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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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Except it's not. You don't get to take numbers out of context and treat relative losses at net losses when they remain not only net gains, but are actively part of substitution effects.

Whisperers is only a -9% to all things if you ignore that, by virtue of the psionic rework, the precondition of Whisperers is being psionic, which- with telepaths- is a +20% gain to direct output. This would- if we want to be honest- be an 11% gain, compared to a 20% gain of no covenant at all, not a 9% loss. This could at least be getting basic numbers right if we considered all other things equal.

But they aren't, because whisperers is also bringing in other things. It's adding +3/6 science to your telepaths, which you'll be having about 2 per planet. This would be- if we wanted to be cheeky- an infinite % increase from a job you spam everywehre you can, and Whispers also comes that comes with a 5/10% research speed bonus- a much, much stronger boon to the research economy than a 9% researcher job output, given how research speed buffs work multiplicatively vis-a-vis job modifiers. And this isn't factoring in the psionic researcher angles, including the whisperer's own 10% relative advantage over other researchers for that chosen vis-a-vis its others, or psionic ruler pop advantages against others.

And this doesn't go into the influence economy implications. Influence is, by far, one of the most restricted chokepoint resources in the game, and no other ascension can support generation as well as psionic, and no covenant supports that as much as Whisperers. 15% empire influence has substantial implications at the points of the game when influence is your most limiting factor in economic expansion, be it claims, habitats, planetary rings for the next tier of pop job base value boosters, special worlds, galactic community, vassal resolution, etc. And unlike planetary production, influence isn't affected by planetary stability, since it's a per-empire modifier.


If you're going to ground your complaint credibly, at least identify that mechanics for what they are- a lateral shift in favor of your psionic economy towards science, influence, and espionage. It's one thing to argue one of those is bad, but it's poor showing to pretend the other two aren't explicit beneficiaries in this setup.
What the heck. The first part makes no sense whatsoever. Whisperer is a 9% loss below 85% stability no matter what. Psionic giving you a bonus that closes the gap to Synths doesn't change that. You still get slapped with a 9% decrease in all production. Both of these things are entirely unrelated.

As for Telepaths, you only have two per planet, that's almost nothing compared to having hundreds of researchers. It's a minor boon at best. Also, whisperer used to give 15% instead of 10%. You get 10% from a single AP, researcher traits and co, without any downsides whatsoever.

Your entire post feels like you're just mashing random things together to construct some kind of argument that simply doesn't hold any water.
 
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Whisperers costs you 9%, perpetually, in all areas.

Whispers also comes that comes with a 5/10% research speed bonus- a much, much stronger boon to the research economy than a 9% researcher job output, given how research speed buffs work multiplicatively vis-a-vis job modifiers

If we're actually taking about Whisperers, the context is relative to nothing you get a 1% science boost and a 9% everything else including science inputs loss, which means you're actually trading all resources including science for the other Whisperers bonuses.
I don't generally play psionics, so I don't really have a dog in this fight. But it seems worth mentioning that the output modifiers from stability are additive, not multiplicative, with other job output modifiers. Since you can have ~100-200% modifiers by the late game, the 9% additive malus from Whisperers is about a 3-4% decrease in actual output. Likewise, the research speed bonus stacks additively with other research speed bonuses; these can be ~100% by late game, so a 10% reseach speed bonus means about a 5% reduction in time to acquire a tech.

So both the stability and research speed modifiers may have smaller effects that you'd initially think, at least in the end game. Although they're more prounounced in the mid-game, which might be difficult to reconcile with psi's niche as the ascension that shines early and then has to struggle to keep up.
 
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I don't generally play psionics, so I don't really have a dog in this fight. But it seems worth mentioning that the output modifiers from stability are additive, not multiplicative, with other job output modifiers. Since you can have ~100-200% modifiers by the late game, the 9% additive malus from Whisperers is about a 3-4% decrease in actual output. Likewise, the research speed bonus stacks additively with other research speed bonuses; these can be ~100% by late game, so a 10% reseach speed bonus means about a 5% reduction in time to acquire a tech.

So both the stability and research speed modifiers may have smaller effects that you'd initially think, at least in the end game. Although they're more prounounced in the mid-game, which might be difficult to reconcile with psi's niche as the ascension that shines early and then has to struggle to keep up.
That's actually a separate issue with psionics in my opinion. If the various bonuses it provided were multiplicative, barring some mildly crazy covenant downsides ATM, psionics would be fine. 20% higher pop output actually would be enough that combined with other bonuses psionics could compete without pop assembly... But that's the problem, having 30% more pops is 30% more job output and telepaths + Instruments is actually not 30% more job output. I've never added it up to be sure of exact numbers per job but it's... Not actually that much, because it's additive.

That's why earlier (so much earlier I think it was in the previous beta post) I suggested psionics could get something like 1% more job output per psionic pop on the planet as the psionic trait (replacing all current trait job modifiers) - even that would take much longer than you'd think to compete with pop assembly, because as an example if psionics is at 50 pops and biological is at 70 you'd think psionics would effectively outpace biological with 50% more output, equivalent to 75 pops... But it's not going to be 50% more output per pop, and 70 pops is going to be 40% more than 50 pops. What size planet would outpace pop assembly is tech-dependent, but it's really large and becoming better when at extremely high population density isn't exactly overcompensating for taking so long to even reach parity.

And all of that is disregarding that you can't build advanced buildings/orbital rings until you've upgraded the planet capital, which is dependent on population size. Which reduces output multiplicatively.
 
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I still think that giving psionic pop assembly is not the best solution for their conundrum. However, devs must understand that a measly "+10% to X resource" with added drawbacks doesn't cut it at all. You need pops producing twice their regular output outright, or receiving flat modifiers, planetary-ring style ("+X resources") in order to compensate for their low numbers, and I am all for it. Let us have godly pops instead of mundane, abundant pops.

If that presents balance problems, you can easily offset them by moving insane pop output bonuses to the very end of the covenants, so they appear roughly at the same time that the rest of the ascensions get their pop assembly.
 
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I don't generally play psionics, so I don't really have a dog in this fight. But it seems worth mentioning that the output modifiers from stability are additive, not multiplicative, with other job output modifiers. Since you can have ~100-200% modifiers by the late game, the 9% additive malus from Whisperers is about a 3-4% decrease in actual output. Likewise, the research speed bonus stacks additively with other research speed bonuses; these can be ~100% by late game, so a 10% reseach speed bonus means about a 5% reduction in time to acquire a tech.

So both the stability and research speed modifiers may have smaller effects that you'd initially think, at least in the end game. Although they're more prounounced in the mid-game, which might be difficult to reconcile with psi's niche as the ascension that shines early and then has to struggle to keep up.
I'm aware. The issue is less "worker" output such as Minerals and Energy which have plenty of modifiers. It's Specialist type things. Such as Alloys that really suffer from this. Trade also gets hit hard, so if you're a megacorp, this really sucks.

And yes, this stuff is worse early on. Which is exactly when it should benefit you the most. As it stands right now, the covenants are simply too punishing for what they offer. A lot of people look at the -15 stability, 200% fleet upkeep and go "well, that's bad, but maybe sufferable". And then forget that there are still the random events on top of that. Whisperer comes with.

Substance abuser is the best outcome here. Losing a high level leader, especially one with rare traits is incredibly irriating. Losing pops in these numbers/additional stability shenaningans especially in the early and midgame is just over the top. So Whisperer is the most punishing early and mid game. But it's bonuses are the worst late game where the effects aren't as pronounced anymore.

Eater of Worlds has even worse random events. Instrument of Desire also slaps you hard if you get unlucky. Giving hundreds, of even thousands of pops 0.75 alloy/unity upkeep can just absolutely nuke your Empire if you get it at a bad time.
  • can still give the substance abuser trait to a leader
  • can still kill a leader
  • can now kill 1 pop and cause -10 stability, +100% ethic shift chance and -200% gov. ethics attraction on a planet for 3600 days
  • can now kill up to 8 pops and cause -20% unity production, +100% ethic shift chance and -200% gov. ethics attraction on a planet for 3600 days​
 
This patch changes in general and in particular, the ones for Spiritualist empires are amazing. Thanks for the great work!

Quick question, though. So, if we chose to explore the Shroud on our own, what happens? We would explore the Shroud in the same way as before the patch? No new content for empires who refused to pact with the entities?
 
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I'm aware. The issue is less "worker" output such as Minerals and Energy which have plenty of modifiers. It's Specialist type things. Such as Alloys that really suffer from this. Trade also gets hit hard, so if you're a megacorp, this really sucks.

From what I can tell, Trade and Alloys have the fewest modifiers available, but for both of them, you still have quite a few other modifiers:

  • Trade: F Xen. (20%) + Free Traders (10%) + Mercantile stance (10%) + Traditions (2x10%) + Thrifty (25%) + Planet designation (20%) = 105%, with other modifiers possible as well depending on Galactic Community and Federation. Not sure if bonuses to Resources from Jobs also impacts TV; if so, that's another 30% from the planetary capitol and ~10% from the governor.
  • Alloys: Tech (10%+10%+5%) + Capitol building (30%) + Governor (~10%) + Militarized Economy (20%) = ~85%, depending on governor level.

So the difference between, say 85 stability (+21% output) and 70 stability (+12%) would be +106% alloy production vs +97%; the -15 stability has cost you about 4.3% of your alloy output. (If you don't run militarized economy, it's more like 4.8%.) This is not nothing, but it doesn't seem crippling, either. I don't disagree with your point that the penalties are too high; I just think it's valuable to be as precise as possible about what they actually are.

And yes, this stuff is worse early on. Which is exactly when it should benefit you the most. As it stands right now, the covenants are simply too punishing for what they offer. A lot of people look at the -15 stability, 200% fleet upkeep and go "well, that's bad, but maybe sufferable". And then forget that there are still the random events on top of that.
Agreed on all counts. In particular, having both the empire-wide maluses and the random events seems gratuitous, unless the bonuses are going to be larger.

I would also say, though, that the devs approach to psionic ascension now seems conceptually a lot stronger than it has been, and hopefully the open beta offers them the chance to do the necessary tweaking of the numbers.
 
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So the difference between, say 85 stability (+21% output) and 70 stability (+12%) would be +106% alloy production vs +97%; the -15 stability has cost you about 4.3% of your alloy output. (If you don't run militarized economy, it's more like 4.8%.) This is not nothing, but it doesn't seem crippling, either. I don't disagree with your point that the penalties are too high; I just think it's valuable to be as precise as possible about what they actually are.
But -15% stability cuts consumer goods production as well. If alloy workers have to shift to cg production to correct a deficit then its more than 4.3% It is efficient to try to run both cg and food close to zero surplus, but those would become deficits upon gaining -15 stability.
 
Given the number of requests for a "reject all covenants feature" perhaps that could be the means by which the Chosen one is manifested? Instead of linking the psychic power of a species to a mysterious entity, they funnel their power into one of their own. It could be mechanically interesting while fitting the 40k theme.
Oh, I like this.
 
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I personally think (and yes, you have every right to disagree with me) that Shrouded Communications is a very bad psionic tradition and should be replaced by another tradition. In all other paths of ascensions, as traditions are unlocked, you have to choose between one strong tradition and another strong tradition. Very often these traditions open up new unique possibilities. But in the psionic trdition tree, after opening the Great Awakening tradition, you have a choice between breaching the Shroud and also get +5% production from telepaths, or just getting +2 Codebreaking and +2 Encryption. Well, this is just ridiculous. Are any of you going to take Shrouded Communications before Breach the Shroud? No? I believe this is because the presence or absence of any real impact from Shrouded Communications is difficult to feel in practice, but the impact from the breaching the Shroud is felt very strongly. Shrouded Communications does not even feel like a tradition with new features, but just something that needs to be closed in order to quickly get bonus from closing the tradition tree. On top of that, it's also not good for people who don't have Nemesis DLC.

I honestly think that +2 Codebreaking and +2 Encryption is really good for psionic empires, but this bonus has no place in the psionic tradition tree. Shrouded Communications is more of a technology than a socio-cultural evolution of a society. Shrouded Communications can be made into a 4-5 tier psionic technology, which will only be available for research after unlocking a specific psionic tradition. It won't be hard to make it as a technology (the hardest part here is icon design and localization. Paradox designers and translators - thank you for your work!).

In place of Shrouded Communications, it will be possible to put some kind of strong tradition, which, for example, will help psionic empires with their huge weakness - a weaker economy compared to the economy of other ascensions due to the inability to get a large number of pops. It is absolutely not necessary to increase pop growth or add organic pop assembly to psionic empires, just give them some kind of bonus like +0.00000123% to production per psionic pop on planet or add a similar bonus to the strength of edicts, idk (of course after some balancing). This would fit in with the general psionic idea of "a really small number of really very good pops". The whole point is to help psionic empires to better scale. Personally, I just believe that psionics shouldn't be only good at early game, ascensions should be viable at any stage of the game (ideally). I know that the imagination of the devs works better than mine, so they will figure something out, I'm sure!
 
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From what I can tell, Trade and Alloys have the fewest modifiers available, but for both of them, you still have quite a few other modifiers:

  • Trade: F Xen. (20%) + Free Traders (10%) + Mercantile stance (10%) + Traditions (2x10%) + Thrifty (25%) + Planet designation (20%) = 105%, with other modifiers possible as well depending on Galactic Community and Federation. Not sure if bonuses to Resources from Jobs also impacts TV; if so, that's another 30% from the planetary capitol and ~10% from the governor.
  • Alloys: Tech (10%+10%+5%) + Capitol building (30%) + Governor (~10%) + Militarized Economy (20%) = ~85%, depending on governor level.

So the difference between, say 85 stability (+21% output) and 70 stability (+12%) would be +106% alloy production vs +97%; the -15 stability has cost you about 4.3% of your alloy output. (If you don't run militarized economy, it's more like 4.8%.) This is not nothing, but it doesn't seem crippling, either. I don't disagree with your point that the penalties are too high; I just think it's valuable to be as precise as possible about what they actually are.


Agreed on all counts. In particular, having both the empire-wide maluses and the random events seems gratuitous, unless the bonuses are going to be larger.

I would also say, though, that the devs approach to psionic ascension now seems conceptually a lot stronger than it has been, and hopefully the open beta offers them the chance to do the necessary tweaking of the numbers.
Oh I don't disagree at all. Especially about the approach and moving away from the heavy RNG. I'd actually like for them to change the Shields/Jump Drives/Precog Interface as well. You can go entire games without them.

I honestly think that either the running cost, or the random events have to go. Or both have to be tweaked a lot. People underestimate how huge the impact of Eater of Worlds is. In my current game around 2380 I pay roughly 15k energy, and 5k alloys for my fleet. Eater of Worlds would tripple that to 45k and 15k alloys. Meaning I would either need to be perpetually at war, which isn't possible, or massively downscale my fleet.

And 10% weapons range, 15% Fire Rate, and some naval cap simply don't justify such a humongous cost. Especially with the eater putting (permanent?) blockers on your worlds which reduce their size by 2, decrease stability by another 5, and potentially kill a bunch of pops. Honestly ignoring the 50% army damage here, because I've never seen army damage really matter.

Whisperer and Composer are in a similar boat. +20% Pop growth speed, isn't all that much. neither is +20 years leader lifespan.

My problem is not with any mechanical changes or such, it's with the actual numbers involved here. As of right now, you'd likely be better off without a covenant than picking up several of these. I don't think that's intentional by any means. A lot of them offer things which really don't matter, such as Orbital Bombardement Damage, Intel, Army Damage, or even Infiltration Speed/Encryption/Decryption. Hell Encryption/Decryption have basically no impact on anything whatsoever beyond making your espionage go "slightly" faster, and the enemies slightly slower. The outcomes are exactly the same regardless.
 
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Looks good generally, but if you leave the psionics rework at this it really feels like it wants to force them into a morally evil role. Psi Warriors having the lowest collateral damage, Psi Pops being happier and the Spiritual Fallen Empire not being morally evil puts this in a weird position.
Please add a No Covenant path where you can tell the 40k chaos gods(and actual Satan) to stay on their side of the Shroud. A small Shroud Story DLC similiar to distant stars would probably give a great opportunity for letting your Chosen One ascend to a similiar power level after some significant hardship and reward you with a somewhat customizeable Shroud Entity, leaving their blessing and maybe a new chosen one by <prev chosen one> to lead the Empire they left behind.
Alternatively maybe a morally gray and/or good Shroud Entity needs to exist.

There's also roleplayers in your game, not just MP players and as one of them I wouldn't enjoy seeing Psi Empires lean so heavily on the evil side all of a sudden now.
 
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Given the number of requests for a "reject all covenants feature" perhaps that could be the means by which the Chosen one is manifested? Instead of linking the psychic power of a species to a mysterious entity, they funnel their power into one of their own. It could be mechanically interesting while fitting the 40k theme.

Maybe change the Divine Sovereign event when you have a normal Chosen to have an option for a bigger effect if you have no covenant and removes the covenant shroud encounter from future rolls.


I honestly think that either the running cost, or the random events have to go. Or both have to be tweaked a lot. People underestimate how huge the impact of Eater of Worlds is. In my current game around 2380 I pay roughly 15k energy, and 5k alloys for my fleet. Eater of Worlds would tripple that to 45k and 15k alloys. Meaning I would either need to be perpetually at war, which isn't possible, or massively downscale my fleet.

Given you probably got a couple ship upkeep reductions from different sources (like the -5% from the Refit Standards tech or -10 from Supremacy's Fleet Logistic Corps); the final number will be even higher.
 
Given you probably got a couple ship upkeep reductions from different sources (like the -5% from the Refit Standards tech or -10 from Supremacy's Fleet Logistic Corps); the final number will be even higher.
Yeah, it just feels like the benefits are way, way, way too small to justify the massive downsides we're seeing here. Most of them are barely in the 2-3 repeatable range. Yet you'd get saddled with humongous costs, permanent reductions, and other issues.

Hell, is there anyone who'd ever want either Encryption or Decryption? They do absolutely nothing beyond making operations go slightly faster/slower.
 
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I'd also like to note that no other ascension path has to saddle themselves with some kind of major negative to get all the positives out of it. And some of these downsides are just... massive.

Also, espionage stuff just... isn't worthwhile enough to really focus on it. Espionage benefits in a tradition (and doubly so for the ascension path) just feels like a waste of the Unity.
 
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As long as the dev still insist that Psionic is the only one that must be hammered on hard with actual penalty, terrible pop growth and rng, I think the best way to still make them competitive even with all of that is to make their bonus more than compensate it, not just on par or slightly better than other ascensions, it's need to be over the top better, overshadowed them all to make psionic actually worth it.

Like if you actually do the math you will realized that all of psionic bonus is amount to just barely better than other ascensions or just being on par but they got bogged down with a lot of downsides that other ascensions never have to endure.
 
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I'd also like to note that no other ascension path has to saddle themselves with some kind of major negative to get all the positives out of it. And some of these downsides are just... massive.

Also, espionage stuff just... isn't worthwhile enough to really focus on it. Espionage benefits in a tradition (and doubly so for the ascension path) just feels like a waste of the Unity.
Personally, I'd like to see espionage actually be good rather than be removed from psionics... But until it is good, in addition to all the other problems with psionics right now, encryption and decryption are worthless - they're difficult to quantify, but they don't do much of value.

Some things that could improve espionage; rework/dramatically increase almost all rewards from success, also add a real chance of failure. Things don't always have to be hostile, either; espionage could boost trade, or increase trust cap/build rate and envoy effects. It could do things like abduct pops, or have steal technology be directed toward certain fields. There are options to make it awesome, and feel strong to get bonuses for it.
 
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Hell, is there anyone who'd ever want either Encryption or Decryption? They do absolutely nothing beyond making operations go slightly faster/slower.

I do like keeping mine good, because it impacts infiltration speed and elvel for me, meaning I have an easier time getting that intelt reshold for military/ branch offices, and it slows down the AI doing their sabotages, as toothless as they usually arre they can still be annoying.

However relative advantage is capped at +4 anyway, so more and more soon literally do nothing.
 
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