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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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Some people have said this already, but if this is the update where you're trying to bring ascensions in balance, psionics needs even more. Dramatically more, actually. Just adding a pop assembly slot in either machines or cloning is going to give at least around 50% more total pop growth than psionics and can easily be moved to far, far more than that (try an overtuned or progenitor hivemind with budding, it's... Majestic), and it continues to get better from there - having double the population is generally equivalent to simply having double production on all pops, before taking into account that other ascension paths also have production increases in addition to pop growth/assembly boosts. Sure, eventually you run out of jobs to fill, but the enormous advantage you got over psionics up to that point means you have ringworlds, habitats and ecumenepoli much faster and probably before you do run out of jobs to fill, so you don't actually slow down within any meaningful timeframe.

I propose an alternative, balance tests pending (both to confirm my belief about the current state above and if it's bad to confirm that my idea isn't going in the other direction): psionic pops increase output of psionic pops on the planet by 1%, including trade value. This might actually not be enough to exceed full pop assembly builds - assuming a simple 50% increase in number of pops from biological ascension (and assuming no associated output increases, this is JUST the assembly) it'll take 50 psionic pops just to match biological ascension (and that's still disregarding the additive vs multiplicative bonus problem someone brought up earlier, 50% won't actually increase output by 50%). And that's the floor of how many more pops biological ascension can get you.

This would do one major other thing, actually - why is psionics increasing production? We could argue it's because you can monitor that people are working with telepaths, but that's not it, you can be egalitarian and psionic. What would make way more sense, conceptually, is if each psionic pop was adding to the total psionic power available to improve efficiency.
 
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psionic pops increase output of psionic pops on the planet by 1%, including trade value.
I have a glorious vision. It is:

Coruscant, but everyone is a Jedi.
 
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Some people have said this already, but if this is the update where you're trying to bring ascensions in balance, psionics needs even more. Dramatically more, actually. Just adding a pop assembly slot in either machines or cloning is going to give at least around 50% more total pop growth than psionics and can easily be moved to far, far more than that (try an overtuned or progenitor hivemind with budding, it's... Majestic), and it continues to get better from there - having double the population is generally equivalent to simply having double production on all pops, before taking into account that other ascension paths also have production increases in addition to pop growth/assembly boosts. Sure, eventually you run out of jobs to fill, but the enormous advantage you got over psionics up to that point means you have ringworlds, habitats and ecumenepoli much faster and probably before you do run out of jobs to fill, so you don't actually slow down within any meaningful timeframe.

I propose an alternative, balance tests pending (both to confirm my belief about the current state above and if it's bad to confirm that my idea isn't going in the other direction): psionic pops increase output of psionic pops on the planet by 1%, including trade value. This might actually not be enough to exceed full pop assembly builds - assuming a simple 50% increase in number of pops from biological ascension (and assuming no associated output increases, this is JUST the assembly) it'll take 50 psionic pops just to match biological ascension (and that's still disregarding the additive vs multiplicative bonus problem someone brought up earlier, 50% won't actually increase output by 50%). And that's the floor of how many more pops biological ascension can get you.

This would do one major other thing, actually - why is psionics increasing production? We could argue it's because you can monitor that people are working with telepaths, but that's not it, you can be egalitarian and psionic. What would make way more sense, conceptually, is if each psionic pop was adding to the total psionic power available to improve efficiency.
Pop growth is only a limiter for early game, pacifists, purifiers, and roleplayers (for whom the balance of these ascensions doesn't particularly matter). Conquer or Nihilistically Acquire your neighbor's pops, and you'll far outstrip polymelic-fertile-overtuned hiveminds that don't.

If psionic gave this 1% resources from jobs per pop bonus, psionic would be, far and away, the most broken ascension. As it is, they get 20% resources from jobs and another 10% to research and unity, compared to synth's 20% (and giving up event traits), cybernetic's 15% (to specialists), and genetic's 20-30% to researchers (and 5% to everything else). Giving them an order of magnitude more output when you can conquer and assimilate your neighbors to replace growth would be too much.

Consider a fairly normal ecumenopolis with 170 metallurgists, 16 entertainers, and the usual assortment of enforcers/politicians, etc. Your metallurgists would be producing double the output of every other empire type.
 
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Pop growth is only a limiter for early game, pacifists, purifiers, and roleplayers (for whom the balance of these ascensions doesn't particularly matter). Conquer or Nihilistically Acquire your neighbor's pops, and you'll far outstrip polymelic-fertile-overtuned hiveminds that don't.

If psionic gave this 1% resources from jobs per pop bonus, psionic would be, far and away, the most broken ascension. As it is, they get 20% resources from jobs and another 10% to research and unity, compared to synth's 20% (and giving up event traits), cybernetic's 15% (to specialists), and genetic's 20-30% to researchers (and 5% to everything else). Giving them an order of magnitude more output when you can conquer and assimilate your neighbors to replace growth would be too much.

Consider a fairly normal ecumenopolis with 170 metallurgists, 16 entertainers, and the usual assortment of enforcers/politicians, etc. Your metallurgists would be producing double the output of every other empire type.
It is my stance that "just go militarist and take every pop you can" should not be the only viable option. Also, firstly, the 1% production would be in place of current bonuses (and I specifically said it would require testing, 1% is a throwaway number) - secondly, you've just outlined how currently synthetics has equivalent bonuses + assembly and biological has lesser bonuses but assembly. They also both lack RNG and don't require rare techs to start.

Yes, I do think that nonconquering empires should be able to play the game and not be left in the dust. No, I am not apologizing for wanting other builds to be good at all. I have enjoyed taking barbaric despoilers in the past, but it shouldn't be required. If the bonuses required to make psionics equivalent make taking other pops unbalanced, just remove the ability to assimilate aliens to psionics. It's not like it's anything other than RP when you take it now anyway.
 
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It is my stance that "just go militarist and take every pop you can" should not be the only viable option. Also, firstly, the 1% production would be in place of current bonuses (and I specifically said it would require testing, 1% is a throwaway number) - secondly, you've just outlined how currently synthetics has equivalent bonuses + assembly and biological has lesser bonuses but assembly. They also both lack RNG and don't require rare techs to start.

Yes, I do think that nonconquering empires should be able to play the game and not be left in the dust. No, I am not apologizing for wanting other builds to be good at all. I have enjoyed taking barbaric despoilers in the past, but it shouldn't be required. If the bonuses required to make psionics equivalent make taking other pops unbalanced, just remove the ability to assimilate aliens to psionics. It's not like it's anything other than RP when you take it now anyway.
I agree, and I count myself as, alternately, a roleplayer or pacifist, so pop growth is relevant to the way I play. But that's a separate issue, one solved (maybe) by making new conquests less inexplicably immediately productive, or by making cooperation between equals more competitive with conquest or zero-sum vassalization and taxes.

But that doesn't change the fact that handing a huge productivity bonus to psionic and "balancing" it with the lack of growth is not balanced, as militaristic expansion (which is mostly the default in a 4x game) makes that counterbalance not matter at all.

Removing the ability to assimilate would somewhat solve the problem (with the exception of other psionic empires or released vassals being pop farms), but it's a drastic change.
 
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I agree, and I count myself as, alternately, a roleplayer or pacifist, so pop growth is relevant to the way I play. But that's a separate issue, one solved (maybe) by making new conquests less inexplicably immediately productive, or by making cooperation between equals more competitive with conquest or zero-sum vassalization and taxes.

But that doesn't change the fact that handing a huge productivity bonus to psionic and "balancing" it with the lack of growth is not balanced, as militaristic expansion (which is mostly the default in a 4x game) makes that counterbalance not matter at all.

Removing the ability to assimilate would somewhat solve the problem (with the exception of other psionic empires or released vassals being pop farms), but it's a drastic change.
I'm not sure anything less than a drastic change can fix it. Right now it's worse than the other ascensions unless you are taking pops from other empires, but the only ways to make it better are 1. Give it pop growth/assembly, in which case it's too similar to biological ascension or 2. Make the bonuses much higher. If the bonuses are higher it will obviously be the best if you are taking pops, but if it has the worst pop growth it has to have the best other bonuses... And it really doesn't, either in live or in this preview. The best idea I have is to go all-in on bonuses so that they're obviously and massively better on a per-pop basis (20% isn't doing it, that's equivalent to one basic resource tech per field, and it doesn't even mathematically improve it by 20% - it's 20% of base yield), which means conversely destroying the ability to circumvent that downside.

Another way to balance it would be to make psionic pops only boost psionics of their own species, which is easily explained away as not having cross-species compatibility. Then it's at least a muted advantage when taking pops from another empire.

Similarly, in my opinion void dwellers should be an empire modifier so that you can't skip that entire downside - any time you can skip a downside it's either trash if you don't/can't or insanely OP if you can, only one can ever be balanced if it's possible to negate.
 
As if pop growing empires can’t also be militarist. It’s the opposite, those empires have way more base productivity to launch a military campaign. Especially genetic ascension now only requires gene tailoring which is not later than psionic theory, there isn’t much advantageous time if at all for psionic if not playing Teacher of the Shroud origin.
 
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As if pop growing empires can’t also be militarist. It’s the opposite, those empires have way more base productivity to launch a military campaign. Especially genetic ascension now only requires gene tailoring which is not later than psionic theory, there isn’t much advantageous time if at all for psionic if not playing Teacher of the Shroud origin.
They are practically both on the same footing. Without conquest, genetic ascension will have ~2x as many pops as psionic. With it, they will have 10% more. So a change that is "balanced" when you're trying to make psionic keep up with genetic without conquest ("just slap a 1% bonus per pop on the planet on it") is clearly wildly overcompensating when you're talking about a 10% difference.

The point isn't that psionic is somehow magically the only one that can conquer. The point is that the growth bonus becomes mostly irrelevant in the face of conquest.
 
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They are practically both on the same footing. Without conquest, genetic ascension will have ~2x as many pops as psionic. With it, they will have 10% more. So a change that is "balanced" when you're trying to make psionic keep up with genetic without conquest ("just slap a 1% bonus per pop on the planet on it") is clearly wildly overcompensating when you're talking about a 10% difference.

The point isn't that psionic is somehow magically the only one that can conquer. The point is that the growth bonus becomes mostly irrelevant in the face of conquest.
That's exactly why I suggested that maybe assimilation shouldn't be possible for psionic empires. Clearly, a 5% or even a 20% per-pop advantage doesn't even come close for non-conquering empires to making up for that growth disadvantage - so this is, like live, going to make psionics completely non-viable without conquest. What you're missing here is that if psionics can't have better bonuses it can't have entirely missing other advantages without just being "that one ascension that isn't good." It has no relative advantage.

What it gains is up for debate. I gave a suggestion, and yes it would need downsides. Psionics needs upsides though, not just downsides. There are many things that could be experimented with, for instance, shroud boons are often enough to make a psionic build temporarily worth it - completely RNG-based, so a way to make that better would be to make it unlock one-use no-upkeep edicts from successful shroud visits so you can activate the bonuses when you actually want them. There are plenty of ways of improving psionics that can be tried out, but "it's equivalent if militarist and hot garbage if no" is no way to balance something in a game that has a pacifist ethic. That's a Total War balance, not a Paradox balance, and neither is bad but the former doesn't fit this game.
 
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Some people have said this already, but if this is the update where you're trying to bring ascensions in balance, psionics needs even more. Dramatically more, actually. Just adding a pop assembly slot in either machines or cloning is going to give at least around 50% more total pop growth than psionics and can easily be moved to far, far more than that (try an overtuned or progenitor hivemind with budding, it's... Majestic), and it continues to get better from there - having double the population is generally equivalent to simply having double production on all pops, before taking into account that other ascension paths also have production increases in addition to pop growth/assembly boosts. Sure, eventually you run out of jobs to fill, but the enormous advantage you got over psionics up to that point means you have ringworlds, habitats and ecumenepoli much faster and probably before you do run out of jobs to fill, so you don't actually slow down within any meaningful timeframe.

I propose an alternative, balance tests pending (both to confirm my belief about the current state above and if it's bad to confirm that my idea isn't going in the other direction): psionic pops increase output of psionic pops on the planet by 1%, including trade value. This might actually not be enough to exceed full pop assembly builds - assuming a simple 50% increase in number of pops from biological ascension (and assuming no associated output increases, this is JUST the assembly) it'll take 50 psionic pops just to match biological ascension (and that's still disregarding the additive vs multiplicative bonus problem someone brought up earlier, 50% won't actually increase output by 50%). And that's the floor of how many more pops biological ascension can get you.

This would do one major other thing, actually - why is psionics increasing production? We could argue it's because you can monitor that people are working with telepaths, but that's not it, you can be egalitarian and psionic. What would make way more sense, conceptually, is if each psionic pop was adding to the total psionic power available to improve efficiency.
Gosh, I'd love mages in Stellaris... or "godbros" with massively-increased output.

I know a lot of people hate that there's any fantasy in the science-fantasy game, but still.
 
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maybe composer of strands give 3 base pop growth speed or something similar
that way psionic can compete with other path on pop number but only when they choose composer of strands
 
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maybe composer of strands give 3 base pop growth speed or something similar
that way psionic can compete with other path on pop number but only when they choose composer of strands
That could work. Give options for relevancy in any scenario based on which covenant you choose. That still leaves random covenant rolls terrible, but that's an entirely separate problem if they're all actually good - actually, if the other two besides Instruments had stuff like that in their field (and maybe slightly less awful downsides, honestly) I wouldn't mind gaining RNG for adaptability. I really like that idea.
 
just allow player to refuse and roll again in 5 years
should not be difficult to implement even for paradox
eater of worlds can give 100% naval capacity and - 40% ship build and upkeep
instrument of desire can give + base consumer good and alloy production and extra amenity
whisperers in the void can give + base research
so each of them can compete with other path
 
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maybe composer of strands give 3 base pop growth speed or something similar
that way psionic can compete with other path on pop number but only when they choose composer of strands

Good suggestion but I'll be more "extreme" and say that the Composer of Strands could give +3 Organic Pop Assembly instead. In my Spiritualist runs I always end up using robots since Pops are kings but I'd really like to satisfy both the No Robot and the Psionic Pursuits issues of the Traditionalist faction.
 
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Sci-fi does not, and never has meant science-fantasy. It is science-fiction. I get your point, and don't even disagree with it, but you can make that point without posting incorrect information.
Oh sorry, I should have explained. My stance on Stellaris is that it's science fantasy, because it assumes stuff that breaks the current laws of physics is possible.

The big example is FTL; though hey, if String Theory finally reveals that there is a hyperlane network you can transport energy through without being massively inefficient, that'll be neat.
 
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Oh sorry, I should have explained. My stance on Stellaris is that it's science fantasy, because it assumes stuff that breaks the current laws of physics is possible.

The big example is FTL; though hey, if String Theory finally reveals that there is a hyperlane network you can transport energy through without being massively inefficient, that'll be neat.
Pretty much ALL sci-fi has something that breaks what we currently know about the limits of physics, or biology, or technology, because it's fiction.
 
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Pretty much ALL sci-fi has something that breaks what we currently know about the limits of physics, or biology, or technology, because it's fiction.
Hard sci-fi is a pretty major subgenre of sci-fi. A significant portion of sci-fi stories only use currently feasible technology. Any story about near-future humans surviving on Mars for example, which is a pretty popular theme.
 
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True, but surely any work of science fiction that uses current science without any extrapolation of future use, is just "fiction".

Martian dome-style tech, while it may be plausible in concept, is still fantastical compared to today's level of tech and is what puts the "science" in science fiction.

I find Mohs Scale of Science Fiction Hardness to be quite interesting reading. (Warning: TV Tropes article. Say goodbye to the rest of your day.)
 
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