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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!
 
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
I researching cyborg project when had colonization in progress and was left with a couple uncyborgized pops. Then I took synth evolution and researched that project aaaand... these guys were left as meatbags. Well, I can rp-imagine that as some pops didn't want to go this path... but yea, this is slightly unfortunate.
 
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.

I do hope colonization will be slowed down just a little bit. As a Machine Intelligence, having to build pops on multiple planets early game is heavily taxing on your economy...
 
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.

Or you set your primitives slider to the max and colonize with some forcefully integrated species from your neighbourhood. Or you rush robots and colonize with those. Or you take Very Adaptable and get at least 20% habitability everywhere. There's certainly options to get around the Gaia preference, even if not all of those might be worth it.
 
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.
Thank you and everyone else for your answers!
 
Thank you and everyone else for your answers!
Sticking to one planet at least early on can work even on insane with advanced AIs.
I have not tried a pure one planet game myself but I have played a game in which my pacifist founding species never colonized another planet.
I tried to get droids and uplifting asap which worked out pretty well.
I think I will try that in 2.0 too.
 
One look is enough to say that "Enigmatic Engineering" needs to be rewriten from the get go, because it's just another dump trait that does nothing but block a perk point :)
I don't know. It might be fun after you've conquered, terraformed, and seeded intelligent life throughout the galaxy for the express purpose of having more people to fight. I've admittedly only been able to do that once (and with mods at that) but that's typically my end goal, Wulgaru all the way!
 
One look is enough to say that "Enigmatic Engineering" needs to be rewriten from the get go, because it's just another dump trait that does nothing but block a perk point :)
The +1 Sensor Range seems quite handy
 
I know this isn't hugely important but with Tomb Worlds having a unique starting civic are there plans for the art team to create a unique tileset for tomb worlds?

It's a little sad every time I click on one and the tiles my pops are working/backdrop is the same as a Tundra world, especially if I am playing on a Tundra world. I'd love for it to look more 'grey' rather than 'brown' even.

I know the actual planets look different in space but you spend just as much, if not more, time looking at the planet screen building stuff and moving pops around as looking at stuff in space. Especially early game.


I absolutely love the changes to Mastery of Nature. Are the tile bonuses going to be static or random? I would assume static. IE: A 16 tile always gets 3, a 22 tile always gets 1.

I am also really, really looking forward to being able to resettle pops with energy rather than influence. It should be resettlement a lot more viable though I know that wasn't covered in this dev diary.

Keep up the good work on the game. I can't wait until the 22nd!
 
One look is enough to say that "Enigmatic Engineering" needs to be rewriten from the get go, because it's just another dump trait that does nothing but block a perk point :)

It's probably a bit niche in SP (unless you're going super tall and need to maintain a big tech advantage) but could be quite handy in MP. For the full effect, I'd also like it to obscure your ships' loadouts in a battle, i.e. "our scanners can make no sense of this strange vessel". That way, it's harder for your enemy to refit their ships to specifcally counter your loadouts, even if they do have the technology.
 
Now that fleet cap isn't binded by colonized planets and you don't need to build all those influence-sapping outposts, playing tall (or super-tall with life-seeded and habitats/ringworlds) will be too easy.
And with being able to gift ANY system to vassals, the feudal society may have a life?

(actually going to try life-seeded with feudal society when it's out)
 
Oh how I love Paradox. Make a post, get a free 5 hate mail messages. For a post responding to someone else claiming they don't colonize in the first 5 years of Stellaris. What a warm welcome back. I've missed you.
 
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.

One could argue that's another way to describe the RP factor, because for some that's basically what the cool factor boils down to. And to each his own- I don't like a cool factor for everything, but somethings I think it's worthwhile.
 
i have one little quiestion, not sure if there was some talking about, i didn't read everything (its quiet much text xD) but as far as i know there will be changes on the ftl so my primary question is how theese gateways work, are theese megastructures wich come with the ascension perks (or one specific) or are theese part of normal research (if you want to build them) and if last, what do they require to get the research, like do you have to find at least one gateway to lern (via situation-log) how it works an get the reserach, or is it like the research for betherian stones, wich just arrives if you colonise a planet with that stuff..???

other thing, if you play with gaia-preference, do you get earlier the research for megastructures or do you have to wait on the one single planet till you hopefully reach it at nearly the end of game???

aaaand also with gaja-preferense, does it work if you play a xenophil with refuge to get migrants for colonisation on other worlds than gaia??? (thinking about that sins i fist time heard from the gaia-preference)

and as last, how will gaia-preference work with theese strategic resources like betherian stone etc wich need colonisation of the planets containig it to get something out of them...???
 
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