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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!
 
Fleet limit is being overhauled - comparing the new numbers to the current numbers doesn't necessarily hold any water.
Naval capacity isn't capped by having one single planet with one single spaceport, but by having all those anchor modules on starbases (or whatever those are called)... And fleet cap is (according to orcs vs dwarves video) increased each time you research a new ship tech (destroyers-cruisers-battleships), so, while Galactic Force Projection is still relatively strong, it doesn't look like an absolute must (question mark)
 
Naval capacity isn't capped by having one single planet with one single spaceport, but by having all those anchor modules on starbases (or whatever those are called)... And fleet cap is (according to orcs vs dwarves video) increased each time you research a new ship tech (destroyers-cruisers-battleships), so, while Galactic Force Projection is still relatively strong, it doesn't look like an absolute must (question mark)

Anchorage is the module name.

Are you sure it is fleet cap and not naval capacity for the new ship techs? It looked like the old X5 +10% capacity line in society (baseline doctrines) now actually boosts fleet cap. They could have different bonuses at different levels ofc.
 
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Anchorage is the module name.

Are you sure it is fleet cap and not naval capacity for the new ship techs? It looked like the old X5 +10% capacity line in society (baseline doctrines) now actually boosts fleet cap. They could have different bonuses at different levels ofc.
I'm never sure till the 2.0 is out

I only use the info from elves vs dwarves series, so it's never 100% accurate.
Also, it seems like instead of x5 +10% there will be fixed value (like, first tier giving +20 naval cap and so on)
Just consider watching that thingy on one of the paradox youtube channel.

But then again, nothing is final till 2.0 is out.
 
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What population does this 25 gaia world start with.
 
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.

Oh, give me your lips for just a moment
And my imagination will make that moment live
Give me what you alone can give
A kiss to build a dream on...
 
What population does this 25 gaia world start with.

I would assume it starts with the usual. It only increases how big and what kind of planet it is.
 
When Wiz showed off Life seeded it was still 8 pops as normal. To be fair, the tile blockers were the wrong type so things could have changed

Probably hot code.
 
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.
I agree, would be cool if you could have maybe like 1 "Origin Civic" when you create your Species and you could have traits like Post-Apocalyptic and Life-Seeded along with Syncretic Evolution/Mechanist atop those you already have and maybe add some extra civics for this as well to make it more well-rounded
 
Naval capacity isn't capped by having one single planet with one single spaceport, but by having all those anchor modules on starbases (or whatever those are called)... And fleet cap is (according to orcs vs dwarves video) increased each time you research a new ship tech (destroyers-cruisers-battleships), so, while Galactic Force Projection is still relatively strong, it doesn't look like an absolute must (question mark)

If naval capacity is overall lower than before (apparently ship upkeep might be going up, so thag would make sense), or base naval capacity is lower but there are more multipliers, then galactic force projection might be just as strong as before. We don't know yet.

I agree, would be cool if you could have maybe like 1 "Origin Civic" when you create your Species and you could have traits like Post-Apocalyptic and Life-Seeded along with Syncretic Evolution/Mechanist atop those you already have and maybe add some extra civics for this as well to make it more well-rounded

And then, one of the origin civics could be Governmental Flexibility. Where your planet has had so many different governments combining and splitting, or whatever, that they're especially adept at running any arbitrarily organized empire. Effect: +1 government civic slot :p

And then you can just headcanon that right now, most species are that way... Unless they've had an overarching severe xenophobia, or a second species, or a Gaia planet, or a planet-destroying war, or a desire to consume all matter, or a separate directive in their code, to stabilize them or remove that flexibility :)
 
And then, one of the origin civics could be Governmental Flexibility. Where your planet has had so many different governments combining and splitting, or whatever, that they're especially adept at running any arbitrarily organized empire. Effect: +1 government civic slot :p

Lol yep, this is functionally how it is now. The baseline is one Origin Story and one Civic, it's just that most regular empires choose 'Flexibility' as their Origin Story, which gives them an extra slot.

I think the suggestion though is that we change to a system where every empire gets:
One Origin Story (not part of your Government in any way, can never be changed)
2 Civic slots (+1 with technology) and one Authority Type (these make up your 'Government' and can be reformed later)

Then the different Origin Stories would be balanced against each other, rather than against Civics. There might be some boring default 'Blank Slate' option, but the others would be interesting enough that you'd rarely pick it.

Nope, but you can play as Fanatic Purifiers, and use Armageddon Bombing to turn a world into a Tomb World.

It would make sense if you could also do this to uninhabited planets in your own territory. Otherwise, you're in the odd situation of wanting xenos to colonize planets near you, just so that you have an excuse to give them that 'gemütlich' radioactive glow.
 
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It would make sense if you could also do this to uninhabited planets in your own territory. Otherwise, you're in the odd situation of wanting xenos to colonize planets near you, just so that you have an excuse to give them that 'gemütlich' radioactive glow.

FPs with tomb world pref (Survivor civic or after-effects of horizon signal) running around bombing everything and colonizing it... Well, why not.
 
Amusingly, Tomb worlds are easier for Life-Seeded starts to colonize than anything else because their tech is a flat +20% habitability.

Hmmm. Would make sense, then, for Gaia preference to give -20% tomb world base habitability?

But, by the time you get tomb world adaptation, you can probably also gene mod wprld preference, so maybe moot.
 
Assuming it works as it does currently and Gaia preference is still unmodifiable it might need -20%, but it'll be a very unique interaction no matter which way they settle on.
 
A thought on Civics.

Perhaps add a few "favor" Civics to the options that allow a player that selects them to select an additional civic. These civics would, in general be designed for a Role-play purpose and would generally have a hefty negative modifier attached to their selection as seen with negative trait selections.

Example:
Selecting the "Slavers" or "Slave Traders" civic could add a -10% to Happiness or -10% modifier to resource output on worlds without slaves or and have a negative impact on diplomatic relations with other empires. This effect would allow players to further Role-play their empire and be strong enough to warrant the +1 to the Civics pool [perhaps even calling for the player to have to make the choice in-game meaning he/she would need to spend influence to reform the government and (at a reduce cost) hold this for 10 years further adding to the cost of a player choosing to add another civic].

*Further possibility with the "Slaver" civic (or others like it) could be that it would add one or more options to the species rights and/or slave type mechanic allowing for additional options or even (and this is getting a bit extreme, I know) a caste mechanic within the slave mechanic. The point is, this could be used to really help a play get an extra civic that would also be a choice of direction for said player as the choice would impact the development of the empire throughout the game and not just be a throwaway/no-brainer like some of the negative racial traits can be when customizing a faction.
- - - A candidate for the above listed "Slaver" civic could be the "Slow-Breeder" trait due to the fact that there is almost no reason to not select it as the negative attribute is very easily offset with a small amount of food. The player could just build an orbital hydroponics bay and it more or less compensate for the trait short term. Again, not saying the trait is a bad one, but it is part of a few traits that are taken often because a player just wants an additional trait point for something else. Another easy pick or perhaps an even better choice for this would be the "Sedentary" trait.

Thanks for your time.
 
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Amusingly, Tomb worlds are easier for Life-Seeded starts to colonize than anything else because their tech is a flat +20% habitability.
I can actually see this as making sense. Tomb Worlds have a lot less life on them, which means fewer bacteria, alien flora or fauna, or other things that life-seeded things can't handle outside their own world. Dealing with the lifeless radiation is comparatively easy.
 
A thought on Civics.

Perhaps add a few "favor" Civics to the options that allow a player that selects them to select an additional civic. These civics would, in general be designed for a Role-play purpose and would generally have a hefty negative modifier attached to their selection as seen with negative trait selections.

Example:
Selecting the "Slavers" civic could add a -10% to Happiness or -10% modifier to resource output on worlds without slaves or and have a negative impact on diplomatic relations with other empires. This effect would allow players to further Role-play their empire and be strong enough to warrant the +1 to the Civics pool [perhaps even calling for the player to have to make the choice in-game meaning he/she would need to spend influence to reform the government and (at a reduce cost) hold this for 10 years further adding to the cost of a player choosing to add another civic].

*Further possibility with the "Slaver" civic (or others like it) could be that it would add one or more options to the species rights and/or slave type mechanic allowing for additional options or even (and this is getting a bit extreme, I know) a caste mechanic within the slave mechanic. The point is, this could be used to really help a play get an extra civic that would also be a choice of direction for said player as the choice would impact the development of the empire throughout the game and not just be a throwaway/no-brainer like some of the negative racial traits can be when customizing a faction.
- - - A candidate for the above listed "Slaver" civic could be the "Slow-Breeder" trait due to the fact that there is almost no reason to not select it as the negative attribute is very easily offset with a small amount of food. The player could just build an orbital hydroponics bay and it more or less compensate for the trait short term. Again, not saying the trait is a bad one, but it is part of a few traits that are taken often because a player just wants an additional trait point for something else. Another easy pick or perhaps an even better choice for this would be the "Sedentary" trait.

Thanks for your time.

You know, Decadent might make more sense as a Civic than as a species trait like it currently is.

Especially since primitives with the Decadent trait can be enlightened and end up as fanatic egalitarians.