• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Revengeance_oov

Second Lieutenant
1 Badges
Dec 2, 2022
181
354
  • Crusader Kings II: The Old Gods
I did my first run with Nanotechnology in 4.0.21 and was surprised to see a few oddities that bear fixing:

  1. When a world is fully subsumed, special planetary features are removed, including strategic resources and Genesis Monuments.
  2. If there are organic Pops present when the world is subsumed, they are not removed (unlike Machine Worlds, which convert them into delicious Organic Slurry). Instead they just sit around at 0 habitability.
  3. Nanite Worlds are not eligible for any designations other than Foundry and the bespoke Nanite designation (which is actively detrimental, as it increases building upkeep). The most significant consequence is that they can't benefit from tech/unity upkeep reduction, nor mining/generation bonuses. Sad!
  4. The designation tooltips are slightly broken, e.g. "col_mac_foundry_tt"
Setting these aside, nanite worlds themselves are great - just slightly worse than Machine Worlds, but without burning an ascension perk or requiring tech. And the new automation buildings really shine given the smaller number of Pops compared to Modularity/Virtuality (provided you set them to Foundry designation...)
 
  • 1
Reactions:
I really wish they had a generator designation. Starbase harvesters are energy-hungry, calculators and coordinators are energy-hungry, and sure the nanoconnected generators edict is good, but that base energy production has to come from somewhere and you only get some many dyson swarms.

The standard Nanite World designation is terrible; the base nanite output from miner jobs is so low that a small percent increase doesn't matter, the nanotech popless production buildings don't seem very good post-4.0 (vs just using districts plus automation/optimization buildings) and if you're stacking infrastructure upkeep reduction modifiers then the upkeep increase is proportionally more than the output increase, and the upkeep increase is a penalty to anything else you might want to do with a world. I would take a designation that did literally nothing over the nanotech world designation 95% of the time.

Sadly I think it's more likely that Pdx removes the foundry designation ("it was an oversight and nanite worlds should never have had it anyway") and leaves us with just the crappy nanite designation than that they give us more actually-useful (or even merely harmless) designations for nanite worlds.