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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!
 
Stellaris version X.0, year 20XX

"So, this civic cannot be used with... these 14, I think?" (Blondie)

"Actually it's this one as well, so it totals 15." (Wiz)

"It's getting quite cumbersome to have so many unique civics in the list among the normal ones" (Blondie)

"I was thinking, didn't someone on the forum have a good idea?" (Wiz)

They will have to put these kind of civics into their own category eventually, or this list of "does NOT" requirements will grow pretty large.

"...we probably should've done that way sooner." (Blondie)

"No time like the present, I guess" (Wiz)
 
Its some weird restrictions. Why those restrictions? If anything they would handicap a life seeded start. 25 tile world, unable to expand to non gaia worlds, and weighed down by inferior species? .... Hard to imagine that being overpowered.
 
Its some weird restrictions. Why those restrictions? If anything they would handicap a life seeded start. 25 tile world, unable to expand to non gaia worlds, and weighed down by inferior species? .... Hard to imagine that being overpowered.
Maybe this is the reason? Game at the moment would combine any valid civics together for randomized empires.
 
Maybe this is the reason? Game at the moment would combine any valid civics together for randomized empires.

Good point, the ai as it stands has a hard time dealing with those choices. If that's the reason though, they need to seriously consider adding in a blacklist for the AI, that way the player can choose to handicap his or her self.
 
Hi Wiz,

Since you guys are going to be looking at traits perhaps you could look into adding more advanced traits. You could make an advanced version of charismatic and conformist. Species that use charismatic would be good for federation players (maybe species with advanced charismatic would get bonuses while in a federation or with vassals). Also conformist would also tie in with nerve staple. Getting rid of the emotion and making your slaves obedient and what not.
 
How would the Gaia world preference even work out? It seems like you'd only be able to get 1-2 planets and then just be kinda screwed

You are only limited in colonization until you get the tech, ascension, or some xeno species. Also remember that with the new border system, your territorial expansion won't be limited, like it currently is with frontier outpost draining your influence revenue, so you will be able to have vast territory of space resource with only said single planet, which should leave you with better influence gain, due to low faction divergence.
 
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How would the Gaia world preference even work out? It seems like you'd only be able to get 1-2 planets and then just be kinda screwed

Or you start building robots/synths, acquire some friendly xeno pops with a different habitability or uplift a species to your liking. Once you have the tech/resources, you start building habitats for your main species or begin Gaia Terraforming the moment you get the Perk for it. Or both, if you get both perks.

There are enough ways to expand, though they might take more time than just building a colony ship 5 years into the game.
 
If you're waiting 5 years to build colony ships I have 0 clue how you are surviving in Stellaris.

"Did you ever hear the tragedy of One Planet Strategy? I thought not. It's not a story the Devs would tell you. It's a Player legend. Darth Plag....yers play with just one planet. The End."

Seriously, Gaia Worlds will give a nice boost to production and starting with a 25 sized planet is also a major bonus, there shouldn't be much need to colonize more planets early. And once you're ready, you can go ahead and build robots or use another species.

With drastically smaller fleets, stronger fortifications and overall slower expansion it should work just fine.
 
There'll be no point to colonizing just because in Cherryh, since you won't get borders from it. You have time before your homeworld fills up and up until then you're just as well off building space infrastructure.
 
How would the Gaia world preference even work out? It seems like you'd only be able to get 1-2 planets and then just be kinda screwed

Life-Seeded is obviously a civic for going tall: you're not going to be colonizing in the early game, but your homeworld's production is going to ramp up quicker than anyone else's (25 size, no blockers?, overall production bonus, potentially you could get a lot of immigrants as well). You'll probably want to take the Nonadaptive trait for some extra trait points. Once you get a little into the game you have various options. For instance, rushing to synths or Voidborne ought to be viable, as having all your pops on a single super-planet means you're going to have amazing unity/science efficiency.

Then there's an ascension perk that really lets you double down on Life-Seeded:
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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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.
I'm assuming reverse engineering is going to be more prevalent then? I mean, I've really only been able to use it against crisis but I'm always tech savvy. Still snagging it for role playing though...
 
With all the utopia stuff above, I'd be happy if they simply fixed the colonization issue with psionic/synthetic paths

if you take psionics/finish cyborg...izing? your pops while having a colony ship or colonization in progress you'll end up with two different species in your empire
as a xenophile that screwed me twice already, one time with synth path where i still had meatbags-founder species in my empire and another one with psionics just now where i got several non-wizard pops super-early in the game which is kinda... unfortunate.
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With all the utopia stuff above, I'd be happy if they simply fixed the colonization issue with psionic/synthetic paths

if you take psionics/finish cyborg...izing? your pops while having a colony ship or colonization in progress you'll end up with two different species in your empire
as a xenophile that screwed me twice already, one time with synth path where i still had meatbags-founder species in my empire and another one with psionics just now where i got several non-wizard pops super-early in the game which is kinda... unfortunate.
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The cyborgs can't assimilate? The psychic one is definitely annoying. I would also want to know if synths and uploaded synths not getting caste is by design (I could live with it, just would have to adjust) or something not yet changed (understandable due to robot policy mechanics complicating things). But we haven't seen the full patch notes yet haha
 
How would the Gaia world preference even work out? It seems like you'd only be able to get 1-2 planets and then just be kinda screwed
It's more or less supposed to be the CIV5 Venice of Stellaris civics - a perk for those who like to play OPC (One Planet Challenge) or very tall. Don't forget that Habitats and Ringworlds are perfect habitability worlds as well.

I have played a few games with the civic and I believe that can work out fine if you adjust your playstile accordingly. Personally I prefer Inward Perfection for tall play, but I can see why some people might go even more extreme in regards of their planet limitations.
 
It's more or less supposed to be the CIV5 Venice of Stellaris civics - a perk for those who like to play OPC (One Planet Challenge) or very tall. Don't forget that Habitats and Ringworlds are perfect habitability worlds as well.

I have played a few games with the civic and I believe that can work out fine if you adjust your playstile accordingly. Personally I prefer Inward Perfection for tall play, but I can see why some people might go even more extreme in regards of their planet limitations.

Do habitats and ring worlds also provide the resource bonus that Gaia does?