sensitive applications because background radiation had increased to the point that newly smelted metal would be too radioactive. Since the signing of nuclear test ban treaties in the 60s background radiation has been decreasing, and it's apparently back down to a level where we usually no longer need to go looking for low-radiation metal.
 
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