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Stellaris Dev Diary #103 - Civic/Ascension Perks Changes and Additions

Hello everyone and welcome to another Stellaris development diary. Today, we continue talking about the Apocalypse expansion and 2.0 'Cherryh' update, on the topic of Ascension Perks and Civics. Please note that placeholder art is present for civic icons, and that is not how they will look on release.

Changed Ascension Perks (Cherryh Feature)
There will be a number of changes to existing Ascension Perks in the Cherryh update. As mentioned in Dev diary #94, all Utopia ascension perks except for the Ascension Paths, Habitats and Megastructures have been rolled into the base game, so with the exception of the changes to the Biological Ascension Path, these changes will affect everyone.

Interstellar Dominion: As of the result of a number of mechanics changes in Cherryh, including the removal of 'pushing borders' and the Border Range modifier, forcing us to replace this modifier with other effects. Rather than always replace it with the same modifier in each place, we made a number of different changes as we thought suited both the place the modifier was, and the overall balance of the game. Interstellar Dominion remains an ascension perk focused on expansion, giving -20% reduction on the Influence cost of both new Starbases and Claims.
Mastery of Nature: Mastery of Nature ended up being a bit of a weird perk. Originally, it was designed as only removing clear blocker cost, but this was obviously too weak, and so we buffed it by adding the automatic unlock of all blocker techs. This, in turn ended up being too strong, and so we tweaked it again by only having it remove half the clear blocker cost. What we ended up with was a very strong perk... but only if picked immediately as your first choice. In the end, we decided to go back to the drawing board and remake it into something that would be useful at any stage of the game and give an additional use for influence for empires not bent on expansion. The new Mastery of Nature, instead of giving blocker techs, instead unlocks a planetary edict that allows you to permanently increase the size of a planet. The Planet will have its number of tiles increased by 1-3, with the amount set based on the size of the planet, so a size 10 planet will always become a size 13 planet and so on. These new tiles will have randomly generated deposits.
World Shaper: World Shaper was another ascension perk with very situational uses. Instead of having it simply be a buff to terraforming, we've changed it to be a requirement to terraform Gaia worlds, and given Gaia worlds a bonus to overall resource production (though a lower one than Machine Worlds) instead of the happiness bonus it used to have. The idea behind this is both to make focusing on terraforming more of a distinct playstyle, and make Gaia worlds even more special.
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Additionally, we also went back and further buffed the biological ascension path by making its special traits stronger, and in some cases, cheaper. We also plan to add more traits in general and give Robomodding another look-over, but this ended up being something we did not have time for in Cherryh.

New Ascension Perks (Cherryh and Apocalypse Feature)
We've also added several new ascension perks in both Cherryh and Apocalypse. They are as follows:

Eternal Vigilance: (Cherryh) Suited for the defensive player, Eternal Vigilance increases Starbase and Defense Platform Hull Points, and the Defense Platform Capacity of your Starbases, allowing for more potent static defenses.
Executive Vigor: (Cherryh) Executive Vigor gives +100% edict duration, allowing a player to keep more Edicts running at the same time without burning through all their influence. This also works on the new Unity Ambition edicts added in Apocalypse.
Nihilistic Acquisition: (Apocalypse) Nihilistic Acquisition is available to Gestalt Consciousnesses, Authoritarians and Xenophobes, and allows the use of the Raiding orbital bombardment stance, which will attempt to abduct pops to available tiles on your own planets instead of killing them, allowing you to steal the population of other empires to use as a labor force... or livestock/batteries, in the case of a Hive Mind or Machine Empire.
Enigmatic Engineering: (Apocalypse) For the secretive, tech-heavy player, Enigmatic Engineering makes reverse-engineering of your tech impossible, as your ships will no longer spawn any debris from battle. You also get a bonus to sensor range to represent your empire's obsession with knowledge.
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As mentioned in Dev Diary #100, there is also a new Colossus Project ascension perk in Apocalypse that is required to design and build Colossi.

New Civics (Apocalypse Feature)
Finally, there's a few new civics in the Apocalypse expansion. They are as follows:

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 has the Survivor trait, granting +10 leader lifespan and +70% tomb world habitability.
Life-Seeded: Your species evolved in a lush paradise possibly designed just for them. You start on a size 25 Gaia World, but with the Gaia World Preference trait that has 0% habitability on all non-'perfect' environments (Gaia Worlds, Habitats, Ringworlds).
Barbaric Despoilers: This civic unlocks immediate use of the raiding stance and a special Despoilation casus belli that allows you to declare war on any neighbor to seize their pops and resources. It requires a combination of Militarist and either Xenophobe or Authoritarian, and is not available to Xenophiles. Empires with this civic cannot take the Nihilistic Acquisition perk (as it would do nothing for them) and also cannot form Defensive Pacts or join Federations. Similar to Inwards Perfection and Purifiers, they get the Adaptability tradition tree instead of Diplomacy. They also get mild to moderate opinion penalties with certain ethics, such as Pacifists.
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That's all for today! Next week we'll wrap up our Cherryh/Apocalypse dev diaries with a roundup of some minor features and QoL improvements coming in the Cherryh update. The week after that, full patch notes will be posted, and the week after that... is release day. See you soon!
 
Honestly I am not sure if I agree with the existence of Enigmatic Engineering... AI picking it could get really confusing for the player as "Why am I not getting any debris from these guys?"
I'm happy about it. Now I can give those players who go "Lol, their technological advantage does not matter, I will just scan their debris" a big FUCK YOU.

The technological secrets of my tall empire shall remain safe. No wide empire savage will will get their filthy caveman mitts over my precious technology. :mad:
 
I'm curious: if an empire with Post-Apocalyptic meets another with Life-Seeded, will they have diplomatic malus with one another?

I mean, Post-Apoc will be envious of Life-Seeded because their home was average and is now a tomb world, while Life-Seeded is living the life on a massive, perfect world.
 
Cheers for the DD Wiz, much perky and civicy goodness :D. Particularly like the sound of the new civics, they sound like they'll enable some interesting new playstyles (both to play as, and to play against) :)
 
In the image, you start with a spiritualist on a tomb world.
Will this affect your faction happiness from spiritualists
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Personally I see them as the starfish equivalent of these guys (well if they weren't inward perfectionist). So indeed shouldn't have the tomb world unhappiness, been a doomsday cult.
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While Life Seeded does sound quite fun, it is interesting that it's a double edged sword of sorts. Most civics are straight up bonuses - many of the ones being added this patch are kinda neutral.
Double-edged swords are fun if they are actually a tough choice. But the way Life-Seeded is planned to work, it is just a straight up bonus if you want to do the "One Planet Challenge", and useless if you don't. Why worry about 0% Habitability if you didn't plan on colonizing anything, anyways? I guess we are supposed to see this Civic not as a normal modifier, but a different "game mode" like Fanatic Purifiers, or the Pirate one.

It'd be a different story if the Civic would have a smaller homeworld size bonus and in turn not be quite as punishing for Habitability, so that it would become at least somewhat attractive for anyone other than one-planet empires.

Should be easily moddable, though. :)
 
With the update to the ascension perks would it be possible to get the ascension perks that have no meaning/ are not available to you hidden. ie. for Hive minds hiding the psi and synth ascension paths and the +ethics attraction perk?
 
With the Post-Apocalyptic start we can now play as Necrontyr or Necrons if the civic is usable for Machine Empires. Now i will have something to counter the Impe- I mean Commonwealth of Man.
 
I'm going to assume that the Marauder Horde has the "Barbaric Despoilers" civic. If they're going to be colonizing unoccupied systems I suppose it would be an effective way to populate them quickly, albeit at the risk of slave rebellions.
 
@Wiz

I love the Post-Apocalyptic start civic, I love having my race have that in their history. So glad it's in the vanilla game, till now I've had to use mods for it. Question: Is there any story events to go with it, specifically when you terraform your home world to restore it's climate?

It's what made the mod "Tomb World Start Systems" really stand out, since when you restored your homeworld, the game actually acknowledged that it happened, and gave a nice descriptive story.
 
I'm less than impressed by pretty much everything having to do with tech. Even with the changes to naval combat, the fact is that tech in the game just doesn't matter really. If you make a big enough empire or navy, all the bonuses from techs disappear in the pile. That was one of the problems with Armies. The details were irrelevant because you'd always swarm everything with cheap armies.

Honestly...tech should be the first and biggest determining factor in warfare (because historically it ALWAYS has been). Then force size should be the second consideration.

You seem to keep coming at these kinds of issues from the wrong direction. Make the obscure, difficult playstyles and such, the first to be operational and balanced. Then tack on the more common and simple-minded ones like being an FP, DS or whatever other unimaginative WH40k variant someone ends up playing. Those types are easy to put together, and much easier to adjust relative to other options...while more complex playstyles are significantly more difficult to balance the other way. So, perfect things like tech-centered empires, tall empires, and other uncommon strategies and playstyles first. And THEN adapt the rest to fit with them.

You'll find things go much more smoothly that way.
 
I think one of the next things I want to see is Tech-slaves. Basically, slaves who do your tech for you rather than slaves to dig in mines for you. (Insert WH40K Ork Reference here).

Other than that I look forward to this coming out. It sounds fun.
 
I think one of the next things I want to see is Tech-slaves. Basically, slaves who do your tech for you rather than slaves to dig in mines for you. (Insert WH40K Ork Reference here).

Other than that I look forward to this coming out. It sounds fun.
That's not even remotely a good idea.

Balance-wise, it wouldn't really make much of a difference overall. But conceptually, it's just bad. It doesn't work...you can't keep smart people as slaves...it's not even possible. You're just asking for endless intentional sabotage. And you can never stop it, because no matter how many you punish or kill, the survivors will ALWAYS sabotage you, knowing you absolutely cannot get rid of them all.

And trying to avoid that by using them as mere calculators instead of actual researchers, is pointless. No matter how naturally capable and well-trained a slave might be, a simple computer would always be vastly cheaper, faster, and more reliable.