• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.

image7.png

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.

image13.png

image8.png

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.

image1.png
image10.png

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

image12.png

  • 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!

image4.png
image2.png

  • After 50ish years, you reach the last stage of the covenant, and gain access to a unique patron specific ship component.
image3.png

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:
image9.png

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.

image5.png

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".

image11.png

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.

image6.png

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.
 
  • 67Like
  • 65Love
  • 4
Reactions:
In all honesty, I think the best (but also the hardest) path would be for the team to just make their own Entities from scratch: one for each ethic. The Eater could stay for Militarists, the Whispers could stay for Materialists, I could see the Composer and the Instrument being for Pacifists and Egalitarians respectively with minor rewrites, but we should also get an Entity of order for Authoritarians, an Entity of pride for Xenophobes, and an Entity of "love" for Xenophiles. "Love" in quotes because WHAT WAS SHALL BE - erm, I mean, what love means to an unfathomable being beyond mortal understanding would have a very different idea of love than us, meaning even non-villainous Entities could still be every bit as eldritch as the others.

That way the 40k cosplay crowd is happy, the game gets to keep its treasure trove of references, and Psionics get more ways to play. But again, that'd be quite a bit of extra work. Both Stellaris teams have been on fire for the past year with all the passion and quality they've poured into the game, but they only have so many hours and resources to devote to much higher priorities. I really hope Hive Minds and Megacorps will be getting the Custodian Team treatment soon, for instance.
Why prescribe every creature if you can give the tools to create your own religion, as in Crusader Kings III? Players will be able to create for themselves who they want, while also being able to name their deity the way they want. In addition, the moderators are activated right there.


And in general, if the developers make a religion editor in the future, it will be just very great, since adding not just new mechanics to stellaris itself, but also new content from which it will be possible to build on in order to further develop stellaris.
 
Last edited:
  • 1
Reactions:
Finally, the emperor has a text-to-speech device!
Thank you for the likes!

On a more serious note, my hunch suggests that whisperer of the void is underwhelming. You likely do not lack influence in the late game. The research speed is counteracted by the negative stability, and you aren’t playing materialist.
 
  • 1
Reactions:
Thank you for the likes!

On a more serious note, my hunch suggests that whisperer of the void is underwhelming. You likely do not lack influence in the late game. The research speed is counteracted by the negative stability, and you aren’t playing materialist.
I don't want to get ultra specific, but actually, there is a way to be a fanatic materialistic to be psionic in 50-55 years, play Knights of toxic god.

if you focus your efforts on progressing the quest to the 50th year of departure, you will get an event, one of the options will give you psionic theory regardless of your ethics; another way is to work a bit on the origin of shroud, so if we get down to numbers and meta-builds, there are ways.
 
  • 1
Reactions:
I do have a question for devs, with the expansion of covenants will the entities react to a crisis empire making the engine successfully? Like giving their follower empires buffs to try and avert the disaster. Or them showing up to a uncovenanted psionic empire offering their power temporarly no strings attached out of desperation.
 
Okay, trying to be constructive and suggest alternatives.

Not redoing the chosen traits for now (though the Instruments admiral trait does still have an outdated disengagement chance in it)

Numbers are probably off a but focus is to provide a fitting nature of bonuses
(Referring to this thread for the random events)

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
- You can not genemod any species
+25% Army Damage
+10% Ship Damage
-10 stability when not at war
+20% Trade value
+10% slave output
+10% Pop & Leader Upkeep
-10% happiness for slaves
-5% worker happiness
+0,5 Monthly Influence
+10% Infiltration speed and Operation speed
+100% political power for all pops
+50% crime
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
-10% Pop upkeep
-10% pop growth scaling
Sanctum of the Eater
+3 Telepath jobs
+25% Sublight Speed
+20% Fleet Force Disparity Bonus
Sanctum of the Instrument
+3 Telepath jobs
+10% Ruler Empire Happiness
+10% Resources from Jobs
Sanctum of the Whisperers
+3 Telepath jobs
+1 Envoy
+15% Research Speed
Rank 2: Empire Modifier (50)+20% Pop Growth Speed
+20 years leader lifespan
+ Priests generate +1 habitability
-You can not genemod any species x2
+50% Army Damage
+20% Ship Damage
+ Priests generate +1 naval cap
-20 stability when not at war
+40% Trade value
+20% slave output
+ Priests generate +1 trade
+20% Pop & Leader Upkeep
-20% happiness for slaves
-10% worker happiness
+1 Monthly Influence
+20% Infiltration speed and Operation speed
+ Priests generate +3x1 research
+200% political power for all pops
+100% crime
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% additional ship damage based on target size
+5 Chance to Hit
AUX: -25% FTL charge time
-33% emergency FTL damage
-10% Ship upkeep
AUX: +1sensor range
+10% shield and armor penetration
Random events-Can devolve species into presapients
-Often mutates a species, can add almost any trait in the game doing that. For species that have less that +4 value in positive traits, keeps going until the total value is +4 or higher for the first time
-Can mutate a leader, adding additional traits, also having access to almost all leader traits, adding one at random. Has a small chance to kill the leader provising you with a powerful ship or army in its stead (maybe when the random trait roll rolls a trait already present).
-Can mark an admiral or general with a special trait that removes all disengagement and adds +30% fire rate or +50% morale & collateral damage
-Can still take a bite of a world
-When successfully invading a planet has a low chance to claim it, turning it into a shrouded world but giving you a big reward based on population and planet ascension
-Can cause rebellious planets in your empire or any empire you are at war with rebel immediately, turning any successful rebellion into Purifiers that target empires without an Eater covenant first.
-Can increase crime on a planet by 100% for a year
-Can increase amenity, housing or sprawl needs on a planet by 50% for 2 years
-Can set one species to decadent lifesstyle (with the 10 year cooldown)
-Can give you a Prospectorium or Scholarium cache
-Can add substance abuser trait to leaders
-Can make your leaders paranoid
-Can randomly spawn an asset in any empire you have an enjoy at (in either role)
-Can cause empire wide -50% governement ethics attraction or planetary -200% and +100% ethics shift chance
-Can instantly demote any planets rulers and lock the job for 3 months, with the affected pops unable to take up a ruler job for 5 years.
 
  • 7
  • 3
  • 1Love
Reactions:
Has something changed with Exploration?
Othweise Anomaly iscovery chance is pretty worthless by the time you get to this stage.

As I understand it you can not find anomalies in prviously owned(?) Systems. So usually by midgame beside a few outlieres there is nothing left to uncover, even if you destroy a Empire and have to sruvey their former systems.
 
  • 2
  • 1Like
Reactions:
Overall, the changes look great.


The incompatibility between psionic and cybernetic pops is sad though. One of my favourite parts of playing Driven Assimilator was specifically targeting the spiritualist Fallen Empire for assimilation, to get my mass produced neural implants on a direct line to God for cool bonuses. I don't think it was really hurting balance or anything to have this available as a roleplay option. Now as DA you probably want to avoid assimilating psionics as you'll be actively making the pops worse :(
 
  • 4Like
  • 3
  • 1
Reactions:
This is incorrect. It's just a stability modifier.
Good, good. Still a horrible modifier that takes out a huge chunk of production across the board. But at least you can in theory fix it. Thanks for taking the time to correct this, folks on Discord and co claimed it worked similar to the habitability modifer from Noxious.
 
  • 2
Reactions:
1666367288979.png

So no Psionic Borgs for me then?
I am sad ;(

Will the "End of the Cycle" get a buff so that it is still as "uber" compared to the rest modificator wise? As it is kind of a one off exceptional thing i'd really like this.


Regarding Balanc/Combat changes - how about letting a permanent open beta run with the newest experimental changes/balance runs to evaluate them before they go live.
With a permanent open Beta branch you could gather probably much more data then with the spurt open beta style currently used.
 
  • 2Like
Reactions:
Okay, trying to be constructive and suggest alternatives.

Not redoing the chosen traits for now (though the Instruments admiral trait does still have an outdated disengagement chance in it)

Numbers are probably off a but focus is to provide a fitting nature of bonuses
Not trying to be mean, but while this tunes down Whisperers downside. It's actually straight up worse in terms of Influence. And the "infiltration speed" should go entirely. Same for the bonuses to Encryption/Decryption and 10 Intel they offer.

As of right now, there's absolutely no benefit to anything concerning espionage. As espionage itself is fairly pointless and all this does is slightly speed something up in the background.
 
  • 1
  • 1
Reactions:
- It doesn't simply give you -15 stability. It gives you -15 max stability. I.e it also caps you at 85 stability. If this is true. It's a 9% production decrease to EVERYTHING. 9% less alloys, 9% less unity, 9% less science. This is a huge efficiency nerf.
That's simply not true... point it out where exactly does it say that whisperers caps max stability from a source that isn't hearsay

EDIT:
1666368920092.png
- Paying 300% upkeep for your fleet while not at war is HUGE. I have a game right now where in 2390 I'm paying roughly 3k alloys and 15k energy for my fleet. Now tripple this in terms of upkeep, then slap the hit for being over cap on top of it. You're telling me paying 45k energy is "not a big deal"?
Just declare war then... if the penalty can be removed by a simple action then it's mostly a non factor. If your build didn't support lots of war, then either adapt or dont pick eater of worlds... pick instrument of desire for your minmaxing purposes

- Many people including some of the Devs appear to be seeing Psi pops as more efficient. They're NOT. They're actually on a per pop basis less productive quite quickly than Synths or Robots with the right traits/techs.
Synths were ALWAYS a problem but that's not Psi's fault. it is Synth's fault. Maybe you should ask for synth to be nerfed rightfully. It's not like cybernetic and biological have more efficient pops than Psi, in fact they have less. mathematical proof:
bio researcher has 20% output bonus, psi pop has 20% BASE and another 10% from the psionic trait
bio pop has 15% alloys, psi pop has 20% BASE from telepath
Many of them clearly don't really know the math behind all of this, or do not care about it. Which makes a discussion about production and other values moot.
You can't maths out stellaris because there are so many variables (in maths called degrees of freedom) but if you want to try:

Psi pop growth= 4.6 assembly (robot assembly complex) (+30% growth from composer)
Psi output: +20% from telepaths, (+20% from instrument OR 5% from composer)
Psi military: (15% fire rate and 10% weapons range!!! with eater of worlds OR 15% evasion from whisperer), psi admiral (more damage than Synt

Psi extra bonus:
20% unity output iirc and also 10% science output on all psionic pops
random shroud bonus
ship components that are the strongest in the game

now compare that with synth (available way later than psi, probably in 2230 at the least while I got psi in 2210 fully completed with teachers of shroud)
Synth pop growth: 8.05 pop growth
Synth output: +20% from the synth tech and tradition (the leader trait was changed)
Synth military: none to speak of

Synth extra bonus:
+33% base technicians output

So all in all, with the most mediocre covenant (whisperer), you still have near-equal output, and greater in the 2most important resource, unity and science. though you are outcompeted in pop growth you can still get it way earlier than synth (though Bio can be rushed almost as fast with overtuned).

- Psi has atrocious growth, yes it can grow robots and absolutely piss off it's major factions and cause an inevitable Ai rebellion down the road.
Now you argue 'oh no, -5% happiness on an easy to please faction is definitely gonna completely exclude me from using robots!' but really, it isn't particularly worth it to gimp yourself for that reason alone. as long as a faction is above 50 happiness you have almost no downsides, and the -5% is easily outweighed just by being psionic. Besides, you could easily set robots to servitude so they could work as trader, then you won't have to worry about the ai rebellion (literally just complete special project and it goes away at the cost of a few years science in the late game where it matters least).

a bit of research for 10 years late in the game) and the robots not being buffed by telepath.

Eater of Worlds will randomly eat a leader, targeting the highest one. Say goodbye to that max level Admiral with Dragonslayer.
It keeps the whole mechanic where it eats pops, giving you -20/-40 happiness, for 3600 days.
'can now eat part of a planet (size > 12, only once per planet, no capital), creating a blocker (-2 districts, -5 stability, +6 phy/soc research)' Really hope you don't like stability, or districts on your planets.
Leaders randomly die, so really, that point is effectively the same as taking overtuned, where your leaders die every few years. And noone is saying overtuned is weak because of the leaders dying fast, and they die way faster than once every 20 years (eater of worlds event frequency).

However, there are further downsides to this. The random events still exist. Which means you get slapped with more punishing events. Your pops might out of nowhere suddenly require 0.75 alloy or unity upkeep for example.
note that these are for the most powerful covenant by far i.e. instrument of desire, so it's sort of a fair trade. all the other covenants got off better in the new random events (eater no longer eats a whole planet, whisperer no longer spawns an almost guaranteed rebellion, composer almost unchanged)
 
  • 7
  • 1
  • 1
Reactions:
Okay, trying to be constructive and suggest alternatives.

Not redoing the chosen traits for now (though the Instruments admiral trait does still have an outdated disengagement chance in it)

Numbers are probably off a but focus is to provide a fitting nature of bonuses
(Referring to this thread for the random events)

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
- You can not genemod any species
+25% Army Damage
+10% Ship Damage
-10 stability when not at war
+20% Trade value
+10% slave output
+10% Pop & Leader Upkeep
-10% happiness for slaves
-5% worker happiness
+0,5 Monthly Influence
+10% Infiltration speed and Operation speed
+100% political power for all pops
+50% crime
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
-10% Pop upkeep
-10% pop growth scaling
Sanctum of the Eater
+3 Telepath jobs
+25% Sublight Speed
+20% Fleet Force Disparity Bonus
Sanctum of the Instrument
+3 Telepath jobs
+10% Ruler Empire Happiness
+10% Resources from Jobs
Sanctum of the Whisperers
+3 Telepath jobs
+1 Envoy
+15% Research Speed
Rank 2: Empire Modifier (50)+20% Pop Growth Speed
+20 years leader lifespan
+ Priests generate +1 habitability
-You can not genemod any species x2
+50% Army Damage
+20% Ship Damage
+ Priests generate +1 naval cap
-20 stability when not at war
+40% Trade value
+20% slave output
+ Priests generate +1 trade
+20% Pop & Leader Upkeep
-20% happiness for slaves
-10% worker happiness
+1 Monthly Influence
+20% Infiltration speed and Operation speed
+ Priests generate +3x1 research
+200% political power for all pops
+100% crime
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% additional ship damage based on target size
+5 Chance to Hit
AUX: -25% FTL charge time
-33% emergency FTL damage
-10% Ship upkeep
AUX: +1sensor range
+10% shield and armor penetration
Random events-Can devolve species into presapients
-Often mutates a species, can add almost any trait in the game doing that. For species that have less that +4 value in positive traits, keeps going until the total value is +4 or higher for the first time
-Can mutate a leader, adding additional traits, also having access to almost all leader traits, adding one at random. Has a small chance to kill the leader provising you with a powerful ship or army in its stead (maybe when the random trait roll rolls a trait already present).
-Can mark an admiral or general with a special trait that removes all disengagement and adds +30% fire rate or +50% morale & collateral damage
-Can still take a bite of a world
-When successfully invading a planet has a low chance to claim it, turning it into a shrouded world but giving you a big reward based on population and planet ascension
-Can cause rebellious planets in your empire or any empire you are at war with rebel immediately, turning any successful rebellion into Purifiers that target empires without an Eater covenant first.
-Can increase crime on a planet by 100% for a year
-Can increase amenity, housing or sprawl needs on a planet by 50% for 2 years
-Can set one species to decadent lifesstyle (with the 10 year cooldown)
-Can give you a Prospectorium or Scholarium cache
-Can add substance abuser trait to leaders
-Can make your leaders paranoid
-Can randomly spawn an asset in any empire you have an enjoy at (in either role)
-Can cause empire wide -50% governement ethics attraction or planetary -200% and +100% ethics shift chance
-Can instantly demote any planets rulers and lock the job for 3 months, with the affected pops unable to take up a ruler job for 5 years.

Man, this look MUCH better than what we have now.
 
  • 1
Reactions:
+50% Army Damage
+20% Ship Damage
-20 stability when not at war
This is much better than increased ship upkeep. Increased ship upkeep always forces you to downsize your navy, which is the opposite of what empires with the Eater of Worlds covenant should do.

-You can not genemod any species x2
I'm not sure what this is supposed to mean tho :p

+ Priests generate +1 habitability/naval cap/trade/research
Habitability is useless on any planet where the species already has ideal habitability, I'd replace it with pop growth.

+1 Trade Value is laughably low, a single clerk produces 4.

Also, not all Psionic empires are Spiritualist, and not all of them will use Priests.
 
Last edited:
  • 6
Reactions:
I really stand by thinking some form of Psionic traits. That would be a good way to add pacts too, extra powerful traits. While those going alone could mod in other psi traits perhaps as they grow more enlightened, but avoid pacts.
 
  • 1Like
  • 1
  • 1
  • 1
Reactions: