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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!
 
I still don't really get the difference between ascension perks, traditions and technologies since it seems, that they're very arbitrary and interchangeable with each other ...
Usually, a technology should unlock something or a better version of this something, a tradition should give an additional modifier (like a civic, but in this case, I've the problem to differentiate traditions with civics) and an ascension perk should unlock additional traits or trait-points for my POPs.
 
Life-Seeded cannot co-exist with Syncretic Evolution, so neither can it, I think.
But hey, if you REALLY want to play the roaches with human slaves, there is probably going to be a mod that lifts that restriction. ;)

Add an increase in the appearance rate of "maniacal scientist" traits for your scientist leaders, and you get something that is always useful no matter what you think about the "no reverse engineering" thingy.
That does sound like a neat little quirk. I'll poke someone about it. (But no guarantees...)
 
There's mods on the Workshop that apply a percentage chance for Orbital Bombardment to turn planets into Tomb Worlds! But I agree that it would be nice for a mechanic like this to be included in the vanilla game, especially now that collateral damage is a thing.

Could even come with funny side-effects such as a chance for Pops to survive this "terraforming" and gain the Survivor Trait. :D

Soo Armageddon barmbardment turn worlds into tomb worlds now.
 
I still don't really get the difference between ascension perks, traditions and technologies since it seems, that they're very arbitrary and interchangeable with each other ...
Usually, a technology should unlock something or a better version of this something, a tradition should give an additional modifier (like a civic, but in this case, I've the problem to differentiate traditions with civics) and an ascension perk should unlock additional traits or trait-points for my POPs.

Technology already behaves like that - starship equipment and planetary buildings are an obvious example.
Civics represent your governmental focuses and peculiarties. Traits represent something ingrained into your species or its origins (Gene-modding effects not withstanding), while Traditions are sort of cultural institutions and prevalent ideals. And these ideals are universal across species - everyone wants to live in better homes, have more and cheaper energy and materials, fly further, fight harder and build ships better.
In this scheme Ascension Perks represent aspirations of your civilization and where better to put those aspirations than with Traditions and ideals of your civ?
If your civilization desires:
Might fleets and planet-shattering weapons? Galaxy Fleet Projection and Colossi are for you.
Your civ's space lacked habitable planets? Voidborne is the obvious solution - a home near a black hole sounds neat, after all. And definitely solves problems with trash utilization.
Mastery of genetics/psionics or would like to live forever in synthetic modular bodies? We have perks for that.
Focus on the technology? Technological ascendancy. Want to protect your sweet, sweet tech, specially picked from the leviathans? Enigmatic Engineering and those pesky planet-hugging buggers will only be able to melt their brains in despair if they ever accidentally get their grubby manipulators on shining examples of technological prowess of your glorious civ.

Mega-engineering, better and tougher starvases, Stealing and Looting everything that isn't nailed down, the list only grows longer with new releases for Stellaris.
Yeah, there are some rough patches, like much demanded variety of tradition trees (Where is the general governance/leadership tree for example? or Aggressive and cooperative diplomacy choice, which seems quite interesting). An ability to restart a tradition tree would be interesting, but that ties into the idea of empire-shattering events. which are few and far at the moment.
Anyway, the point is that it actually makes sense and gets better with each and every expansion.
 
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I'm pretty sure this isn't true. The devs said on the livestream that they specifically weren't going to do this because it is too hard too manage. You still have to declare war as a purifier. I'm not sure if they need claims though.


You can declare war and just take whatever you conquer regardless of claims, but others can also do it to you.
 
I can't wait to raid psionic worlds with my driven assimilators. Now I can finally get something in a war when I don't even want the planets.

I didn't even THINK about that... THAT'S AWESOME!!!
 
It seems like a niche pick for aggressive empires that have gained a technological advantage somehow, either via a racial strategy or luck. But it should work pretty well in that niche. It will be nearly impossible to protect debris otherwise.

a mechanism to clean up my debris after a war would be nice enough.
 
Can I pick Life-Seeded as a Rouge servitor?

Also any thoughts on giving life seeded a more permanant bonus (like post apocalyptic has +10 years, mechanist gets -5% robot upkeep). I know it's already very strong for one planet challenge and early game but I think a little late game utility would be nice (eg. 5-10% reduction in terraforming cost would be plenty)
 
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In the image, you start with a spiritualist on a tomb world.
Will this affect your faction happiness from spiritualists
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In the image, you start with a spiritualist on a tomb world.
Will this affect your faction happiness from spiritualists
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The only example I know of where a civic changes how factions behaves is Fanatic Purifiers, where Xenophobic faction gains +20% happiness due to the civic in question. It would be odd if Post-Apocalyptic didn't scratch the Spiritualist faction's "unhallowed ground" issue, since you're stuck with it until you terraform your homeworld (which is kinda unreasonable since you picked the trait because you want to be able to settle tomb worlds)
 
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?"
 
Do FEs/AEs have ascension perks? If yes will the use enigmatic engineering? That would be incredible mean if you are used to getting weapon techs from them...

Given that we're supposed to reverse-engineer FEs in 2.0 for some good stuff, them having Enigmatic Engineering would be no less than a slap in the face.

Aside from that, no, they don't use ascension perks (at least not any that has any noticable effects) and they're not supposed to select any either, like technology (but I've made it clear before that AEs do research, so no idea what'll happen if you give them enough time...)
 
Do FEs/AEs have ascension perks? If yes will the use enigmatic engineering? That would be incredible mean if you are used to getting weapon techs from them...
They said in an ealier dev diary that tier 6 tech is unique fallen empire stuff that can only be obtained by salvage