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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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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.
I want to keep it chaotic and dangerous, but coin flips are not the only, or best, way to do chaotic and dangerous.

e: or to keep this opinion based, paying for coin flips was not an implementation of chaotic and dangerous that I found fun.
 
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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.

Eugenics Wars crisis when?
 
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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.
The 15% from the trait is multiplicative, so it's actually 17.25 assembly when not the emperor. 17.25 is actually exactly as much as the new genetic ascension (ignoring budding).

For comparison, genetic ascension will now be getting 4.5*(1+.3+.2+.1+.2+.1)+6*(1.45)=17.25 too. That's Fertile, tech, tradition, medical workers, and nutritional plenitude for growth, and Vat-Grown and medical workers with clone vat assembly (there will probably be a -10% in there as well unless you're clever with immigration to lock your fertile subspecies into reproducing, so it may actually be 16.8).
 
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The 15% from the trait is multiplicative, so it's actually 17.25 assembly when not the emperor. 17.25 is actually exactly as much as the new genetic ascension (ignoring budding).

For comparison, genetic ascension will now be getting 4.5*(1+.3+.2+.1+.2+.1)+6*(1.45)=17.25 too. That's Fertile, tech, tradition, medical workers, and nutritional plenitude for growth, and Vat-Grown and medical workers with clone vat assembly (there will probably be a -10% in there as well unless you're clever with immigration to lock your fertile subspecies into reproducing, so it may actually be 16.8).

And hive will beat both of them anyway
 
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Back from lunch today, time to answer some more questions!



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.



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.



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



No.



To quote the 3.6 patch notes





Nope!



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



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






Yeah, that's something we're discussing.



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




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.



All four ascension paths are mutually exclusive.



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).



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



They felt too robotic for cyborgs.



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.



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.



Yes.




New modifiers that depend upon @Eladrin's DD next week have been redacted.
Why did the psionicist governor have +5 stability removed? I don't understand.
 
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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.
It was interesting reading your unity rework, and this in particular reminded me of what I consider one of the major psionic/spiritual issues. Namely that from a certain point, there is very little value to gaining additional unity in the early game compared to other currencies.

This is because the strongest use of unity - UNITY AMBITIONS - is gated by tech, not unity, and this issue is compounded by other factors that make focusing on unity less rewarding that it initially appears.

Not only do non-spiritualist/psionic empires following the "tech is king" approach research Ascendance Theory earlier than any spiritualist or psionic empire ever could, they can then scale up their unity production with higher tech buildings at that point to take advantage of it.

Spiritualist/Psionic empires only catch up much later in what, thematically, ought to be a strength of theirs - and much, much later if they make the mistake of focusing on unity over science in the early to mid-game in order to leverage things such as unity edicts, which is supposed to be a strength of high unity builds.

Sure, psionics/spiritualists focusing on unity will also get traditions earlier in the game, and earlier ascension perks - but traditions are generally of lower value than techs due to the many filler traditions, their cost scaling with number of traditions taken, and the value of techs in increasing resource output modifiers. Moreover, most ascension perks are also locked behind tech anyway, making this psionics/spiritualist advantage less valuable than it might otherwise seem as there are only so many of the early ascension perks that you can take for any empire before their marginal value drop like a stone.

So how about making the FINISHER to the psionic path provide ASCENSION THEORY as a guaranteed research option in addition to what it already does? This won't give the (spiritualist or otherwise) unity-focused empire rushing Psionics unity ambitions in the early game, due to the tech cost of researching this T5 tech with an early game tech base, but by the mid-game, at a considerable cost, the player could do so and get to spend his unity on something as valuable as every "tech is king" faction in the game, during the same time period of the game where tech factions would get to do so - and he'd do so through the power of the mind. Sounds like a win-win to me, thematically speaking.

Just a thought.

---

Another thought: Fewer but more efficient

It has long been part of the design philosophy, but players have never been fooled. At least not those who can count, though admittedly the differences have often been exaggerated. :D

Be that as it may, 20% rather than 10% ADDITIVE output modifiers is never going to come close to making up for having fewer POPs to begin with in a game that has lots and lots of ADDITIVE output modifiers. Even ignoring that the other ascension paths have their own additive output modifiers to compete with this, and even if the opportunity cost of fielding telepaths rather than other jobs in the first place is ignored.

Worse - the further the game progresses, the less valuable any individual additive output modifier becomes as the players gain more and higher modifiers, primarily through tech but also exploration.

And even worse than that, the further the game progresses, the more POP growth for the POP growth focused empires. The growth curve comes nowhere near addressing this, so long as empires keep expanding. And apart from players roleplaying hermit kingdoms, they do keep expanding.

I would dearly love to see Telepaths achieve - uniquely - a MULTIPLICATIVE resource modifier rather than additive, so you'd get (1+psionic/telepath modifiers)*(1+AllOtherModifiers) resources from jobs. Just say 20% multiplicative rather than additive for 2 telepaths, and see how that works out in testing. (Or how about 10% base for any psionic POP, with each telepath giving an additional 5% for all psionic POPs on the planet?)

THAT would be highly valuable, and scale. Psionic POPs really would be better than any non-Psionic POPs that otherwise had the same output modifiers or the +20% or whatever from their own ascension. Something that actually DID set psionic empires apart in their resource production, and differentiated them from non-psionics with their greater number of POPs and otherwise same resource modifiers.

--

A third thought - guess this one is for the custodian team, really

Despite my focus on game mechanics above (a habit of mine, as a mathematician and ex-game developer), the truth of the matter is that since I only play SP, not MP, I care a LOT more about whether ascension paths feel unique and thematic than about how competitive they are with each other. Mathematics and optimizing is what I do by instinct - having fun is a different matter.

So let me be constructive and suggest that the rework of Psionic would be even better if the game incorporated at least one simple PSI trope from TV and literature to improve their navy in ways that does NOT rely on being lucky in the shroud or reverse engineering tech - and would require minimal work.

Psionic Strike Craft - Let the PSI-Corps provide trained personnel to the navy as well as the bureaucracy. Have PSI-Corps provide a "Psionic Strike Craft" research, which grants access to a strike craft (basic, improved, advanced) with a psionic pilot that are better than the regular strike craft versions. To avoid reopening the evasion balance debacle, just have them provide a bonus to shields (say +10, +15, +20 respectively) and possibly a minor damage boost. There is no need for new graphics for strike craft - the craft are the same, it is only the crew that is different.

This could either be implemented by a separate research line (Psionic Strike Craft -> Improved Psionic Strike Craft -> Advanced Psionic Strike Craft) mirroring the normal research (and possibly working as blockers for the normal research line once you had Psionic Strike Craft to not have a completely dud tech pick) or by having just Psionic Strike Craft research, and let the weapon-components be available as the normal versions if you don't have Psionic Strike Craft tech and the Psionic if you do (if this can be implemented with current triggers).

...Yes, I know, I'm probably not going to get this.

I've been asking for this or something like it for many years now, because I consider it such a missed opportunity not to provide psionics with some ship weapon, ANY ship weapon, that does not require being lucky in the shroud or reverse-engineering, and psionic/magic/force fighter pilots have been a sci-fi trope since Star Wars - and earlier than that in literature.

Because surely, the first - or possible second - thought to arise in a psionic empire, ought to be "what are the military implications of this". :D

---

Finally,

Thought Enforcement is now a guaranteed research option, with the Psi-Corp tradition.
This is a great change!

This means it will never take the slot of something actually useful!

That was a cheap shot. But just look at it:
  • 30 base unity upkeep - this is the most expensive edict together with the Tracking Implants, so it had better provide strong bonuses to justify its high cost
  • -10% happiness - this is bad and affects all POPs in your empire; depending on world, this may reduce resource output or increase crime - or it may have no practical effect; Combined with the high cost, the rest had better be REALLY good to make up for this[/I]
  • -5 crime per telepath - on those planets that have telepaths in the first place, this may help counter the downsides of the -10% happiness, or it might even exceed the downside; on those that don't it has no effect and any problems caused by the unhappiness hit will remain unanswered
  • +1 encryption - this is of little value in SP unless roleplaying a spy-master; The espionage system - even with the relevant DLC - just isn't that important or valuable in the current state of the game. And Psionics already get +2 from a tradition necessary to get the finisher anyway. I find it hard to imagine that the unity opportunity cost makes anybody use it in MP for the encryption, but as I haven't played Stellaris MP for years, I guess I might be wrong on that
  • +25% government ethics attraction - Look, psionics are most likely spiritualists, and government or spiritualist ethics attraction is not in short supply. And why do you even want this in the first place? For increased happiness and faction unity generation, right? Well, guess how that works out with this edict... Bottom line? There are cheaper and better ways of getting ethics attraction than a constant unity drain that makes everybody unhappy

Same goes for Tracking Implants, really, but at least that one provides -10 crime on all planets rather than linking its crime reduction to planets with telepaths. It still seems bad to me, but at least it seems marginally less bad.

I guess this is really me begging for this edict to be given a second pass one of these days, because while I am perfectly willing to accept that there might be edge cases where it is worthwhile to use as is even if I cannot think of any outside roleplaying, when I struggle to think of any situation where I would enable this edict in SP even if was free (I can certainly think of some, but with heavy qualifiers), it is likely in a bad state overall and more likely to function as a trap for new players than anything else.
 
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This means it will never take the slot of something actually useful!
This!
That was a cheap shot. But just look at it:
  • 30 base unity upkeep - this is the most expensive edict together with the Tracking Implants, so it had better provide strong bonuses to justify its high cost
  • -10% happiness - this is bad and affects all POPs in your empire; depending on world, this may reduce resource output or increase crime - or it may have no practical effect; Combined with the high cost, the rest had better be REALLY good to make up for this[/I]
  • -5 crime per telepath - on those planets that have telepaths in the first place, this may help counter the downsides of the -10% happiness, or it might even exceed the downside; on those that don't it has no effect and any problems caused by the unhappiness hit will remain unanswered
  • +1 encryption - this is of little value in SP unless roleplaying a spy-master; The espionage system - even with the relevant DLC - just isn't that important or valuable in the current state of the game. And Psionics already get +2 from a tradition necessary to get the finisher anyway. I find it hard to imagine that the unity opportunity cost makes anybody use it in MP for the encryption, but as I haven't played Stellaris MP for years, I guess I might be wrong on that
  • +25% government ethics attraction - Look, psionics are most likely spiritualists, and government or spiritualist ethics attraction is not in short supply. And why do you even want this in the first place? For increased happiness and faction unity generation, right? Well, guess how that works out with this edict... Bottom line? There are cheaper and ways of getting ethics attraction than a constant unity drain that makes everybody unhappy
It basically gives nothing.
-5 per telepath is really nothing, unless i have heavy crimed planets. Telepaths already gives -35 crime, and there are two of them. jump from -70 to -80 is really not as big... its nothing.
+1 encryption is nothing, unless espionage will get total overhaul.
+25% government ethic attraction is nothing... I would be better by NOT applying this -10% happiness in terms of government ethic attracion.
 
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About how much trouble would it be for you guys to add Trading Algorithms to the game in something like a hotfix patch at this point? I know that's probably really unreasonable, but I'd really like to have trade-bots right now, cause going Synthetic as a trade empire right now is painful without a trait to replace Thrifty.
 
Why did the psionicist governor have +5 stability removed? I don't understand.
I agree, but it is going into beta. So they might change it.
right now it's the weakest bonus for governors compared to the other ascension paths.
I would give psionicist governors a 10% empire sprawl reduction of pops.
 
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I wonder if Cyborg gain access to the 2 roboticist building like synth does, otherwise they significantly lags behind. Cyborg doesn’t have a large pop efficiency advantage due to their born traits being locked in like psionic does and not receiving trait points from the ascension.
 
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Back from lunch today, time to answer some more questions!



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.



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.



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



No.



To quote the 3.6 patch notes





Nope!



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



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






Yeah, that's something we're discussing.



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




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.



All four ascension paths are mutually exclusive.



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).



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



They felt too robotic for cyborgs.



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.



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.



Yes.




New modifiers that depend upon @Eladrin's DD next week have been redacted.
Lemme guess, according to pdxcon, it’s some kind of damage bypass resistance on shield and armor for psionic and synth.
 
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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.
While I see where your coming from, the reason why I say cyborgs should get increased codebreaking is because they can interface with tech directly, while also being able to hide in almost any society. It's also a huge trope in cyberpunk based scifi for people with cybernetics hacking, sabotaging through direct connection or even wirelessly. I am not sure adding checks between species wouldn't just create more lag for little gameplay/theme benefit.
 
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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:
View attachment 886768
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!

If the APs stay as they are at the moment, The Flesh is Weak looks like the way to go for a Trade focused build, due to the ability to combine Thrifty and Trading Algorithm traits, so giving a TV bonus to Psionic doesn't seem too broken.
 
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I agree that the shroud should be random, mysterious and dangerous, but the way to balance is not "sometimes is bad and sometimes is good", but rather "sometimes is bad, and sometimes is much better than the other ascensions good things". Or "it is always good" but random". Otherwise is just plain... worse.
 
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