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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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What do you mean by that? Psionically ascended empire is already connected via telepathy, they are just step away for total mind meld, and by some definitions they are already gestalt consciousness. So thy are (at the very least) linked since they got full psionic potential.

edit. What are you disagree with? That psionic empire is linked? its fact, not opinion xD just like cyber pops are linked. It deoes not means they are thinking eachother like gestalt consciousness, but like we with internet. Its just a fact.
Tho, in some headcanons, psy empire is already gestalt.
As in, some of the shroud events discuss you venturing in with individuals which is not something hive mind events have. Hives have altered event text referring more to the collective, which means all the shroud stuff (and any other psionic events) needs new text for hive minds. E.g. I don't think the text and content behind the Chosen One would make sense for a hive as it is currently.

From the other dev comments where they've explained this in the past, those updates wouldn't be hard, just more time-consuming than they had budget for.
 
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Back from lunch today, time to answer some more questions!

Will we get more trait *points* to utilize the new cybernetic traits? Are we meant to get extra points through the provided negatives?

The current intention is that the negative cybernetic traits should provide points to get the positive traits, but as always not final numbers are not final and things can change due to feedback during the open beta.

Will bonuses to robot build speed effect the building of cyborgs? (What is this meant to be in flavor, anyways?)

No, this shifts roboticists to providing organic pop assembly. Flavour-wise, this is diverting the production lines from building robots to manufacturing cybernetic implants for your population.

Any plans for allowing Overlords to export their ascension to their subjects? I could see this being done on a light scale through holdings. Say, a building that converts a couple of pops a year in exchange for energy or the like. (This would also make for a fun branch office building. Exporting transcendence and such.)

No current plans, but this sounds like a great suggestion for a future Custodian update.

Can biologically ascended empires apply cybernetic templates to pops?

No.

Will other traditions will be buffed then?

To quote the 3.6 patch notes

  • Rebalanced Harmony, Prosperity, Mercantile, Versatility and Adaptability traditions.

Can hiveminds now get Roboticists when they take cybernetics?

Nope!

Is taking a covenant the intended playstyle for Psionic?

Yes, we are looking at rebalancing the bonuses and penalties for the various covenants but I can't say anything more at this time.

Wait, some of the effects here are different, are some of these being changed for robotic species too?

Nope, the cybernetic traits were inspired by robot/machine traits, but have been changed.

Also, I feel that the pop assembly nerf for synthetic is a bit too much. Should be fine with 3 assembly job, especially with the boost for organic assembly.

1665134487911.png

Seems like the time-gap between latent psionics and fully psionic is quite short now, perhaps those could be spaced out a bit?

Yeah, that's something we're discussing.

It seems the Synthetic path can now be completed without even researching Synthetics

A requirement of the Synthetic Age tradition is to have researched the Synthetics technology.


Will we still be able to get Synthetics without taking the ascension path?

Currently, you can research the Synthetics tech, but robotic leaders is locked behind the tradition. I'll pay attention to feedback if this should be changed or not.

Are cybernetic ascension and synthetic ascension going to be mutually exclusive like all other ascensions?

All four ascension paths are mutually exclusive.

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).

Currently, it is a random roll for which shroud entity contacts you weighted by your ethics and other choices (as it currently is in 3.5). You'll have the option to decline of course and that means you can randomly stumble across potential covenants when exploring the Shroud (as in 3.5).

The Synthetic opening on the tradition tree flowchart says: "Can require robotic leaders", but in the actual dev diary it says:

A typo no-one noticed even through I had many proof-readers. It should "Can acquire robotic leaders".

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?

They felt too robotic for cyborgs.

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?

Budding and Delicious can't be applied to lithoids, as they are not made of meat. Likewise, Felsic and Crystallization can only be applied to lithoids due to the aforementioned lack of meat.

Polymelic should be mutually exclusive with both Budding and Crystallization.

What's the requirement for the DNA-harvesting project for leviathans? Do you need to already have transgenics, or be on the genetic AP, or is this something normal empires can harvest "just in case"?

In order to harvest DNA from a Leviathan, you need to have researched Gene Tailoring and not have begun undertaking one of the other ascension paths.

For clarity, can this stack with Thrifty, for +50% TV from jobs?

Yes.

Looking at my recent cybernetics only save, I see that the Cyborg trait doesn't even do anything for rulers, and yet still takes up one of the three potential trait slots that leaders get. Cybernetic leaders have less room for diversification without a real upside when compared to synths.

1665139503914.png

New modifiers that depend upon @Eladrin's DD next week have been redacted.
 
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Couple thoughts, I'd like to see some bonuses to spying it would be very thematic for cyborgs to be able to hack things easier.

They should probably just add a +Codebreaking modifier when it comes to hacking (or "hacking") a target who shares your ascension type. Robots should be great at hacking other robots (and regular empires to a lesser degree?). But not versus psychics. Psychics should get a +codebreaking buff when it comes to other psychics.

Bio maybe should get a small bonus to hacking other biological life-forms who share your "species pack", and then small bonuses with other biological groups (like lithoids, hiveminds, aquatics etc) when they reach Transgenetics at the end of their tree.
 
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No, this shifts roboticists to providing organic pop assembly. Flavour-wise, this is diverting the production lines from building robots to manufacturing cybernetic implants for your population.
so cyborgs count as bio pops for effects? meaning things like budding work with them, or are they a third type of pop?
 
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Currently, it is a random roll for which shroud entity contacts you weighted by your ethics and other choices (as it currently is in 3.5). You'll have the option to decline of course and that means you can randomly stumble across potential covenants when exploring the Shroud (as in 3.5).

Thanks for your answers :) Could you perhaps explain the thinking behind keeping it RNG, as opposed to having it be a choice?
 
Redoing how gene and robo modding work was out of the scope of things @Alfray Stryke could do as part of Summer Experimentation, but it's on the "todo" list. (Though without a firm target as to "when".)

It could be a lot better.

One of the nice things about the release cadence given to us by the Custodian Initiative is that we always have the opportunity to make things better, it just needs to be prioritized appropriately.
that's fair. glad to hear you concur on this in principle.
 
Thanks for your answers :) Could you perhaps explain the thinking behind keeping it RNG, as opposed to having it be a choice?

The Shroud is supposed to mysterious and even those that have attained Psionic ascension and learnt from the Shroudwalkers do not fully understand it.
 
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Currently, you can research the Synthetics tech, but robotic leaders is locked behind the tradition.
I don't like this.

Maybe you could make it so that the Synthetic leader trait is only added to the leaders if you take the ascension, but we should definitely be allowed to hire Synthethic leaders otherwise once we research that option, just as we can now.

Flavor-wise, we should have the option to make Synthethics equal citizens in our empire, including as leaders, without necessarily becoming Synthethics ourselves.
 
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The Shroud is supposed to mysterious and even those that have attained Psionic ascension and learnt from the Shroudwalkers do not fully understand it.

I appreciate the flavour reason, but I still think it isn't fun to have to re-roll covenants until you get the one that matches your empire. No more than it would be fun for a genetic ascension empire to have RNG on what genetic traits they unlock. Being able to pick the covenant we want at the end of the finisher would still leave the regular shroud interactions as mysterious.
 
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Didn't read all ten pages of this thread, but did anyone ask about Psionic for Hive Minds yet? Still feels very bad to be pigeonholed into a single ascension.
 
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  • 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.
I recently saw a video on Youtube of a much older build of Stellaris (before Trade Value was created), and saw that the Thrifty trait already existed back then.
It increased Energy output from jobs instead:
1665145620114.png

I'm guessing the idea behind Psionics was that they could read people's thoughts and strike deals more easily thanks to that? But since Trade Value wasn't a thing, they made the Psionic traits boost energy output instead. And when Trade Value was created, everyone forgot somehow? (I don't know, I wasn't playing the game around that time).

Another thing that makes me believe that is how there often seem to be some connection between spiritualism and trade in this game. The 2 most obvious signs being the "Gospel of the Masses" civic and the "Numistic Shrine" building which gives Merchant and Priest jobs.

But replacing that with unity does make sense too, I agree. This would also avoid making Psionics feel "necessary" for a trade build.


Loving the ideas exposed there in general, can't wait for the open beta!
 
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Didn't read all ten pages of this thread, but did anyone ask about Psionic for Hive Minds yet? Still feels very bad to be pigeonholed into a single ascension.
Hiveminds can now choose between genetic and cybernetic, though I do agree hiveminds should get access to psionic as well - they are inherently telepathic after all. I do understand it would take a while to implement, as many events and especially shroud interactions would need to get heavily modified texts or even complete reworks for hive mind interactions.
 
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The Shroud is supposed to mysterious and even those that have attained Psionic ascension and learnt from the Shroudwalkers do not fully understand it.
I've taken the shroud three times. Every time I did I got bad rolls until I decided to stop throwing good money after bad and finished the game down an ascension.

"But what are the odds of that?" - Well, work out the odds and multiply by the number of players and that's how many people are in the same boat as me. My play experience is that the shroud is something you throw energy at for the privilege of getting kicked in the buds every few years.

I'm fine with the shroud being nondeterministic and risky but IMO the current series of independent rolls that return either a good thing or a bad thing is an overly simplistic way of implementing it, and has not resulted in gameplay I'm interested in repeating.
 
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I've taken the shroud three times. Every time I did I got bad rolls until I decided to stop throwing good money after bad and finished the game down an ascension.

"But what are the odds of that?" - Well, work out the odds and multiply by the number of players and that's how many people are in the same boat as me. My lived experience is that the shroud is something you throw energy at for the privilege of getting kicked in the buds every few years.

I'm fine with the shroud being nondeterministic and risky but the current series of independent rolls that return either a good thing or a bad thing is an overly simplistic way of implementing it.

An improvement to make it less frustrating imo could be having the option to find the Shroud technologies without interacting with it, through the usual Tech Tree, and the associated event granting them for free instead. Once I arrived into the end game and beat the Crisis without ever getting the Psionic Shields, getting the Corrupted Avatar every time instead, quite annoying.
 
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I'm loving the changes in this Dev Diary but I have one question, I'm not sure if this was asked before:
Will regular empires be able to asimilate machine inteligence pops into normal robots? We get the option to assimilite hive minded pops into regular ones and vice versa so I feel like being able to disconnect a robot from machine intelligence would be easier than disconnecting a drone from a hive mind (in theory at least).
 
As someone who has found enjoyment in playing with Tech on 5X costs, is there any way that we will be able to get Tradition costs separated from Tech Costs? If my Ascension paths are going to need Traditions to get the most out of the perks I would like the ability to tune the costs to be a bit less insane by endgame.
 
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An improvement to make it less frustrating imo could be having the option to find the Shroud technologies without interacting with it, through the usual Tech Tree, and the associated event granting them for free instead. Once I arrived into the end game and beat the Crisis without ever getting the Psionic Shields, getting the Corrupted Avatar every time instead, quite annoying.
Oh I don't want Psionic Ascension to be shroud-optional. Quite the opposite. There's loads of ways to make the shroud something I'd enjoy interacting with while keeping it weird and scary and unpredictable. Like if bad outcomes accelerated how quickly you attracted a patron, with appropriate flavour text popups so you had an in-game way of at least vaguely knowing your excessive bad luck was leading somewhere. Or have each dive bring back a good and a bad result at the same time. Or if instead of paying to dive into the shroud you pay to visualise psychic fleets or whatever into existence and then a shroud event happens on top of that. Or just boost the base bonuses from being psychic and have the shroud dive be a forced non-optional annual event that just happens to you automatically because that's the price of being psychic!

That's why I didn't post any suggestions earlier. There's so many mutually exclusive ways to do it that I would enjoy much more that I felt putting any in my original post would muddy the issue. I just wanted to pass on that if I'm playing a save I'm otherwise enjoying and then being given the option to pay resources to opt into flipping a coin that, from my experience, just makes everything a bit worse over and over and over, that's not a choice I'm ever going to make again. Even going outside my experience into how I "know" it works, knowing nothing is stopping it from continuing to roll the bad results forever and ever isn't going to change that. I'll just spend that energy on reliquaries. At least they're literal gambling!
 
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New modifiers that depend upon @Eladrin's DD next week have been redacted.
So Machine empires will get a maximum assembly speed of 31,8. 16,5 without the relic or being the emperor.

6 for capital building, 1 empire type, 1 ruler bonus Synthetic, 3 assembly plant and 1 for machine worlds = 12, 10 when not the emperor or 8 on a new world
assembly speed bonus 20% tech, 10% tradition, 15% trait, 20% civic and 100% relic = 165%

I wonder if people will complain that ME are too strong or too weak. It's always one or the other.
 
I've taken the shroud three times. Every time I did I got bad rolls until I decided to stop throwing good money after bad and finished the game down an ascension.

"But what are the odds of that?" - Well, work out the odds and multiply by the number of players and that's how many people are in the same boat as me. My play experience is that the shroud is something you throw energy at for the privilege of getting kicked in the buds every few years.

I'm fine with the shroud being nondeterministic and risky but IMO the current series of independent rolls that return either a good thing or a bad thing is an overly simplistic way of implementing it, and has not resulted in gameplay I'm interested in repeating.
Completely disagree. The chaotic and dangerous nature of the Shroud is the primary appeal of Psionic ascension. Making everything "meta" is the absolute worst idea for this game. This is NOT a competitive game, it's a storytelling game where bad things happening out of your control is part of the fun. If I wanted Starcraft or Civilization I'd play those games.
 
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Personally I agree that any robo/gene modding projects should use the new Incident system, with the speed determined by how much (and what type) of resource you are willing to spend. Plus you can use pulse events or the different stages to have interesting things happen (extra unrest from an unwilling populace, unexpected popularity speeding up the process, defective parts being used costing more time/resources, etc)

I am against this, because I can't imagine gene-modding in a multicultural late game empire spawning a dozen situations to be any kind of fun.