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Stellaris Dev Diary #270 - Traditional Results (of Summer Experiments)

WARNING: This is a long dev diary, grab a coffee and enjoy!

Hello, it’s @Alfray Stryke again! Some folks might recall that back in DD#257 that we went over some of our plans for summer experiments. In particular, I planned to look at what could be done with tradition trees and gating them behind various requirements.

Traditions​

With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.

These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.

Now what wasn’t mentioned is that I’ve been wanting to rework how the Ascension Paths from Utopia have worked for quite some time, with the original design framework written during Summer 2021, and this seemed like a good opportunity.

For those of you who attended PDXCON, Eladrin and I gave a presentation previewing our summer experiments which some members of our community were kind enough to share.

It turned out that these experiments proved successful internally and we’ll be moving to test them in the 3.6 “Orion” Open Beta. As a note, due to the length of this dev diary, I’ll be splitting sections into spoiler tags to make it slightly easier to read. Note that the numbers and effects of these changes may still change depending on testing results.

I’ll start by summarizing the current state of the Ascension Paths in 3.5:

  • Psionics
    • Only available to regular empires.
    • Requires Utopia
    • Two routes:
    • Mind over Matter AP followed by the Transcendence AP.
    • Teachers of the Shroud origin followed by the Transcendence AP.
  • Genetics
    • Available to regular empires and hive-minds.
    • Requires Utopia
    • Engineered Evolution AP and Evolutionary Mastery AP.
  • Synthetic Evolution
    • Only available to regular empires.
    • Requires Utopia
    • Flesh is Weak AP and Synthetic Evolution AP.
  • Synthetic Age
    • Only available to machine intelligences.
    • Requires Synthetic Dawn
    • Synthetic Age AP.
    • This isn’t really an ascension path, but I’m including it for completion’s sake.


So we (sort of) have between three to five ascension paths depending on how you look at things (mostly if you consider being cyborgs to be on the route to becoming synthetic or a separate thing). These have now been reworked so instead of an Ascension Path having a structure of two Ascension Perks which require various technologies or special projects, they each have an Ascension Perk which gives a guaranteed research option upon selection and grants access to the Ascension Path in the form of a tradition tree. Thus, under the rework we have the following:

  • Psionic Ascension
    • Only available to regular empires.
    • Requires Utopia
    • Mind over Matter AP OR Teachers of the Shroud origin.
    • Psionic Traditions.
  • Genetic Ascension
    • Available to regular empires and hive-minds.
    • Requires Utopia
    • Engineered Evolution AP
    • Genetic Traditions
  • Cybernetic Ascension
    • Available to regular empires, hive-minds and driven assimilators.
    • Requires Utopia
    • The Flesh is Weak AP (regular empires) OR Organo-Machine Interfacing AP (hive-minds) OR assimilate 30 pops (driven assimilators).
    • Cybernetic Traditions
  • Synthetic Ascension
    • Available to regular empires and machine intelligences.
    • Requires Utopia for regular empires
    • Requires Synthetic Dawn for machine intelligences
    • Synthetic Evolution AP OR Synthetic Age AP.
    • Synthetic Traditions

Each of these tradition trees has incorporated all of the benefits of the previous Ascension Paths, with some new goodies added for those that we felt needed them. Due to how traditions within the trees are unlocked we’ve found that this leads to a more gradual route through the paths instead of saving up Ascension Perk slots and then taking an entire path while the game is paused!

As expected, all values and art shown here are not final, things can and most likely will shift about during testing.

With all that preamble out of the way, let’s dive into the Psionic Ascension Path.
And thus by the commutative property of multiplication, Mind over Energy

The power of the [Root.GetSpeciesAdj] mind compels you

We shall unlock the power within the [Root.GetSpeciesAdj] mind.

Flow charts, now in purple

To access this tradition tree we either need to take the Mind Over Matter AP or have the Teachers of the Shroud origin (from Overlord) and have researched Psionic Theory.

What’s remained from the previous version?
  • Mind over Matter still grants Telepathy as a Research Option, requires Psionic Theory and can’t be taken as your first Ascension Perk.
  • For Teachers of the Shroud empires, the path is still partially unlocked at the start of the game and to progress requires the Psionic Theory technology.
What’s changed?
  • Mind over Matter has had the bulk of its boons either moved to the opener (the Latent Psionic trait) or the Psi-Corps tradition.
  • Transcendence has had its boons shared between the three remaining traditions.
  • The +5%/+10% Energy from jobs provided by the Latent Psionic and Psionic traits have been replaced with +5%/+10% Unity from jobs as this was more in-line with the desired focus for Psionic and particularly Spiritualist empires.
  • Telepaths previously provided a planet-wide +5% Resources from Pops modifier, this has been replaced with a +5% Resources from Psionic Pops so that non-Psionic pops in your empire no longer have their performance improved by the presence of Telepaths. However, this modifier increases to +10% when the Breach the Shroud tradition is taken, meaning that the two Telepath jobs from a Psi-Corp building will provide +20% to the resource output of the planet if all pops working are Psionic. So although a Psionic empire may have fewer pops than the other Ascension Paths, those pops should be more efficient.
What’s new?
  • Thought Enforcement is now a guaranteed research option, with the Psi-Corp tradition.
  • The Mind Readers tradition grants a new empire edict, Sight Beyond Sight. This provides some rather nice bonuses as your navy’s navigators are supplied with an abundance of Zro.:
    • +1 Sensor range
    • -15% Hyper Drive Charge Time
    • -15% Hyper Drive Cooldown
    • -15% Jump Drive Cooldown
    • +15% Quantum Catapult Accuracy.
  • The finisher for the tradition tree grants 50 edict fund and more importantly a Special Project that when completed will allow you to form a Covenant with a random Shroud Entity.

Genetic Ascension Path

In comparison, the Genetic Tradition tree is slightly simpler as the traditions themselves aren’t locked behind special projects. This is because to get the most use out of it, you’ll likely be doing a fair few special projects to modify species.
Sometimes a guiding hand is needed

Would you change who you are, if you could?

What if we could obtain genetic perfection?

Reprogram your genetic code

What’s changed?
  • The boons from Engineered Evolution and Evolutionary Mastery have been arranged to follow a logical progression through the tradition tree, with you gradually unlocking more and more advanced species modifications.
What’s new?
  • Efficient Cloning doubles the output of Clone Vats without increasing their upkeep, which should make them somewhat more competitive with empires that favour a more metallic path.
  • Enhanced Expression allows you to add another trait pick on your modified species, meaning you can cram more traits onto a species.
  • Completing Genetic traditions allows you to research special Transgenesis technologies. These technologies allow you to add Lithoid traits to non-Lithoids, Plantoid traits to non-Plantoids/Fungoids, and if you’ve harvested the DNA from certain Leviathans, you can splice some rather special traits into your species’ genetic code. The Leviathan traits available are:
    • Drake-Scaled (Ether Drake, Shard, Sky Dragon)
      • This trait requires that the player has harvested the genetic material from a space dragon (Ether Drake, Shard, or Sky Dragon). This is presented as an event option when the leviathan is slain.
      • Cost: 3
      • Each pop produces 0.025 monthly Alloys.
      • +50% Army Health
      • Mutually exclusive with other resource generating traits.
    • Voidling (Voidspawn)
      • Cost: 3
      • This trait requires that the player has harvested the genetic material from the Voidspawn. This is presented as an event option when the leviathan is slain.
      • Replaces all Food or Mineral upkeep with Energy Upkeep.
      • Habitability Floor on all planets of 50%.
      • Mutually exclusive with Phototrophic, Radiotrophic traits.
    • Polymelic (Tiyanki Matriarch)
      • Cost: 3
      • This trait requires that the player has harvested the genetic material from the Tiyanki Matriarch. This is presented as an event option when the leviathan is slain.
      • As budding but 0.05 assembly per pop.
  • We’ve also added a few new Advanced traits that are unlocked by Genetic Creation to cover some missing bases.
    • Vat-Grown
      • Cost: 3
      • -25% Pop Growth Speed
      • +25% Pop Assembly Speed
      • -10% Housing Usage
    • Felsic
      • Requires Lithoid
      • Cost: 2
      • Minerals from Livestock and Processing: +2
    • Natural Machinist
      • Cost: 2
      • +10% Alloys from Jobs
      • +10% Consumer Goods from Jobs

Now onto Cybernetic and Synthetic Ascension. To start with, we’ve split the Synthetic path into the two paths because it felt like a better fit to be able to wholly devote your empire into embracing cybernetics without going down the mind-uploading route.

Cybernetic ascension is no longer unlocked via the robotics line of technologies, instead there are new technologies to represent basic cybernetic upgrades that your population has access to. This comes with a change to the Powered Exo-Skeletons technology as well.

Powered Exo-Skeletons Technologies/Improved Servomotors
Tier 1, Engineering - Industry
+5% Army Damage
+5% Worker/Menial Drone Output

Integrated Cybernetics/Adaptive Cybernetics
Requires: Powered Exo-Skeletons Technologies/Improved Servomotors
Tier 2, Engineering - Industry
+5% Habitability

Neuro-Quantum Links
Requires: Integrated Cybernetics Technologies
Tier 3, Physics - Computing
+5% Specialist/Complex Drone Output
This technology is not available to driven assimilators

Since Cybernetic ascension is now available to Hive-Minds and Driven Assimilators, they too get access to The Flesh is Weak, albeit with a changed name and description.

The Flesh is Weak/Organo-Machine Interfacing Ascension Perk
Available to regular empires, hive-minds and driven assimilators
  • Regular Empires and Hive-Minds:
    • Requires Integrated Cybernetics Technology
  • Driven Assimilators:
    • Requires: Have assimilated 30 pops.
  • Regular Empires and Hive-Minds:
    • Gain Neuro-Quantum Links research option
  • Driven Assimilators:
    • Gain Adaptive Cybernetics research option
  • Allows taking Cybernetic Traditions.
Because Cybernetic traditions are available to multiple empire types, there’s a number of tradition swaps used here to ensure they each get something different.
But the machine is strong

These upgrades will cost you an arm and leg

Our future lies in the fusion of flesh and machine.
So many tradition swaps!

  • Opener
    • Gain access to The Flesh is Weak Special Project
  • Tradition 1: Transubstantiation Synthesis
    • Requires that The Flesh is Weak Special Project has been completed.
    • Can assimilate organic species to Cyborgs (Including into/out of Hive-Minds).
  • Tradition 1: Organ Harvesting (Swap for Fanatic Purifiers)
    • Requires that The Flesh is Weak Special Project has been completed.
    • Planets with ongoing purges gain +10% pop growth speed.
  • Tradition 2: Metabolic Reprocessing
    • -10% Cyborg Upkeep
  • Tradition 3: Integrated Anatomy
    • Allows add/remove cyborg traits (based off of robot traits) to cyborgs
  • Tradition 4: Assembly Standards
    • Unlocks Assembly Standards policy, allowing roboticists to assemble cyborgs instead of robots.
  • Tradition 5: Modular Cybernetics
    • -50% Modify Species special project cost
    • +1 Biological Trait Picks
  • Finisher:
    • +10% cyborg output
    • +1 Biological Trait Picks

  • Opener
    • Gain access to The Flesh is Weak Special Project
  • Tradition 1: Transubstantiation Synthesis
    • Requires that The Flesh is Weak Special Project has been completed.
    • Can assimilate organic species to Cyborgs (Including into/out of Hive-Minds).
  • Tradition 1: Organ Harvesting (Swap for Devouring Swarms/Terravores)
    • Requires that The Flesh is Weak Special Project has been completed.
    • Planets with ongoing purges gain +10% pop growth speed.
  • Tradition 2: Metabolic Reprocessing
    • -10% Cyborg Upkeep
    • -10% Empire Size from Cyborgs
  • Tradition 3: Integrated Anatomy
    • Allows add/remove cyborg traits (based off of robot traits) to cyborgs
  • Tradition 4: Synaptic Sub-Processing
    • -50% empire size from districts.
  • Tradition 5: Modular Cybernetics
    • -50% Modify Species special project cost
    • +1 Biological Trait Picks
  • Finisher:
    • +10% cyborg output
    • +1 Biological Trait Picks

  • Opener
    • Assimilating Organic Pops now provides Engineering Research,
    • All resources provided from Assimilation are increased..
  • Tradition 1: Inevitable Assimilation
    • Can now assimilate Hive-Minded pops.
    • +1 Pop assimilated (per planet, per year).
  • Tradition 2: Metabolic Reprocessing
    • -10% Cyborg Upkeep
    • -10% Empire Size from Cyborgs
  • Tradition 3: Integrated Anatomy
    • Allows add/remove cyborg traits (based off of robot traits) to cyborgs
  • Tradition 4: Crucible Worlds
    • Gain access to the special Crucible World planetary designation.
    • Crucible Worlds have greatly increased pop growth, provided by Crucible Drones, but have penalties to pop upkeep and output and have restrictions on certain buildings.
  • Tradition 5: Modular Cybernetics
    • -50% Modify Species special project cost
    • +1 Biological Trait Picks
  • Finisher:
    • +10% cyborg output
    • +1 Biological Trait Picks

To expand upon Cybernetic Ascension, we have added Cybernetic Traits that are only available to Cybernetic pops, after taking the Integrated Anatomy tradition. These traits make use of normal biological trait point and pick limits, but are not blocked by any biological traits. The traits available to cyborgs are based off of the traits available to robotic species, however they are slightly cheaper in terms of trait points while giving the pops a small amount of energy upkeep. These traits are as follows:

Positive traits
These all increase pop upkeep by 0.5 energy/month.
  • Power Drills, Cost 1, +15% minerals from jobs
  • Harvesters, Cost 1, +15% food from jobs
  • Superconductive, Cost 1, +15% energy from jobs
  • Efficient Processors, Cost 2, +5% resources from jobs
  • Logic Engines, Cost 1, +10% research from jobs
  • Loyalty Circuits, Cost 1, +10% happiness
  • Double-Jointed, Cost 1, -10% pop housing usage, +15% pop growth from immigration, -25% resettlement cost
  • Enhanced Memory, Cost 1, +2 leader level cap,
  • Durable, Cost 1, pop amenities usage -0.5
  • Learning Algorithms, Cost 1, +25% leader experience, +1 leader level cap
  • Streamlined Protocols, Cost 1, -10% empire size from pops
  • Trading Algorithms, Cost 1, +25% trade value from jobs.

Negative traits
  • Bulky, Cost -2, +10% pop housing usage, -15% pop growth from immigration, +25% resettlement cost
  • High Maintenance, Cost -2, pop amenities usage +0.5
  • Power Intensive, Cost -1, increases pop upkeep by 1 energy/month.
  • Neural Limiters, Cost -2, -25% leader experience, -1 leader level cap
  • High Bandwidth, Cost -2, +10% empire size from pops

Additionally, the Trading Algorithms trait is available to both robots and cyborgs.

Onto the path of the machine…

The first thing with this that I want to address is comparing the Synthetic Age AP with the options available to regular empires was rather damning. Only +2 trait points and -33% species modification cost left a lot to be desired for any machine intelligence. Thus one of the first things I wanted to do with this was make the Synthetic path available to machine intelligences. The APs required to access this tradition tree are

Synthetic Evolution Ascension Perk
Available to regular empires
  • Requires: Droids Technology
  • Gain Synthetics as a research option
  • Allows taking Synthetic Traditions.

Synthetic Age Ascension Perk
Available to machine intelligences
  • Requires: Machine Template System Technology
  • Gain Binary Motivators as a research option
  • Allows taking Synthetic Traditions.
We're all just cogs in the machine

Beep boop beep

It is the dawn of a Synthetic Age.
A synthetic dawn approaches


  • Opener
    • Allows recruitment of robotic leaders
  • Tradition 1: Maintenance Protocols
    • −10% Robot Amenities Usage
  • Tradition 2: Optimization Algorithms
    • +10% Robot Output
  • Tradition 3: Synthetic Age
    • Requires the Synthetics technology to be researched
    • For Non-Purifiers:
      • Grants the Synthetic Evolution Special Project
      • Can assimilate organic, robotic and machine species to Synths (after completing the special project).
    • For Fanatic Purifiers:
      • +10% Robot Assembly Speed
  • Tradition 4: Prefabricated Components
    • -50% Modify Species special project cost
  • Tradition 5: Solid-State Actuators
    • +2 Robot Modification Points
  • Finisher:
    • +1 Trait Pick for Robots.
    • +1 Roboticist job added to capital building

  • Opener
    • Can assimilate robot and machine species into your primary machine species.
  • Tradition 1: Maintenance Protocols
    • −10% Machine Amenities Usage
  • Tradition 2: Optimization Algorithms
    • +10% Machine Output
  • Tradition 3: Efficient Power Systems
    • +1 Trait pick for Machines
  • Tradition 4: Prefabricated Components
    • -50% Modify Species special project cost
  • Tradition 5: Solid-State Actuators
    • +2 Machine Modification Points
  • Finisher:
    • Machine leaders gain the Synthetic trait.
    • +1 Replicator jobs added to capital building

Some of the changes we’ve made here could be considered fairly spicy as we’ve reduced the sheer amount of robot assembly that you could gain by no longer scaling the number of roboticists by the tier of the capital building. Though, of the changes we’ve made, the ability to convert all species (including other empires’ robots) into your synths is one of my favorites.

Another change we made alongside this rework was that the Mechanists origin has lost their -5% robot upkeep modifier in exchange for +15% robot build speed, +1 robot trait pick and having the Machine Template System technology available as a research option from the start of the game.

That's it for this week! Be sure to join us Monday, October 10th on twitch.tv/paradoxinteractive at 3 PM CEST (UTC + 2) where Game Director Eladrin will be showing off the Combat Rebalance live on Stream!

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With all these changes, wouldn't it be better to make it so that removing positive biological traits wasn't exclusive to the Genetic Ascension? (especially for cybernetic ascension, but also maybe for psionic?)
Second this. Or at least allow the removal of "positive" traits that are only situationally positive: Overtuned traits, Delicious, and especially Nerve stapled. This is especially noticeable if you conquer the Xenophobe FE as Egalitarian/Xenophile empires, since you're now stuck with a bunch of Nerve stapled slaves that you can never truly set free without genetic ascension.
 
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I'm looking forward to open beta testing. I see a few arguments here or there about the number of tradition trees still being locked at 7. I think with Driven Assimilators having two possible ascension paths it's getting cramped. Might we consider a setting in game start allowing more tradition trees or less likely a slider?
 
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Two questions:
  1. Will we still be able to get Synthetics without taking the ascension path?
  2. Are cybernetic ascension and synthetic ascension going to be mutually exclusive like all other ascensions?
 
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Really cool stuff here. This seems like some real game-changing stuff. I just have a few questions for @Alfray Stryke :

Question 1:
The finisher for Psionics allows us to form a Covenant with a random Shroud Entity. Is that simply opening the roll for the Shroud or does it immediately start an event with one? Also, if we decline, do we get the ability to roll for a different one (I think at some point that wasn't possible, but I can't remember).

Question 2:
The Synthetic opening on the tradition tree flowchart says: "Can require robotic leaders", but in the actual dev diary it says:
Opener
  • Allows recruitment of robotic leaders

I'm not sure which one is correct, but I assume the flowchart since recruitment of robotic leaders is already possible with the Synthetic Personality Matrix tech.

Question 3: I'm surprised there isn't a cyborg trait equivalent for Domestic Protocols or Propoganda Machines. Is there any particular reason those ones weren't added? Or were those too machine-y of traits for cyborgs?

Question 4: On transgenesis, it says we can add Lithoid and Plantoid traits to their respective non-archetypes. I assume that certain overlapping traits such as budding/crystallization and delicious/felsic count as the "same" trait and you can't have both, is that correct? Also, Polymelic doesn't mention being mutually exclusive with budding so both of those can be combined, I'm assuming? Also, as a slight aside, I'm not sure if this is intentional game design but Budding is compatible with the Fertile advanced trait despite not being compatible with Rapid Breeders, but I assume Polymelic will be also be compatible with those 2 as well?

Thanks a bunch, I am super excited to look at these in depth when it's made available!
 
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On that note, it doesn't make sense that you can't remove the Cybernetic trait without the ascension. Given that you aren't born cyborg, even if the empire doesn't have a way to remove existing cybernetic parts without killing the host, it should have the power to stop turning new generations into cyborg. The in-game effect should be something like Neutering purge, but instead each Declined pop will result in a new pop without Cybernetic.
 
Loving most of this, but 0.5 Energy upkeep feels like a bit much for those Cybernetic traits. I don't like the sound of modifying my empire and then hitting an extra 150 Energy upkeep across my empire because I had the audacity to install a few backup computers in everyone's skulls. Was tying the upkeep increase to Trait cost considered? So Efficient Processors would still have 0.5, but the rest would be 0.25?
 
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While much of this looks great, I am very unhappy about Transgenesis technologies. It's essentially a variation of Xenocompatibility, which I despised for the monstrosities it created and, more importantly, the approximately 20 zilliion subspecies the AI would create that helped slow the game to a crawl. I was thrilled to have the option to turn Xenocompatibility off, but now it'll be right back in the game again because even I don't take it, the AI often will.

What do you mean? Transgenesis technologies just means unlocking extra traits and the Lithoid and Plantoid traits can be pretty useful. The AI adding these traits isn't much more of an issue than AI genetic modification otherwise is.
 
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I'm imagining a Mega-Mecha-church. Basically if Priest (2011) and Cyberpunk had a baby.

Also somewhere in the cyborg tree there is a statement that they can assemble cyborg pops... I wonder if we'll be able to assemble cyber-zombies?

23rd century witch burnings by unhappy materialist pops vs psi-awakened ones are needed.
Yessss. Man, there are like, so, so many possibilities regarding both external and internal politics regarding ascensions. Very little has been exploited in that regard, asides from a very limited robot uprising and the non-decision of making AI legal or not.

I mean:

- Can unsanctioned psikers live freely inside your empire? Would you risk rifts in the Shroud just to please your egalitarian faction and their whole "leave mutants free" stick?
- Can people cyber-mod themselves inside cybernetically ascended empires? Will it be a state-sanctioned activity? Will it increase the differences between the haves and have-nots that can afford augmentation?
- Will hiveminds learn to form symbiotic federations with regular empires now that they have biologically ascended and can relate better to individual minds?
- Will spiritualists worship the ghosts that reside within the chromed shells of synths?
- How does bio ascension interact with selected lineages and similar policies? Will your society stratify into actual biological castes?
- Can you form a pan-Galactic coalition in order to embark on a Butlerian jihad? Perhaps one crusade against Shroud "gods" so you can liberate the warp?
- Can you unify the entire galaxy under the wise custodianship of say, an omniscient AI once you undertake the synth ascension?

Man, there are a billion possibilities left to explore in this regard. I say "hell yeah" to sci-fy politics.
 
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I like those changes and the addition of cybernetics as a seperate ascension path.
Is it possible to pick more than one of them if they don't exclude each other, like for example genetic and cybernetic ascension?
 
On that note, it doesn't make sense that you can't remove the Cybernetic trait without the ascension. Given that you aren't born cyborg, even if the empire doesn't have a way to remove existing cybernetic parts without killing the host, it should have the power to stop turning new generations into cyborg. The in-game effect should be something like Neutering purge, but instead each Declined pop will result in a new pop without Cybernetic.
I've suggested before that pop aging and generational turnover could be simulated in-game, and HFY helped with a promising idea for implementation.

Basically, each pop would have set lifespan, same as the leader lifespan. When a pop dies, it would be immediately replaced by a new pop of the same species. But while the species is the same, perhaps you could set it so that it uses a different template.

I think it'd be cool if the game allowed you to naturally "phase out" obsolete templates and replace them with the new ones.
 
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I've suggested before that pop aging and generational turnover could be simulated in-game, and HFY helped with a promising idea for implementation.

Basically, each pop would have set lifespan, same as the leader lifespan. When a pop dies, it would be immediately replaced by a new pop of the same species. But while the species is the same, perhaps you could set it so that it uses a different template.

I think it'd be cool if the game allowed you to naturally "phase out" obsolete templates and replace them with the new ones.
So ignoring how Overtuned would allow you to have this simulation run literally every game tick for ever pop across your entire empire, doesn't that make the likes of Venerable *actively detrimental* for gene-modding empires?
 
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How do the changes to Synthetic Ascension impact the AI Rebellion? The Rebellion was arguably already too easy to avoid, and now it'll be even easier for empires that weren't planning to go down the Synthetic route.
 
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So ignoring how Overtuned would allow you to have this simulation run literally every game tick for ever pop across your entire empire, doesn't that make the likes of Venerable *actively detrimental* for gene-modding empires?
You could still modify them, but they'd take longer to be naturally phased out.
 
You could still modify them, but they'd take longer to be naturally phased out.
So "Yes, that WOULD make Venerable actively detrimental."
 
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What do you mean? Transgenesis technologies just means unlocking extra traits and the Lithoid and Plantoid traits can be pretty useful. The AI adding these traits isn't much more of an issue than AI genetic modification otherwise is.

In part because you can wind up with things that really don't make sense/are immersion-breaking even in a sci-fantasy game, for example humans with budding. Also the more options the AI has to make sub-variants, the more it will do so while the species tab is typically a crowded mess as is.

If you're fine with all that, more power to you. With Xenocompatibility, Paradox recently gave us the option to turn it off if we didn't want it in our games, but it doesn't look that will be the case with Transgenesis technologies.
 
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This was considered, but we wanted players to both be able to have an ascension path and take the become the crisis path without them interfering with each other.
Why would one exclude the other?

I would say this is giving the better mechanic to a niche DLC-locked meme AP choice and using that as a reason to exclude it from 99% of the rest of the playerbase(utopia is by far the most popular DLC). The vast majority of people will select one of the three ascension paths in every game, where most people will only play BtC once or twice if they even bought it. I think I have selected End of the Cycle more often than I've played BtC.

Please don't withhold mechanics because of a small amount of overlap.

The opportunity cost of taking an ascension path and thus having one less tradition tree was considered a positive aspect of this rework.
I would disagree. There is a pretty clear hierarchy of AP choices with a few niche options for special empires or game settings. Traditions since 3.5 have become more open with regards to what I choose in every game and I feel this change will revert that somewhat.

I'm not a balance expert but I think the boni of the AP and the opener should be swapped, this will both make you play a bit more with a not fully developed Psionic Species and uniform the opener for Regular and Teachers of the Shroud Empires
I agree, why would I spend an AP if all I get is a fancy army. There doesn't seem to be any reason to take a partial ascent.
 
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IMO we should first ask what is general direction, purpouse and distinction between ascension paths, so taht those would not be just different theme bonusses, but different gameplays.
Example:
psionic vs synthetic = pop quality and randomness (both the shroud and pop traits) vs pop quantity and strict chosen plans.
genetic vs cybernetic = pop trait quality (less picks but more powerfull traits) vs pop trait quantity (more picks but weaker traits overall).
and then go straight that way.
IMO synth lacks pop growth, and cybernetics lack trait points overall.
 
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In part because you can wind up with things that really don't make sense/are immersion-breaking even in a sci-fantasy game, for example humans with budding.
I mean it does actually make sense for a civilization that achieved mastery over biology to be able to do a lot of things that seem unnatural to us.
 
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