• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
2018_02_01_2.png


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.
2018_02_01_3.png


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.
2018_02_01_1.png


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!
 
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.

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.

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

I have a question about this. Will the new mastery of nature change also affect Ringworlds and Habitats? If the change itself only affects planets, it makes the utility of the perk very limited to players like myself who like to crowd my systems with habitats. Before it was a must have perk for early game because it helped claim the few planets near me so I had a base to expand off of. But since that will not longer be fully necessary with the new way systems are claimed, there is absolutely no need for me to even bother with planets to start with. Why bother populating a 10 planet when I can just build a habitat and get more bang for my buck so to speak.

If the Mastery of Nature rework will affect habitats and ringworlds, that would make it an exceptionally useful perk, especially for players who like to focus inward, or get boxed in by large numbers of factions on the map. A habitat at 12 slots would not be a 15 slot.

The reason this would be very important is for the new Life-Seeded civic. Without having it affect habitats, I'm being forced into terraforming, or else I lose out on potentially many good tiles on planets that I don't really want to claim. Like if there's a 10 planet, I'd have to terraform it to a gaia, and have mastery of nature just to get anything out of it. Or I can skip the whole process by skipping over the terraforming stuff and jump straight to mega-engineering and start building habitats.

Will this be a possibility?
 
This is awesome and glorious news. Now if only it came out sooner.

I do like the fact that the Civic's thing has two options now that involve adding more history to your civilization. I hope that with them comes events tailored to their starting point. The gaia one especially is quite interesting as that could really, REALLY screw or help a player out (most likely screw in my opinion, given how rare Gaia worlds are and how they often end up being special to Fanatic Spiritualist Empires)

Though it'd be kind of cool if those with that Gaia civic are able to settle those worlds as it turns out that yours was a species created by such a fallen empire...
 
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.

Didn't both the Soviet Union and the Nazi germans have work camp's for the clearly intelligent prisoners to still do research work for them? I know that the Soviets at least had something like it, as a Soviet Researcher involved in their rocket/missile programs was working in research oriented Gulags for a while before being let out when they realized how much better he could be if not in one.
 
Didn't both the Soviet Union and the Nazi germans have work camp's for the clearly intelligent prisoners to still do research work for them? I know that the Soviets at least had something like it, as a Soviet Researcher involved in their rocket/missile programs was working in research oriented Gulags for a while before being let out when they realized how much better he could be if not in one.
But it did both of them little good.
Their more conventional research programs performed far better.
The Russian technological advances were exclusively due to espionage and the resulting conventional reverse-engineering (and maybe some genuine research here and there).
Their "research camps" produced little to nothing of practical value.

Both tended to use scientists' families as bargaining chips, but that never works either.
If you ever harm the family, you lose the use of the scientist as you've expended your only bargaining chip.
They worked slowly and poorly (possibly intentionally, possibly not), because they knew what it would mean if they didn't work at all, but also what would happen if they complied fully. Hence, why the U.S. received so many defectors throughout the war, and after.
Our entire nuclear program, and Apollo, were essentially almost entirely made possible by German and Russian defectors, and minorities as voluntary human calculators (since computers weren't much of a thing yet).

Hostage-taking is always a failure in the long-term, and enslavement of intellectuals leaves absolutely no other option but that.
It's like good-cop/bad-cop, or the carrot and the stick, vinegar and honey.
Sure...being tough might get results, but it outlives its usefulness every time.
But no prison is perfect, no system of control unbreakable.
And when the slaves see that there are those who offer only carrots, only honey...they will find a way to screw you over to get it, because they know the worst you can do is torture or kill them...but then you have no slaves anymore...and so you still lose.

Such facilities certainly existed, throughout much of history and in most cultures in some form or another.
But they've never been at all practical.
Including them in the game would be pointless.
It adds nothing of value...not even genuine "options".
The only real argument in its favor would be "cool factor" or whatever it's called anymore, and my hatred for that kind of thing is deep, and smoldering.
 
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. :)
You arn't as restricted as you might think. Life-seeded will be really strong early game, and you can start colonizing with droids or with another species at some point. It will be really easy to attract other species if you manage to make a Migration Treaty.

Bear in mind It's more usually called the One Planet Strategy, because you race up the tech tree and THEN start colonizing and spreading out.
 
Hey, what about "Test subject" Slave? They boost research by not toiling in the labs but as lab rats? Live fire target for new shiny weapon and all that?
More viable overall, but it wouldn't really work as a slavery policy, but rather as a new type of Purging. Basically you'd be purging the population, and getting various science boosts for doing so in "creative" ways, I assume...rather than getting food or energy or whatever the way one normally would from livestock.

But it would be more sensible than "research slave camps".

I'd rather slavery and purging just be removed from the game, as neither are remotely practical or even reasonably possible in a large-scale, technologically advanced civilization, but I guess that can't happen...
 
If you only have one FE you could kill it fast to be the only one to get their special tech.

OR if you have dragon scale armor, engimatic fortress stuff or any other kind of special ship modules like that crystal hull plating stuff, you could hold your monopoly on it.

Is it worth a whole ascension perk? Not sure, but I might think about it depending on how much stronger those modules are now. If they are actually 30% better than their conventional parts...
Issue is that at the moment, those components cant be reverse engineered to begin with (leviathan components), so its an ascension perk that allows you to kill an FE for t6 tech and hold it for 50 years when someone else decides to jump an FE instead 30 years when they jump you for it, not to mention, still a worthless perk in the ultra lategame, compared to many other perks that are always useful
 
I have a question about this. Will the new mastery of nature change also affect Ringworlds and Habitats? If the change itself only affects planets, it makes the utility of the perk very limited to players like myself who like to crowd my systems with habitats. Before it was a must have perk for early game because it helped claim the few planets near me so I had a base to expand off of. But since that will not longer be fully necessary with the new way systems are claimed, there is absolutely no need for me to even bother with planets to start with. Why bother populating a 10 planet when I can just build a habitat and get more bang for my buck so to speak.

If the Mastery of Nature rework will affect habitats and ringworlds, that would make it an exceptionally useful perk, especially for players who like to focus inward, or get boxed in by large numbers of factions on the map. A habitat at 12 slots would not be a 15 slot.

The reason this would be very important is for the new Life-Seeded civic. Without having it affect habitats, I'm being forced into terraforming, or else I lose out on potentially many good tiles on planets that I don't really want to claim. Like if there's a 10 planet, I'd have to terraform it to a gaia, and have mastery of nature just to get anything out of it. Or I can skip the whole process by skipping over the terraforming stuff and jump straight to mega-engineering and start building habitats.

Will this be a possibility?
Well, if you'd actually read, you would have seen it specifically says Life-Seeded can live on Habitats.
Also, you can't expand a ringworld section by 3 tiles if it's already 25 tiles.
 
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.

You are aware they're basically doubling a lot of the tech bonii in 2.0, right? Tech dev diary said (for example) blue lasers are now 30% better than red.

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).

Do you want Galen Erso? Because that's how you get Galen Erso.
 
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.
Orkz? How so?

I'd say it was more like the Imperium of Man's attempts to enslave Jokaero for their technology. They inevitably invent escape devices.
 
Tomb worlds already have a unique appearance.

They have a unique appearance from space, but the actual planet interaction screen shares its art with tundra worlds. We want to know if tomb worlds will finally be getting a unique planet screen, so a new one for either tomb or tundra so they're not shared.
 
You arn't as restricted as you might think. Life-seeded will be really strong early game, and you can start colonizing with droids or with another species at some point. It will be really easy to attract other species if you manage to make a Migration Treaty.

Bear in mind It's more usually called the One Planet Strategy, because you race up the tech tree and THEN start colonizing and spreading out.

One planet strat taking a hit though, space resources aren’t free from unity/science penalty now. RIP spamming frontier outposts.
 

Technology is getting a buff in 2.0. Not so massive that it'll make technology more relevant than resources, but it will be closer to equal compared to now. Especially since fleet maintenance is (supposedly) going up a bit, making quality over quantity more desirable. Whether or not quality will beat quantity is still uncertain though.
 
Will the price of Utopia go down, now that features that were previously Utopia exclusive are being added to the base game?

It’s been on sale a few times already, probably will be for the expansion. Barbaric despoilers can make good use of the bio ascension/slavery additions and the ascension paths will be attractive to combine with the new perks.