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Nano-Vitality Crops

Tier 3 society technology · Biology
SocietyTier 3Biology

Nano-Vitality Crops is a tier 3 society technology (Biology) in Stellaris 4.5.2. Its base cost is 4,000 research. It needs Gene Crops. It unlocks Planetary Cultivation Grid and leads to Nutrient Replication. Console: research_technology tech_nano_vitality_crops.

Nano-Vitality CropsBiology· tier 34,000
Base cost
4,000
Area
Society
Tier
3
Draw weight
65
Path from start
3 techs, 7,000 research
ID
tech_nano_vitality_crops

What Nano-Vitality Crops does

Modifiers as the game prints them, from the technology's modifier block; then the unlock lines its research card shows.

  • +5%Food Produced from Farmers

What Nano-Vitality Crops unlocks

Everything in the game files that lists this technology as a prerequisite; “condition” marks objects that check for it in their conditions instead.

How to get Nano-Vitality Crops

Research in Stellaris is drawn: each area offers 3 cards at a time, weighted by each technology's draw weight (here 65) and its weight modifiers. Tier 3 opens after 6 tier 2 technologies of the same area.

The whole research path: 3 technologies, 7,000 base research with this one
  1. Industrial Agriculturestarting tech
  2. Eco Simulation1,000 · tier 1
  3. Gene Crops2,000 · tier 2
Conditions (potential)
  • Not: Wilderness empire

What Nano-Vitality Crops leads to

Technologies that list it as a prerequisite.

In the game

Infusing crop strands with small amounts of nano-machines help create a type of produce that is ultra resilient, and the chemical composition of which can be tailored and altered during its entire lifetime.

Console command

Typed in the game's console (the ~ key); achievements are off for that game.

research_technology tech_nano_vitality_crops
Draw weight script, as in common/technology/00_soc_tech.txt
modifier = {
	factor = 0.01
	OR = {
		is_machine_empire = yes
		is_lithoid_empire = yes
		is_individual_machine = yes
		is_infernal_empire = yes
		has_origin = origin_synthetic_fertility
	}
	NOR = {
		has_country_flag = non_lithoid_subspecies
		has_valid_civic = civic_machine_servitor
		has_valid_civic = civic_machine_assimilator
		any_owned_planet = {
			OR = {
				has_any_planet_farming_district = yes
				has_any_agriculture_zone = yes
			}
		}
	}
}
modifier = {
	factor = 0.5
	OR = {
		is_machine_empire = yes
		is_lithoid_empire = yes
		is_infernal_empire = yes
		AND = {
			is_individual_machine = yes
			NOT = {
				has_country_flag = non_lithoid_subspecies
			}
		}
	}
}
modifier = {
	factor = 1.25
	has_ethic = ethic_pacifist
}
modifier = {
	factor = 1.5
	has_ethic = ethic_fanatic_pacifist
}
modifier = {
	factor = 2
	has_relic = r_pox_sample
}
modifier = {
	factor = 2
	country_uses_bio_ships = yes
}

Nano-Vitality Crops: questions

How do I get Nano-Vitality Crops in Stellaris?

Research Gene Crops first (3 technologies in the whole chain); then Nano-Vitality Crops can be drawn as one of the 3 society research options. It also has conditions (see Requirements on this page).

What does Nano-Vitality Crops do?

It gives +5% Food Produced from Farmers. It unlocks Planetary Cultivation Grid (building). It leads to Nutrient Replication.

What is the ID of Nano-Vitality Crops?

The technology's ID is tech_nano_vitality_crops. To get it with the console: research_technology tech_nano_vitality_crops (Stellaris 4.5.2).

How much does Nano-Vitality Crops cost?

4,000 society research before modifiers. In game the cost grows with empire size (+0.2% per point above the base, common/defines) and the galaxy's tech cost setting.

Source: common/technology/00_soc_tech.txt and localisation/english, Stellaris Cygnus v4.5.2 (9776). Base numbers before empire-size and difficulty modifiers.

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