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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!
 
Just take habitats ascension perk asap and you're good.

RP idea - have life seeded coupled with non-adaptive, but then create vassal outta this planet and use habitats only for the rest of the game (may have a ringworld? or even not use ringworld and habitats-only).

Flavour-wise I'd rather have a Civic that actually enforces the habitat-only rule, i.e. your species starts off living on a Habitat orbiting a barren world (initially with worse buildings than a standard Habitat, until you do some research to improve them), and you also start off with the ability to build more, but your main species has a 'Habitat Preference' that means they can't live on planets of any kind. Think of them like 'Belters' from The Expanse: they've grown up for generations in a low-gravity environment, and can no longer tolerate the gravity of a planet big enough to hold its own atmosphere.
 
I can't wait for Cherryh and Apocalypse! I demand that you stop bugfixing now and release it immediately!
...be careful what you wish for.
D:
 
Hard coded. They had to mention that a couple times with the tile increasing perk with 2.0.

But will the perk be moddable so you can use it more than once on the same planet, up to the cap of 25?:p
 
It might be interesting to note that there is a drastic change to a perk that everybody knows and loves:

That's sort of interesting. Not sure if the perk is worth taking now. Oh sure larger fleet is great and all. However the main draw was the large fleet capacity increase. I can just use two fleets auto following each other. Only downside would be using two admirals opposed to one.

I am curious to see how many minerals going above the fleet cap by 80 points costs. Then compare that to various perks that can be used to increase minerals to find a break even point.
 
Am I the only one who think Life-seeded is way too harsh? :eek:
Sure starting with 25slot planet is great, but in 25 years you will be hopelessly outgunned and outnumbered by Everyone. You need 4! habitability techs before you can even think of colonisation, that's like 100 years with a single planet?? 10% or even 20% base habitability seems harsh enough. :confused:
Something I figured out about Life-seeded (mod, at least) is that AI can get it too. And then they go and piss off The Holy Guardians right next to me enough for them to Awaken.
 
Hi, sorry if this is a dumb question!

Would the raiding element mean that you could basically steal slaves, and settle them on your worlds as free Pops? I like the element of liberating slaves, and this would allow you to free slaves even if you don't manage to free the whole planet.
 
Interesting idea. I can't see any reason it wouldn't work - although the Barbaric Despoilers civic seems more oriented to an aggressive slaver society in practice. It may not distinguish between pop types on the target planet.
 
Hi, sorry if this is a dumb question!

Would the raiding element mean that you could basically steal slaves, and settle them on your worlds as free Pops? I like the element of liberating slaves, and this would allow you to free slaves even if you don't manage to free the whole planet.

It should be possible, albeit I don't think you have any control of who you "steal" on the targeted planet.

I think the best option is to play as Rogue Servitor and pick Nihilistic Acquisition, as it allows you to use the Raid bombardment, and those that end up "stolen" will become Bio-trophies for mandatory pampering- which you can then resettle in a planet and then release to the original owner, or make an entirely new empire.
 
It should be possible, albeit I don't think you have any control of who you "steal" on the targeted planet.

I think the best option is to play as Rogue Servitor and pick Nihilistic Acquisition, as it allows you to use the Raid bombardment, and those that end up "stolen" will become Bio-trophies for mandatory pampering- which you can then resettle in a planet and then release to the original owner, or make an entirely new empire.

I think while useful that may be a bit unnecessary too since they are changing the cost to resettle pops from Influence to Energy which means it will be much more accessible. It shouldn't be too hard to move your starting pops around to newly settled worlds and let them grow like weeds there somewhere safe in the center of your empire or corner of the galaxy deep inside your territory. It isn't too hard to maintain the maximum bonus that way by having a couple of devoted worlds and it frees you up to specialize the rest of your worlds more aptly.

Granted stealing additional pops can be fun for roleplay purposes for a Rogue Servitor I am just not convinced it'll be all that good since your basic pops will likely have Adaptable, Communal/Nomadic and Rapid Breeders, especially since there are so many negatives you can take that don't hurt them at all and since they are only generating small amounts of unity you can easily put them onto a world with low habitability since it won't impact your empire too much if they get a slight production malus.


Personally I think the raiding stuff is going to work the best as an Authoritarian/Fanatic Authoritarian keeping people in Caste systems. Coupled with the changes to resettlement costing energy it will be pretty easy to maximize tile efficiency using abducted races in a sort of Space Communism style of play where everyone is in a caste system and some species get full caste system rather than residency if they can generate good leaders and/or do science/energy well and largely the pops you have don't matter quite as much you just want as many as you can get as quickly as possible.


I also think it will be quite good if you go for Biological Ascension and manage to nab some Cyborgs and/or Psionic pops since you'll be able to turn them into the ultimate workers/leaders which sounds like a ton of fun since you won't have to worry about conquering whole planets you can just nab a few pops in border skirmishes.
 
I think while useful that may be a bit unnecessary too since they are changing the cost to resettle pops from Influence to Energy which means it will be much more accessible. It shouldn't be too hard to move your starting pops around to newly settled worlds and let them grow like weeds there somewhere safe in the center of your empire or corner of the galaxy deep inside your territory. It isn't too hard to maintain the maximum bonus that way by having a couple of devoted worlds and it frees you up to specialize the rest of your worlds more aptly.

Granted stealing additional pops can be fun for roleplay purposes for a Rogue Servitor I am just not convinced it'll be all that good since your basic pops will likely have Adaptable, Communal/Nomadic and Rapid Breeders, especially since there are so many negatives you can take that don't hurt them at all and since they are only generating small amounts of unity you can easily put them onto a world with low habitability since it won't impact your empire too much if they get a slight production malus.


Personally I think the raiding stuff is going to work the best as an Authoritarian/Fanatic Authoritarian keeping people in Caste systems. Coupled with the changes to resettlement costing energy it will be pretty easy to maximize tile efficiency using abducted races in a sort of Space Communism style of play where everyone is in a caste system and some species get full caste system rather than residency if they can generate good leaders and/or do science/energy well and largely the pops you have don't matter quite as much you just want as many as you can get as quickly as possible.


I also think it will be quite good if you go for Biological Ascension and manage to nab some Cyborgs and/or Psionic pops since you'll be able to turn them into the ultimate workers/leaders which sounds like a ton of fun since you won't have to worry about conquering whole planets you can just nab a few pops in border skirmishes.

:confused:That's a massive answer, albeit wrong. My answer was to
Hi, sorry if this is a dumb question!

Would the raiding element mean that you could basically steal slaves, and settle them on your worlds as free Pops? I like the element of liberating slaves, and this would allow you to free slaves even if you don't manage to free the whole planet.

If I were to take Nihilistic Acquisition on a Rogue Servitor, I'd do it for the roleplay element:p
 
Will you be able to remove Post-Apocalytic and Life-Seeded after the game start or are they permanent Civics like Syncretic Evolution and Mechanist?
Permanent civics are kinda a dumb concept to begin with. They should just be their own separate category, so your government isn't made permanently less complex/functional because, say, you evolved on the same planet as another species.
 
You could, but it's only available to Authoritarians and Xenophobes, slaving ethics. So why would you free them?

Well, if you're a xenophobe, you could have a reason to free them if they were actually your species.
 
Permanent civics are kinda a dumb concept to begin with. They should just be their own separate category, so your government isn't made permanently less complex/functional because, say, you evolved on the same planet as another species.

Well, consider that Fanatical purifier types and starting bonuses are what drives this. Eventually, they may give an extra ‘background’ slot as it is getting crowded. As most governments get a permanent bonus and only reform a few times I do t see this as too bad ATM.

It might be interesting to note that there is a drastic change to a perk that everybody knows and loves:

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I was wondering about this as fleet capacity is tweaked and it wasn’t mentioned. Perhaps they wanted a bit more time to play with numbers?

Whether it will be the the death of the ‘I released a bunch of one habitat vassals and I got a silly amount of naval capacity’ strategy, we shall have to wait and see.