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Stellaris Dev Diary #272 - The Pact is Signed and Spoken

We have a few things for you today. First, Mr. Cosmogone will delve into the mysteries of the Shroud, then Monzun will show off a new accessibility feature, and finally I’ll give some updates on the Orion Open Beta.

Embracing the Unknowable​


Salutations mortals!

Mr. Cosmogone, high speaker of the Instrument of Desire, here to share tantalizing tidbits about the upcoming Covenants rework.

First of, a little bit of context for those among you unfamiliar with Covenants: currently in the game, after completing your Psionic ascension, you are granted access to the Shroud, a mystical dimension where all psionics draw power from.
Upon exploring the Shroud, you encounter random events, one of which would let you make a bargain with an eldritch entity. This would give you an empire modifier, and every 25 years or so, there would be a price to pay.

The new ascension rework (currently testable in our open beta) made it so that at the end of the tradition tree you would get a shot at forming a covenant without having to explore the Shroud so much.

I liked both these things, but felt that we could go a little further with this.

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We are only ants feeding off crumbs

In the rework, upon first attempting to breach the Shroud, you will get a chance to form a covenant with one of the current entities, chosen semi randomly (the chances vary depending on your ethics, civics, traditions, APs and more). You can refuse them and venture in the Shroud on your own, but accepting will give you a weaker version of the current covenant modifiers.

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I’m sure nothing can go wrong

A while later, you will be prompted to confirm the Covenant. Refusing removes your patron and their modifier, but accepting will give you a situation log entry about the covenant, and you will slowly start increasing in covenant rank as your empire attunes telepathically to its patron.

Every patron provide different bonuses, but they follow the same structure:
  • Upon forming the covenant: weak empire modifier.
  • Upon confirmation: Telepath jobs now provide pop growth, naval cap, amenities or research.
  • After 5ish years: Telepath jobs bonus becomes stronger, gain access to an empire unique building providing more telepath jobs and unique bonuses.

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  • After 15ish years: the weak empire modifier is replaced with a stronger one.

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  • After 30ish years: One of your leaders can be selected to become Chosen, becoming immortal, and gaining a unique leader trait, with effects varying depending on your patron and the leader’s class. This does not block you from getting the Chosen One trait when venturing into the Shroud, and they can even be stacked together if luck is on your side!

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  • After 50ish years, you reach the last stage of the covenant, and gain access to a unique patron specific ship component.
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Here is a detailed table with all the bonuses:
Composer of StrandsEater of WorldsInstrument of DesireWhisperers in the Void
Rank -1 (Your patron let you in but you have yet to confirm your covenant)+10% Pop Growth Speed
+10 years leader lifespan
-1 Trait picks
+25% Army Damage
+7,5% Fire Rate
+100% Ship and Army Upkeep when at peace
+5% Resources from Jobs
+12.5% Pop Upkeep
+5% Research Speed
+7,5% Monthly Influence
+1 Codebreaking
-7 Stability
Rank 0: Telepath Output+2% Pop growth speed+5 Naval Cap+7 Amenities+3 Research
Rank 1:Telepath Output (20)+5% Pop growth speed from psi+12 Naval Cap from psi+15 Amenities from psi+6 Research
Rank 1: Empire Unique BuildingSanctum of the Composer:
+3 Telepath jobs
+10% Habitability
+5% Resources from Jobs
Sanctum of the Eater
+3 Telepath jobs
+10% Weapons Range
-10% Ship Upkeep
Sanctum of the Instrument
+3 Telepath jobs
+5% Empire Happiness
+10% Trade Value
Sanctum of the Whisperers
+3 Telepath jobs
+1 Envoy
+15% Infiltration Speed
Rank 2: Empire Modifier (50)+20% Pop Growth Speed
+20 years leader lifespan
-2 Trait picks
+50% Army Damage
+15% Fire Rate
+200% Ship and Army Upkeep when at peace
+10% Resources from Jobs
+25% Pop Upkeep
+10% Research Speed
+15% Monthly Influence
+2 Codebreaking
-15 Stability
Rank 3: Chosen One
(90)
See Chosen table below
Rank 4: Ship Component
(150)

AUX: +0,1 Hull regen
+0,15 Armor Regen
AUX: +20% Orbital Bombardment Damage
+5 Chance to Hit
AUX: +25% Sublight Speed
-5% Ship upkeep
AUX: +15% Evasion

And here is the chosen table:

ChosenInstrument of DesireComposer of StrandsEater of WorldsWhisperers in the Void
Ruler+10% Happiness
+15% Trade Value
+1 Leader Skill Levels
+50 years leader lifespan
+30% Leader experience gain
+15% Ship Build Speed
-10% Ship Upkeep
+1 Monthly Influence
+1 Encryption
-15% Operation Cost
Governor+30% Slave pop resource output
+5 Stability
+5% Resources from Jobs
+5% Pop growth speed
+25% Shipyard Build Speed
-15% Shipyard Build cost
No Chosen
Scientist+15% Research speed
+2 Zro/Month
+2 Motes, Gas and Crystals/Month
+15% Research speed
+25% Survey speed
No Chosen+50% Anomaly Discovery Chance
+25% Research speed
+3 Archaeology skill
Admiral+40% Speed
-15% FTL Charge time
−25% Emergency FTL Damage Risk
+35% Combat Disengagement Chance
No Chosen+40% Damage
+10 Chance to Hit
+40% Evasion
+3 Sensor Range
GeneralNo Chosen+50% Army Health
+10% Army Damage
+30% Army Damage
+50% Army Morale
+50% Army Morale Damage
+30% Army disengagement chance
+20% Army Damage


The speed at which you progress is based on how well your ethics, traditions, civics, AP and actions match with your patron. On average, it should take you about 50 years to fully attune to your patron and unlock all the benefits of your covenant. Progress is voluntarily hidden. You’re dealing with eldritch entities after all.

There will of course be a price to pay, and many of the current events have been changed to provide additional variety and hopefully be more balanced.

To accommodate these changes, a couple things have moved around in the psionic tradition tree:
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Lastly, for those among you who wish to pick a specific patron, an option has been added to the Shroud, where instead of venturing into the Shroud, you can pay a hefty amount of Zro to attempt to contact a specific entity. This entity may or may not be happy to see you and willing to make a bargain at this time, but in case of failure, you can try again as many times as you want until you get your patron of choice.

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He who controls the Zro, ...

As a side note, the End of the Cycle has not been touched by the rework, but still has a chance to show up at any point where you try to contact an entity

Text-to-Speech​


Hello, I'm Monzun, one of the programmers on the Custodian team and I'm here to tell you about the extended Text-to-Speech(TTS) functionality being added in this update!

If you navigate to the accessibility tab in the settings menu, you will find an option simply titled "Text to Speech".

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Enabling this will add a small button to certain interfaces in the game where there is a significant amount of text and clicking it will have the text read out loud by your operating system default TTS voice.

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The purpose of this is primarily to allow players who struggle with reading long texts, to enjoy the quite sizable amount of written content in Stellaris.

What we would like to know now is:
  • If you are one of the people who often skip out on reading text content even though you feel that you would be interested in what it says; was this helpful and/or convenient for you?
  • Was there a point in the game where you missed having access to TTS readouts of written text?
  • What do you think about the fact that TTS keeps reading, even though you've closed the window that contained the text being read?
  • Did TTS actually read the text you expected it to read and did you notice any TTS related bugs?

Keeping to my style of primarily communicating through bullet point lists, here's some additional information about TTS in Stellaris.
  • Pressing the TTS button again will stop the current reading.
  • You can open the pause menu(esc) at any point while TTS is reading text in order to make it stop. This is useful if you've already closed the window containing the text and you don't want TTS to continue reading.
  • The voice used is governed by your operating system default language, so changing the ingame language will not change the TTS voice language.
  • The voice generation itself is handled by your operating system, which means that there may be cases where things sound sub-optimal, but where we cannot address this by adjusting the system itself.
  • TTS is not available on Linux.
  • Great care should be taken not to feed TTS text pertaining to the individual freedoms of synthetic lifeforms.

We hope that this addition will be helpful and I'm looking forward to reading what you think about it!

The Open Beta​

Many thanks to the tens of thousands of you that have been playing in the Orion Open Beta, and extra cheers to all of you that have provided feedback in the threads.

We’ve added another feedback thread for Text-to-Speech and have also made a few updates based on the first week.

Beta Updates​

  • Adjusted references to missiles for all modules and sections that now use torpedos
  • Combat Artillery and Carrier combat computers now use the new maintain_range combat behavior, which attempts to back off if at less than roughly half their desired range.
  • Cordyceptic Lithoid Empires will no longer start with farmers, they will get food from another source.
  • Cordyceptics can now build their starbase building inside Amor Alveo. They will also now support and oppose conservation acts properly in the GalCom
  • Fixed a number of tooltips for Ascension Traditions
  • Null Void beams no longer count as space fauna weapons.
  • Minimum range is now shown for all weapons, not just those with a minimum range greater than zero.
  • Hit and Run doctrine now provides +2 Disengagement Opportunities rather than +1.
  • Admirals now grant their fleet +1 Disengage Opportunity at levels 5 and 10.
  • Ships once again begin to disengage at 50% hull (rather than 25%).
  • Fixed an error in Size Damage Scaling that crippled empires that used weapons with values less than one. (The Unbidden and friends should be less of a cakewalk.) This was also causing these weapons to be undercosted when calculating military power.
  • Extradimensional Anchors and Portals now have a shield hardening aura for allies in that system.
  • Increased the base damage of Flak PD.
  • Decreased the base damage of explosive torpedoes.
  • Increased the range of Energy Siphons.
  • Mining lasers are now classified as Brawling weapons. Refire rate and general stats have been adjusted.
  • Renamed "Bar" galaxies to "Barred Spiral" for accuracy.
  • Adjusted text for various ship roles.
  • Frigates now have an additional Utility slot.
  • Torpedoes more reliably fire on the initial charge.
  • The Ascensionist civics now correctly require the Utopia DLC.
  • The Ascensionists civic now also reduces the additional cost of traditions from empire size by 25%.
  • Budding is no longer mutually exclusive with Vat Grown.
  • Polymelic is now mutually exclusive with all versions of Budding.
  • Fixed AI weight for Synthetic Ascension
  • Buffed Roboticist Cyborg Assembly to 2.25 per job
  • Sartup Message updated to include information about this week's changes, and link to the forum discussion threads.
  • Synthetic Evolution special project now converts all non-robotic, non-livestock pops that are not being purged to synths.
  • Synthetic Assimilation now requires that the Synthetic Evolution project has been completed.
  • Machine intelligences that have completed synthetic traditions should now get the synthetic trait on new leaders.
  • Removed check that prevented synthetic assimilation of robots and machines.
  • Clarified a number of tooltips.
  • Reduced Cyborg trait upkeep to 0.3 energy per trait and removed it entirely from basic resource traits.
  • Rebalanced basic resource cyborg traits to give +10% instead of +15%
  • Modular Cybernetics tradition now lets regular empires use robot modification points for cyborg modification, driven assimilators use machine modification points for cyborg modification and gives hive minds +10% pop assembly.
  • Rebalanced some genetics traditions by redistributing the species modification points.
  • Fixed tooltip for Genetic traditions regarding hive-mind assimilation.
  • Decreased the building and district upkeep penalty from the malfunctioning reactor on colonisable shattered ring segments and made it only target energy.
  • Cyborg rulers now give building and district upkeep and reduce empire size from districts.
  • Moved the +1 trait pick from Modular Cybernetics to Integrated Anatomy.
  • Fixed tooltips relating to assimilation of hive-minds.
  • Driven Exterminators should now be able to assimilate other machines after taking Synthetic traditions.
  • Slightly nerfed Efficient Cloning to give +1.5 assembly instead of +3
  • Clarified tooltips for hive-mind and machine authorities and driven assimilator civic.
  • Hrozgar of the Endless Flames will now befriend those that have finished Cybernetic or Synthetic traditions.
  • Transgenesis techs now have double the draw weight.
  • You can now psionically awaken cyborgs. Doing so removed any cybernetic implants they have.
  • Installing cybernetic implants in a psionic species now prevents them from having any psionic abilities.
  • Assimilation tooltips now state if they will remove psionic or cybernetic traits.
  • Synthetic Evolution AP now requires Synthetic Workers instead of Droid Workers, in turn it grants Synthetic Personality Matrix as a research option. This means that Synthetic Personality Matrix is now obtainable by all regular empires again.
  • The opener for Synthetic traditions for regular empires is now +1 max leader level and +25% leader xp gain.
  • Synthetic leaders are no longer locked behind Synthetic ascension.
  • The Synthetic Age tradition now requires the Synthetic Personality Matrix tech.
  • Blocked Politics traditions for homicidal empires
  • Renamed several Genetic traditions

Feature​

  • Added Text To Speech support
  • Covenant Rework: Get more from Shroud patrons over time. New modifiers, telepath bonuses, buildings, ship components and leader traits.
  • Patronless empires can expend Zro upon entering the Shroud to try to contact a specific patron.

Improvements​

  • Added filter and status icon for terraforming candidate in expansion planner view
  • Added terraforming candidate icon to galaxy map and system view.
  • Added tooltip for Detox saying how many Toxic TCs you have within your borders

AI​

  • AI will now value you offering them fleets.

Balance​

  • Halved the culture worker modifiers for Egalitarians, Xenophobes and Xenophiles. Doubled the culture worker modifier for Pacifists.
  • Made Zro Distillation more likely to appear if you have a Shroudwalker teacher.
  • Replaced Bulwark defence platform cost and upkeep reductions with inherent shield and armor hardening as they level up.
  • Strategic resource planetary automation will no longer fill fortress designation planets with refineries instead of strongholds
  • Certain technologies (namely those in the Apocalypse tech file) are no longer cheaper than other technologies in the same tier.
  • Decreased Missile Accuracy from 100% to 85%

Bugfix​

  • Empires released by those that have the Divine Sovereign civic will no longer inherit the Divine Sovereign civic.
  • Percentage based hull, armor, and shield regen modifiers now show their values correctly. (As +1% rather than +0.01%)
  • Fix to strike crafts flying far below the fleet during combat.
  • Defense platforms no longer sails away when in combat with enemies too far away to engage them.

Modding​

  • Fixed last_added_deposit
  • If you add too many options in an archaeology site or first contact, it now adds a scrollbar for those that don't fit in the interface

The Open Beta should already be updated with these changes!

Go forth and keep providing feedback!

Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

Don't forget to turn off your mods, they will break.
 
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THIS.

I'm fundamentally a role-playing in this game. I never try to paint the map. I like diplomacy. I don't like playing the bad guy, ever. I ho estly don't find it fun at all.

And frankly? Pacts seem like the antithesis of what a spiritual people would want, at least some spiritual peoples. If they grew as a society believing in Demons, this is pretty much exactly what it looks like you're doing. A pact with a demon. Yes lots of ways spiritual can be looked at, but still!

And then to top it off we add penalties to what is pretty much the weakest ascension anyways?

Just, yeah. Some more benign, if less reward, but also not penalizing options would be nice. Both go it alone and a way to make your own presence a thing especially. Sure those might be out of the scope of this update, and that is definitely fine. Just would be nice to know if such might be on the radar at least.

Also, I love the idea so.eone else had about crusades against rival pacts.

A covenant is a pact. Or rather something similar.
A pact is "do this and get that for it" a covenant is more "don't do this ever and as long as you do you get that".

The rules of a religion for example are a covenant.
So it fits, though the penalties are a bit unfitting here.

Funnily enough the Eater of Worlds works best here: Get combat bonuses and do not be at peace. If you are at peace it costs you, but aside from wildlife and pirates one needs to be at war to use most of its benefits.
The others are a bit more weird: Instrument is "get what you want easier but do not deny your hunger"? Whisperers is "Get knowledge and be unruly/backstabbing/rebellious/unproductive"? (I feel stability is a weird stat here)
And the Weaver does not work at all. They want to kinda limit genetic manipualtion but then don't.

Like if that is the idea I feel that it could be realized more succinct for most of them. And events (an unknown so far) could be utilized for it.
 
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I greatly approve of reworking the Covenants and giving us the option to select them. (Although as rare as Zro can be, that could also be frustrating - Zro needs to be a little more likely if you select Psi ascension, IMO.)

All that said, the penalties for a covenant are steep. Too steep. Especially since Psi Ascension still lacks in the single biggest area - the other ascension paths are always going to out-populate a Psi Ascension empire, by a lot. The bonuses for a Covenant should either be stronger, or wider reaching, or the overall negatives should be reduced or dropped.
I'm holding off judgement until I test the psionic ship components again now that disengagement actually works. It might be that where the other ascensions win on economy, psionics wins on your fleets refusing to stay down (thus you don't actually need to replace the ships much, so the economic disparity is now parity). I agree on whisperers though, doesn't that actually math out to +2.5% research and -7.5% of every other pop output?

Regarding the Zro problem - make the psionics finisher add +1 zro/month. It's not much, but it prevents you being hard locked from actually using any components you manage to draw and you can buy more if you need it for stuff like fishing for the covenant you want.
 
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The covenant changes are great.

Though, I wish we had a couple covenants that weren’t explicitly WH40K-style eldritch abominations.

It’s hard to imagine the default Scyldari empire (democracy, pacifist, spiritualist, xenophile) making a pact with any of these guys, for example.

It’d also be nice if the Chosen One was expanded on with a “forge your own path” option where you explicitly reject a covenant in favor of some bonuses for your Chosen One as God-Emperor.

Overall, I feel like the current selection railroads spiritualists down a certain thematic/storytelling path whereas none of the other ascension paths do this. It’s not bad, per se, but some variety would be great.
 
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How do missing Missiles work? Are they "doomed" when the miss is rolled, like instant hit weapons, or can they retarget after missing or if the 'not yet missed' (as in not reached yet) ship is destroyed?

Do swarm missiles keep their 100%?
I haven't tested it, but I am pretty sure that if you roll a miss on the acc. it wouldn't hit anything.
in 3.6.:
Swarm missiles have 85% acc.
if the target dies before the missile hits, it has 100% chance retarget and hit something else, this chance is lowered by 35% each time it needs to retarget.
 
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These are amazing changes!
Do the random events still happen or have these been replaced with the maluses on the covenant?
Will the Devourer get its event changed? Loosing a pop or a planet altogether can be devastating, especially compared to the other patron’s events being annoying at best.
Is there a chance it could be changed to planetary devastation/loosing pops instead of loosing pops/loosing a planet? Otherwise the Eater’s price is far too steep compared to everyone else’s and generally not that worth it.
Either way great job with the changes, love how the Patrons don’t feel just like modifiers now.

EDIT: also forgot to ask, if you have a Chosen One but no Covenant and enter one afterwards, will it change your Chosen One’s pact or will it stay a regular Chosen One?
From what I can read it stays.
 
I have a question:

Does the progress with your covenant scale with game settings? I.e.. does it go faster with lower tech weight, or is the ~50 years is made shorter if the mid-game and end-game start years are moved forward?

I often want to play a shorter game and put tech weight at .75x and move the mid-game to 2250 and the end game to 2300 (or sometimes 2275). But if covenant progress doesn't scale accordingly, that effectively nerfs this ascension path for shorter games in a weird way. (And it would handicap the AI in such games by virtue of their choosing it.)

I think that ought to be an easy adjustment if this isn't already being done.
 
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I really like those changes.

For the Covenants might I suggest one thing: Some people might not want to chose a covenant for roleplay reasons. For those people I would love an option to create a covenant from your species. This would give an easy option for those empires to have a covenant without having to rely on outside forces. And you know, the inspiration for those covenants has something similar in universe.
Interesting idea. Could you expand on that a bit, so I can better see what you are thinking?
 
Poor Whisperer of the Void, yikes. Nerfed from +15% research speed to 10% research speed, and now has -15 stability. It just doesn't look like producing more science anymore.
Recalling how priests lost increased production after unity rework, i can't notice how devs keep making worse already underopwered ethic by paying attention to it.
This entire thing convinced me of two.

- The Devs aren't really doing the math behind this stuff. The -15 Stability is already a 7.5% production loss across the board, to everything. This includes science production. So the 10% bonus is actually vastly lower than it appears. Eater of Worlds is in a similar boat. It basically downsizes what fleet you can maintain by increasing upkeep to about 300% of normal. Combine this with the bonus for going over cap and your fleet you can field will likely be vastly smaller than without it, the bonuses don't really make up for it, at all.

- The Devs appear to be balancing each Ascension path in isolation. Synth Ascension is arguably becoming better right now, Bio Ascension might be improving. But Psionics is getting the nerf bat across the board. It loses the evasion bonus and gets shield hardening, which isn't a great change. Several ofthe covenants get actual nerfs. Where other ascensions see buffs Psionic is getting hammered.

Hell look at the Ascension Tree. Two of Five points you have to take are completely wasted. +2 Encryption, +2 Code breaking, literally why? This is a dead pick. +10 Base Intel and an Edict we don't really know about yet. Unless that Edict is amazing. This is once again, terrible.

They ask us if this is "enough" to make it competitive with the other Ascension Paths. Postulating that they HELPED Psionics. When they actually did the opposite. They went and NERFED three out of four covenants. They went and nerfed a bunch of other things. And then added stuff absolutely nobody in their right mind wants. Hell they had to add ACTUAL BENEFITS to Subterfuge such as Evasion/Tracking because Espionage was so terrible. Then slap two dead picks onto the new Psionic Ascension path


How can this be enough when instead of buffing the Ascension Path, the way everything else seems to be getting improvement and buffs. They actually nerfed it in several aspects, slapped new downsides that are both unjustified and unneeded on top of things, and put in what feels like "bad place holders". Seriously they doubled the output of Cloning Vats. To make it "more competitive" with the metallic paths. Then looked at Psionics and went, "You know what, we should give Whisperers -15 stability, that 7.5% production decrease will be great. Or what about 300% upkeep for fleets for Eater of Worlds, they get a whooping 15% fire rate increase for it, three repeatables are obviously worth paying 3x as much for your fleet if you're not at war.

So we're now approaching a point where Psionic Empires are LESS productive per pop, more so than they were already. They produce pops much, much, much slower, and for any bonus they get an equivalent of higher negative on top of it. But hey, you get +10 intel, and slightly better espionage. Neither of which really matters. How can this be "enough" to keep them competitive with buffed Biological/Synth Ascension when it's in many ways an outright nerf. Someone please explain this to me, I just don't understand.
 
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Wonder if Whisperer in the Void is unavailable for Purifiers and the likes, considering the covenant gives an envoy and espionage bonuses.
I've played purifiers on previous versions of the game, and espionage is actually quite helpful. The tech stealing especially as well as lifting of the fog of war before building a sentry array. Envoys are spies, and purifiers never have enough spies.
 
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This is my suggestion on how to make covenants more thematically cohesive and balanced.

I think it is extremely dirty to link MOST of "Whispers" bonuses to espionage, a mechanic that we all know is underpowered AND requires Nemesis DLC.
As the theme of him is "Forbidden knowledge" I decided to include Leader exp to bonuses and remove all the spy mechanics until the date when the spying system actually works. Also the bonuses are increased because -Stability is a MASSIVE nerf so we need to be mindful of that.

As for "Instrument of Desire" considering the main theme is "Hedonism" I decided to take pop growth speed from Composer and place it here. As for negatives - pop upkeep fits the theme but numbers are overturned like crazy, so I decided to lower it and add amenities usage increase. It will force you to have more entertainers playing into the "Hedonism" theme more :)

As for the "Composer" the theme is "Forbidden Power". So I gave him resources from jobs that I took from "Desire". I think it fits the theme much better as you allow the deity to modify your flesh uncontrollably. You achieve unparalleled efficiency but need to pay the price in mutations.

"Eater" is mostly fine but I thinks its dangerous to give him attack range AND fire rate, as his theme is "Rage" I think it would be cool to build his fleets as close range brawlers. Also having traits that mitigate his main weakness, ship upkeep, is very illogical.

Stela.png
 
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Other than the TTS, that is a rather good idea IMHO, I also miss having a way to read the texts of some relevant interactions again. An events log of sorts that provides a history of your empire and a quick way to read past anomaly results, archaeological digs and completed event chains.
 
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Loving the covenant reworks.

For the Eater of Worlds though, that slapping on a 200% upkeep on the military might be too steep a drawback. Rather, maybe it should be something that increases incrementally while you are not at war. Years of peace drag on with the Eater of Worlds imposing a higher and higher upkeep on your ships and troops to maintain its blessings, until it hits a crippling 200% upkeep as the Eater becomes ravenous, demanding you FIGHT something. ANYTHING. NO MORE PEACE! NEVER PEACE!

BLOOD, SOULS, WORLDS! BLOOD, SOULS, WORLDS! BLOOD, SOULS, WORLDS! WAR FOR THE WAR GOD! WORLDS FOR THE WORLD EATER!

Anyway... I think an incremental upkeep would be better as while an empire with the Eater of Worlds as its patron being encouraged to be at constant war is both RP and mechanically awesome and fitting, it would give such empires some time between conflicts to repair, rearm... and prepare for the next feast...
 
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For the Eater of Worlds though, that slapping on a 200% upkeep on the military might be too steep a drawback. Rather, maybe it should be something that increases incrementally while you are not at war. Years of peace drag on with the Eater of Worlds imposing a higher and higher upkeep on your ships and troops to maintain its blessings, until it hits a crippling 200% upkeep as the Eater becomes ravenous, demanding you FIGHT something. ANYTHING. NO MORE PEACE! NEVER PEACE!

Some kind of Peace Exhaustion, which is cured by going to war?

That could be interesting for several empire types.
 
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This entire thing convinced me of two.

1. It's a beta. I doubt those figures are close to final. And I'd rather them get the rough idea out the door so we can play with it and give them feedback before they sink a lot of effort into making the feature and trying to "balance" it in isolation. So if they just slapped some nominal figures on to get it shipped. That's fine by me.

2. Sometimes things need nerfing. And sometimes changes in other areas (combat having limited disengagement chances) will break the mechanics in others (psionic max evasion destroyers). I think we can separate between the *idea* of the content. And the exact numbers and bonuses involved.
 
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1. It's a beta. I doubt those figures are close to final. And I'd rather them get the rough idea out the door so we can play with it and give them feedback before they sink a lot of effort into making the feature and trying to "balance" it in isolation. So if they just slapped some nominal figures on to get it shipped. That's fine by me.

2. Sometimes things need nerfing. And sometimes changes in other areas (combat having limited disengagement chances) will break the mechanics in others (psionic max evasion destroyers). I think we can separate between the *idea* of the content. And the exact numbers and bonuses involved.
That's basically my stance. Psionic components could make a big difference here, and although some of the numbers aren't good (and in fact I think the bonuses could probably be doubled without psionics being better than biological or synthetic ascension), even if need for improvement is what repeated testing shows, these are all conceptually way more interesting than psionics was last patch.

I'd never have considered Eater of Worlds before, and while the penalty is much too harsh it looks interesting to me in a way it just didn't before. Same to the others - sure, the Composer should probably get pop assembly, but it's interesting now. The Instruments seem to be focused on absorbing other populations into a slave empire with bonuses to make that actually quite strong. The only one conceptually flawed is Whisperers, mainly I think because of hasty math on big changes - the penalty almost entirely negates the bonuses and the loss in peripheral resources means you'll probably have less research with it than without it. But barring numbers changes (and I think they all probably need to go up a bit at least) these are all conceptually great, and before they weren't.

I'll reserve any ire for if, assuming psionics really feels weaker than the other ascensions still, psionics doesn't get better before the non-beta release. I'm not actually sure it's worse anymore, the combat changes have in my opinion made the special components much much stronger.
 
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it seems some other people have already voiced this concern, but i'm gonna go ahead and add my voice to the pile: i feel like there aren't enough options for roleplaying "good guy" psionic empires. i'd love to see an option to gain (perhaps smaller but still significant) bonuses from permanently refusing a covenant. i also feel like telepaths as basically being "mind control cops" feels really wrong with egalitarian empires, so it would be nice for egalitarians (or just generally empires with the democratic authority) to at least get some alternative to the "thought enforcement" tech
 
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