Each building definition can have a destroy_trigger property built into the building definition itself, and whenever the condition defined in that property is true, the building is destroyed. Clone Armies do not need the perk or the vats, and are only enabled by the tech alone. 5 comments. * and any mod as long as this does not change the number of ancient clone vats. Subscribe. After playing/talking about the Clone Origin, I think the Perfect Clone route could use a buff in terms of the number of clones you can support, likely on a boost-per-planet basis. Say, a planet with 2 vats will assemble clones up until 40 pops, then remain stagnant. Optimal habitat builds for Void Dwellers. Subscribe. Couple of things. For comparison, a level 10 Admiral only. Description. But I got 2 pops of Lithoids, and sent one to a planet that grew 20 pops of clones. And if your main species is Lithoid, Clone Vats (not the Ancient ones, the Bio Ascension ones) cost 30 Mineral upkeep instead of 30 Food, which is effectively 25-50% more expensive. Mid-to-late-game, 1 Farmer can pay the upkeep of a Clone Vat easily, while robot assembly requires Miners, Metallurgists, and Roboticists. COMPATIBLE with Stellaris 3. Are you using the "Clone Army" origin and dismantled/disabled the "Clone Vats" buildings? Because once you do that, the mechanic to sustain your cloned pops is gone and you get 0% habitability. #1. . . At 150 favor can build a sixth ancient clone facility. . Progenitor Hive: Unlike with Clone Army vats, They actually have enough ai brain to build progenitors. ACHIEVEMENTS ON STEAM WILL BE DISABLED WHEN USING THIS MOD. 4. ago. Clone Armies do not need the perk or the vats, and are only enabled by the tech alone. The Clone Vat is better than that in all ways, allowing a fleet of SubCap Mining Barges to sit in the Fleet Maintenance Hangar of the Rorqual and be carried along with it without burning any additional Jump Fuel -- unlike opening a Jump Portal. The AI will also now correctly create clone vats to keep its colonies alive if it’s in control of a clone army, which is probably for the best. 1. Trigger conditions: Our History. That is the question you can dive into with the Clone Army origin. If it is making pops it consumes resources, while if it produces resources it would make a job for said resources. If another mod needs to overwrite mine, let them. Here are the Sept. ; About Stellaris Wiki; Mobile viewClone Vats are good. You. I meant using the ancient vats to hit 100 clones. I'm assuming that if I made a vassal out of one of my sectors they would need an ancient clone vat on any worlds. IT IS NOT BALANCED WITH THE REST OF THE GAME AND CAN BE CONSIDERED CHEATING! But it is Fun! Ancient Clone Vats can now be build in infinite. So you can use budding (or the lithoid equivalent), spawning pools, and cloning vats. You also can’t go for clone vats as you need that precog computer. It's most likely caused by the way the following else-if-statement in Stellariscommongame_rules. Clone Vat growth is a base value of 3, +% from a Gene Clinic. Or rather, this is a generalizable argument for all forms of pop-dedicated pop-growth, including robots and clone vats in the first place, as all forms of pop-assembly in Stellaris have a rate-of-return measured in decades. Something akin to Brave New World where cloning replaces normal reproduction entirely; and population growth is entirely artifical, engineered and controlled by the state. You have three windows for pop growth on a planet’s population tab. Go fanatic xenophile. Genetic Mastery - Clone ascension project unlocked. Basically its Per Planet not empire wide so Planet A & 2 Clone Vats = 40 pops, Planet B & 1 Clone Vats = 20 pops This page was last edited on 22 April 2017, at 05:02. Cloning Vats I'm trying to figure out why i can't clone my main species. Subscribe. ) Pops is Soylent Green! A few other jobs got minor perks added to them, like the Medical Workers from Gene Clinics making it. If you want to still using that mod try to add difference from other to that. Enter the name of a building to filter the entries in the table. So i get easy a more then 20 Pop-Growth on a Planet. May change that somday. Subscribe to downloadAncient Clone Vat 20. 1 at 20, 2 at 40. The option to make any species from the galaxy tab “your” species by adding any trait is the main advantage, and extremely nuanced if you can generate. Pilots simply Jump-Clone to the Rorqual once it is in position, and Board their stored Barges. Feels wrong to just let it wither away. You'll lose a quarter of your Ancient Clone Vat growth if you pick Lithoid. building_clone_army_clone_vat. A size 30 ocean world that you can make bigger. And with biological acension you can alter you "slave"-race in the way you want. [deleted] • 2 yr. ACHIEVEMENTS ON STEAM WILL BE DISABLED WHEN USING THIS MOD. Crystallization should work out of the box. It was a fun empire. For a clone army's Ancient Clone Vat buildings, that trigger is this: destroy_trigger = { exists = owner OR = { owner = { OR = { NOT = { has_origin = origin_clone_army }. Budding and other forms of organic assembly should still work However given that almost every other form of organic assembly is intended to be supplimentary to pop growth. Thanks! Absolutely! Pop growth advantage is one of the key niches of hive minds. Major: The Clone Vats and Robot Assembly Plant buildings. Description. There are 0 clone vats on the planet, but I was able to move in enough Jakly to staff all the jobs. Clone Descendant can keep the non-ancient Clone Vats it has, but with their assembly only at 2. - an overhaul to psionic soldiers. Find out how other players manage their planets and populations in this sci-fi strategy game. 3. Ancient Clone Vats and Clone Soldiers?. This is the shorter version Stellaris Clone Army Technocracy Cybernetic Meta Build 3. Giving them descendent trait also doesn't work because the original empire can pick ascendant and still capture these descendants…Clone Army Can construct up to 5 Ancient Clone Vat buildings Species has the Clone Soldier trait Admirals have the Clone Army Admiral trait Start with the Cloning technology researched Start with the Gene Banks technology researched Start with two Ancient Clone Vat buildings After 3-5 years the Homeworld Excavation archaeological. Been a long time since I've seen it, but I can confirm that I never play machines and have also run into this event. Gene Clinics are only useful once you have Cloning Vats, since they boost the effect of Cloning Vats. Did this with clone vats, got a sweet sweet +5 bio pop assembly as a megacorp. Relocate a vat to the planet you'd like to pack full of clones (preferably with districts and jobs ready). r/Stellaris • Clone Warriors Ascendant Should be able to (eventually) Unlock more Ancient Clone Vats. Once you have the tech, you can start the special project to research the clone vats in three steps. May change that somday. Find a suitable area, teraform the planets, move the clone vats over, and then release the area as a vassal, creating a friend that then SHOULD have 100 pops of their own, ultimate super friends. That fixed a lot of problems. Its actually an event that triggers for any non-genocidal empire. 4 patch notes 15. If I build clone vats first nothing will happen until I build a reassigner job. Wait to the next month. The Clone Vats will be destroyed forever when this is completed. An unlikely discovery has our scientists hopeful: a cipher, hidden in the quantum bio-code of the Ancient Clone Vats, in an area believed to govern our genome's potential for procreation. Might be one of few times it's really worth one. All sense of individual being lost as their need for 'happiness' is all but annihalated, having been grown in vats and genetically edited to be the perfect slave (for war or commerce. Later on you isolate the clones. Weird idea, but what if robot assemblies and cloning vats were counted like starbases? Thread starter TrotBot; Start date May 2, 2021; Jump to latest Follow Reply Menu We have updated our Community Code of Conduct. Make sure the jobs the cloning vat creates are being used. Also don't know what policies affect/limit this. Its similar to psionics, which do not have any pop production boosting things (like clone vats for bio ascencion), but gain powerful traits very early and therefore giving them a power spike earlier than the other two paths. Make Clones Vat smart again in 3. I did some quick calculations based on the starting clone army age limit of 60 divided by the number of pops a single vat can support; 20, which came. so it buffs both the budding trait and the clone vats. Resettle all the clones from other planets (that you want to move) onto the new planet. * and any mod as long as this does not change the number of ancient clone vats. So, can you go synth ascension and keep the vats? To put all 5 on one planet for 50 organic pop assembly permanantly, as you keep assimilating the clone soldiers, so the vats never start to fill to capacity. What am I suppose to do? Also, does the normal clone vat help or hurt?Found the solution, one of my mods was causing the problem, after deactivating them, the clone vats worked. If you want an Angler-catalytic war build, Teachers of Shroud for psionics can work well. You don't have to resettle clone pops if the empire pop cap isn't that high, just destroy ancient clone vat and rebuild it to the new planet, and leave it. 3. or permanently stuck to vats & 100 pops but massive increase in specialist & ruler output and an overall upgrade in the clone trait & leaders. so you can build a planet full of death temples and 5 vats to restock supplies . Thanks! Absolutely! Pop growth advantage is one of the key niches of hive minds. The New Cloning Vat. It's actually 30 food. A cloning lab is a pre-req for growing clones on a planet. After playing/talking about the Clone Origin, I think the Perfect Clone route could use a buff in terms of the number of clones you can support, likely on a boost-per-planet basis. Trigger conditions: Our History. And if you have Budding or are a Hive Mind, you can actually get more pop growth.