Hello Console Fans!
Welcome to another Console Edition Dev Diary, and a reminder that the Apocalypse Expansion and Humanoids Species Pack both release June 25th.
For those of you who didn’t have the Utopia Expansion before the 2.2 Update, you may have noticed some things that we didn’t have time to cover in previous Dev Diaries, namely Ascension Perks and Traditions.
Ascension Perks and Traditions (Free Content in 2.2)
Traditions are unlocked with Unity. Unity is an accumulative resource that increases each month and is primarily gained through the construction of government buildings such as monuments, mausoleums, and temples. Unity is spent on adopting Tradition trees and purchasing individual Traditions. Each Tradition tree has a starter bonus, five unlockable bonuses, and a finisher bonus that is gained once the entire tree is filled out.
Each time you complete a Tradition tree, you will unlock one Ascension Perk slot, of which there are 8 in total. This slot can then be filled with any of the Ascension Perks available to you. Ascension Perks have prerequisites, which can for example be a particular technology or tradition, a certain number of Ascension Perk slots to be unlocked, or a specific ethos or government type. Some Ascension Perks are one-offs that simply provide a bonus to a particular area of your empire, while others unlock new features.
Today we’re going over some of the paid features in the Apocalypse Expansion, the included new Ascension Perks and Civics.
So, with that out of the way, let's move on to the new Ascension perks and Civics included in the Apocalypse Expansion!
Apocalypse Ascension Perks (Paid Feature)
The Apocalypse Expansion adds three new Ascension Perks to the game, each one gives you unique abilities and some have the ability to drastically change how you play the game.
Enigmatic Engineering
Enigmatic Engineering is a true tech player’s Ascension Perk. Empires taking the Enigmatic Engineering Ascension Perk, are obsessed with secrecy and knowledge, and their ships do not drop debris when destroyed in battle. You will also get a bonus to sensor range for taking this Ascension Perk. Requires one other Ascension Perk unlocked before it becomes available.
Nihilistic Acquisition
Nihilistic Acquisition is available to Gestalt Consciousnesses, Authoritarians and Xenophobes. Empires taking this Ascension Perk will get the “Raiding” bombardment stance, which will abduct enemy pops and relocate them to your planets, or turn them into livestock/batteries in the case of a Hive mind or Machine Empire.
Colossus Project
The Colossus Project Ascension Perk is the Ascension Perk required in order to build Colossus, massive ships powerful enough to crack an entire planet. Colossus Project requires 3 other Ascension Perks unlocked, and also the ability to build Titans (more on Titans in a later Dev Diary). This will grant a Special Project, that when completed will give the ability to build a Colossal Assembly Yard at a starbase upgraded to a Citadel. (We will also discuss Colossus more in a later Dev Diary).
Apocalypse Civics (Paid Feature)
The Apocalypse Expansion also adds three new Civics that also offer various bonuses or abilities.
Post-Apocalyptic
Your empire was born in the aftermath of a nuclear war that devastated your homeworld. You start on a Tomb World with sparse resources, but your species gets the “Survivor” trait, giving +10 leader lifespan and +70% tomb world habitability. Will not work with Empires that have also picked Mechanists, Syncretic Evolution, Life-Seeded or Agrarian Idyll as a Civic.
This Civic cannot be removed after the game starts.
Life-Seeded
Your Species evolved in a lush paradise, possibly designed just for them. You start on a size 25 Gaia world, but your species also gets the Gaia World Preference, making all other planet types undesirable to them. Your starting planet also gets several rare Planetary Features. Will not work with Mechanist, Syncretic Evolution or Post-Apocalyptic Civics.
This Civic cannot be removed after the game starts.
Barbaric Despoilers
This civic unlocks the immediate use of the raiding bombardment stance and gives a special Despoilation casus belli that allows you to declare war on any neighbor to seize their pops and resources. This civic requires an Empire to be Militarist (or Fanatical Militarist), and some degree of either Xenophobe or Authoritarian. This will not be available to Xenophiles, or Fanatic Purifiers. Barbaric Despoilers cannot form Defensive Pacts or Federations, and receive an opinion malus to most other empire types.
This Civic cannot be removed after the game starts.
That’s it for today everyone, thanks for reading!
Join us again next week and we will be discussing Marauders and the Great Khan.
Welcome to another Console Edition Dev Diary, and a reminder that the Apocalypse Expansion and Humanoids Species Pack both release June 25th.
For those of you who didn’t have the Utopia Expansion before the 2.2 Update, you may have noticed some things that we didn’t have time to cover in previous Dev Diaries, namely Ascension Perks and Traditions.
Ascension Perks and Traditions (Free Content in 2.2)
Traditions are unlocked with Unity. Unity is an accumulative resource that increases each month and is primarily gained through the construction of government buildings such as monuments, mausoleums, and temples. Unity is spent on adopting Tradition trees and purchasing individual Traditions. Each Tradition tree has a starter bonus, five unlockable bonuses, and a finisher bonus that is gained once the entire tree is filled out.
Each time you complete a Tradition tree, you will unlock one Ascension Perk slot, of which there are 8 in total. This slot can then be filled with any of the Ascension Perks available to you. Ascension Perks have prerequisites, which can for example be a particular technology or tradition, a certain number of Ascension Perk slots to be unlocked, or a specific ethos or government type. Some Ascension Perks are one-offs that simply provide a bonus to a particular area of your empire, while others unlock new features.

Today we’re going over some of the paid features in the Apocalypse Expansion, the included new Ascension Perks and Civics.
So, with that out of the way, let's move on to the new Ascension perks and Civics included in the Apocalypse Expansion!
Apocalypse Ascension Perks (Paid Feature)
The Apocalypse Expansion adds three new Ascension Perks to the game, each one gives you unique abilities and some have the ability to drastically change how you play the game.
Enigmatic Engineering
Enigmatic Engineering is a true tech player’s Ascension Perk. Empires taking the Enigmatic Engineering Ascension Perk, are obsessed with secrecy and knowledge, and their ships do not drop debris when destroyed in battle. You will also get a bonus to sensor range for taking this Ascension Perk. Requires one other Ascension Perk unlocked before it becomes available.

Nihilistic Acquisition
Nihilistic Acquisition is available to Gestalt Consciousnesses, Authoritarians and Xenophobes. Empires taking this Ascension Perk will get the “Raiding” bombardment stance, which will abduct enemy pops and relocate them to your planets, or turn them into livestock/batteries in the case of a Hive mind or Machine Empire.

Colossus Project
The Colossus Project Ascension Perk is the Ascension Perk required in order to build Colossus, massive ships powerful enough to crack an entire planet. Colossus Project requires 3 other Ascension Perks unlocked, and also the ability to build Titans (more on Titans in a later Dev Diary). This will grant a Special Project, that when completed will give the ability to build a Colossal Assembly Yard at a starbase upgraded to a Citadel. (We will also discuss Colossus more in a later Dev Diary).

Apocalypse Civics (Paid Feature)
The Apocalypse Expansion also adds three new Civics that also offer various bonuses or abilities.
Post-Apocalyptic
Your empire was born in the aftermath of a nuclear war that devastated your homeworld. You start on a Tomb World with sparse resources, but your species gets the “Survivor” trait, giving +10 leader lifespan and +70% tomb world habitability. Will not work with Empires that have also picked Mechanists, Syncretic Evolution, Life-Seeded or Agrarian Idyll as a Civic.
This Civic cannot be removed after the game starts.


Life-Seeded
Your Species evolved in a lush paradise, possibly designed just for them. You start on a size 25 Gaia world, but your species also gets the Gaia World Preference, making all other planet types undesirable to them. Your starting planet also gets several rare Planetary Features. Will not work with Mechanist, Syncretic Evolution or Post-Apocalyptic Civics.
This Civic cannot be removed after the game starts.

Barbaric Despoilers
This civic unlocks the immediate use of the raiding bombardment stance and gives a special Despoilation casus belli that allows you to declare war on any neighbor to seize their pops and resources. This civic requires an Empire to be Militarist (or Fanatical Militarist), and some degree of either Xenophobe or Authoritarian. This will not be available to Xenophiles, or Fanatic Purifiers. Barbaric Despoilers cannot form Defensive Pacts or Federations, and receive an opinion malus to most other empire types.
This Civic cannot be removed after the game starts.

That’s it for today everyone, thanks for reading!
Join us again next week and we will be discussing Marauders and the Great Khan.