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Stellaris Dev Diary #63: Synthetic and Biological Ascension

Hello everyone and welcome to another Stellaris dev diary. This week we'll be talking about Ascension again, specifically the Synthetic and Biological Ascension Paths. In dev diary #60 we talked about the Psionic Ascension Path and the associated Shroud. The Shroud was a fairly major mechanical addition to the game, which we felt was needed as Psionics lacked any such mechanic associated with them, unlike the other two. For this reason, the Biological and Synthetic Ascension Paths do not have the same degree of new mechanics associated with them, but rather focus on enhancing the existing mechanics (Genemodding and Robots) that they are tied to.

The Synthetic Ascension Path focuses on abandoning your frail biological forms for that of a perfect machine. The first step, the Flesh is Weak, requires the Droids technology and allows you to modify your entire population through a special project, turning them into cyborgs. This gives them an immediate +20% boost to habitability, as well as bonuses to mineral production and army damage, and also makes any leaders generated from those species have the Cyborg trait granting an additional +40 years of lifespan.
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The next step, Synthetic Evolution, requires the ability to build Synths, and allows you to upgrade your cyborg population into fully mechanical forms, finally abandoning the frailty of flesh for the surety of synthetics. When it is complete, you will become a fully robotic empire, with a robotic primary species. Your population will benefit from all the advantages normally conferred to Synths in production and research, and all your leaders will be immortal, able to be killed only in battle or through events. You will also naturally no longer require Food for your synthetic population, instead being replaced by an Energy maintenance similar to regular Synths. You will also be able to name your new, gloriously post-biological people.
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The Biological Ascension Path focuses on mastery of DNA and evolution. The first step, Engineered Evolution, requires the Gene Tailoring technology and grants a major reduction to the cost and time required to genetically modify species, gives you +2 trait points, and also unlocks the ability to research the Gene Seed Purification technology which is otherwise unavailable (it can still be researched as normal for those who do not have the Utopia expansion), allowing recruitment of Gene Warriors.
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The next step, Evolutionary Mastery requires the Targeted Gene Expressions technology. It grants an additional +3 trait points, a further reduction in time and cost of genemodding, and unlocks the ability to research the Genetic Resequencing technology, which once researched unlocks Advanced Genemodding. With Advanced Genemodding you will be able to add negative traits and remove positive traits, allowing you to completely reshape species at your whim. It also unlocks five new traits that are exclusively available to the Biological Ascension Path:
Robust: Upgrades from Extremely Adaptable, adds +30% habitability and an extra +30 years of lifespan.
Fertile: Upgrades from Rapid Breeders, gives -30% growth time and +5% happiness
Erudite: Upgrades from Intelligent, gives +20% science production and +1 leader skill levels.
Delicious: Makes the species delicious and nutritious, granting +100% food yield from Processing and Livestock.
Nerve Stapled: Removes the ability of the species to feel happiness or sadness. Happiness is disabled and Food/Mineral production increased, but adds major penalties to other resource production.
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Additionally, Advanced Genemodding allows for the ability for non-Hive Mind empires to remove the Hive-Minded trait from Pops and for Hive Minds to add it to Pops, as mentioned in dev diary #62.

That's all for today! Next week we'll be talking a variety of smaller features coming in the Banks update, including the ability to terraform Mars.
 
Very much looking forward to this.
 
For a such huge and important concept like the ASCENSION (really, it's friggin everywhere in sci-fi), those paths looks somewhat underwhelming and uninspired.
Some "blandness" from bio path was expected, since it's generic path for empires outside Materialist-Spiritualist axis (and even these are included). It's just... there could be more traits at least? 3 of 5 are upgrades for existing traits, one is straight production bonus and only one with some actual mechanic behind it. These look like they'd better be locked behind standard Society tech tree.
 
Nerve Stapled should buff ground combat capabilities if you know what I mean. And I mean GUNKATA! :)

Will ascension provoke formation of consevative opposition factions or otherwise affect social/political variables?
 
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I hope their would be a way for bio path also let leaders achieve immortal, since both other baths provide the way.(chosen one and synth) I feel the bounces are balanced in certain extend but I just like to see a bio-demigod:p
Also if it is technically possible that bio path can let non-hive mind empire and hive mind empire switching from each other it will be supper cool.
Edit: The lore ideas behind bio-immortal would be unlimited clone organs transplantation.
 
Kinda underwhelmed as well. Biological ascension's exclusive genetic traits are mostly more powerful versions of already pre existing ones, nothing game-changing, few novelties. Cibernetic path seems quite vainilla as well, potraits included, unless there are some huge dettails about it that we don't know yet (modification of AI crisis, more unexpected endgame menaces, exclusive unique robot-related skills, etc), but that being said, the syntethic ascension was halfway there on the original game, so it is understandable that it hasn't been as expanded as other paths.
 
I hope their would be a way for bio path also let leaders achieve immortal, since both other baths provide the way.(chosen one and synth) I feel the bounces are balanced in certain extend but I just like to see a bio-demigod:p
Also if it is technically possible that bio path can let non-hive mind empire and hive mind empire switching from each other it will be supper cool.
Edit: The lore ideas behind bio-immortal would be unlimited clone organs transplantation.
Look at it this way.

Synthetic Ascension is the path of conformity- all your POPs become perfect, immortal machines (...like me~). Everyone is the same pattern of "perfection".
Psionic Ascension is the path of exceptionalism- an immortal demigod leading the flock with the help of a few other super-powered leaders.

Genetic Ascension is the path of adaptability- neither the conformity and single ideal of perfection seen in the Synthetic Ascension nor the centralized power and exceptionalism of the Psionic Ascension, but rather the ability to adapt to any given circumstance. Flux. Change. If you want "immortal" leaders, change your species' Rights and Obligations so that leaders are recruited from a Venerable species- +90 years of lifespan (let along other boosts from techs) is nothing to sneer at.
 
Look at it this way.

Synthetic Ascension is the path of conformity- all your POPs become perfect, immortal machines (...like me~). Everyone is the same pattern of "perfection".
Psionic Ascension is the path of exceptionalism- an immortal demigod leading the flock with the help of a few other super-powered leaders.

Genetic Ascension is the path of adaptability- neither the conformity and single ideal of perfection seen in the Synthetic Ascension nor the centralized power and exceptionalism of the Psionic Ascension, but rather the ability to adapt to any given circumstance. Flux. Change. If you want "immortal" leaders, change your species' Rights and Obligations so that leaders are recruited from a Venerable species- +90 years of lifespan (let along other boosts from techs) is nothing to sneer at.
Totally agree with you about the synth.
But I think psionic represent autocracy, "the divine right of kings" and in the other hand bio path represent oligarchy, the ones who able to afford bio tech become the dominant class leading those who are not able to afford modifying themselves. So there should be a privileged class of maybe families and I feel that immortal are a super good symbol for that.
 
Totally agree with you about the synth.
But I think psionic represent autocracy, "the divine right of kings" and in the other hand bio path represent oligarchy, the ones who able to afford bio tech become the dominant class leading those who are not able to afford modifying themselves. So there should be a privileged class of maybe families and I feel that immortal are a super good symbol for that.
Maybe my terms are not correct.
What I would like to discuss about is the difference between a chosen leader and a group of long lasting elders whose genome designed to be leaders.
I do agree that if I stack all the lifespan tech and trait they would stay super long but I just don't understand why we can not set them as immortal since chosen one and synth also provide super huge amount of buffs while if we stacking on lifespan, not much points left to add on other ability.
BTW, will bio path also unlock some advance clone related techs? Or will the new patch introduce new clone techs?
 
Also if it is technically possible that bio path can let non-hive mind empire and hive mind empire switching from each other it will be supper cool.
Wasn't it spelled straight that full bio ascension will allow you to safely connect to/disconnect from the hive mind?

BTW, will bio path also unlock some advance clone related techs? Or will the new patch introduce new clone techs?
Even if they won't the modders will surely add some pretty quickly ;)
 
Maybe my terms are not correct.
What I would like to discuss about is the difference between a chosen leader and a group of long lasting elders whose genome designed to be leaders.
I do agree that if I stack all the lifespan tech and trait they would stay super long but I just don't understand why we can not set them as immortal since chosen one and synth also provide super huge amount of buffs while if we stacking on lifespan, not much points left to add on other ability.
BTW, will bio path also unlock some advance clone related techs? Or will the new patch introduce new clone techs?
Again: the Biological Ascension is all about adaptability. Flux. Change. Thematically, that doesn't fit immortality. Mechanically, it makes sense that not every Ascension would give you immortality.
 
Again: the Biological Ascension is all about adaptability. Flux. Change. Thematically, that doesn't fit immortality. Mechanically, it makes sense that not every Ascension would give you immortality.
For me is about differentiation rather than adaptability. Modified pops only good at certain field but weak at others, and therefore I think the one who good at lifespan should be as strong as other paths, while being weak at other side.
Mechanically, can we have an advance form of venerable:(?
 
You mean aside from the danger of having their souls devoured by demons every time they make contact with the Shroud?

Fair point.
 
For me is about differentiation rather than adaptability. Modified pops only good at certain field but weak at others, and therefore I think the one who good at lifespan should be as strong as other paths, while being weak at other side.
Mechanically, can we have an advance form of venerable:(?
I don't see a particular distinction between differentiation and adaptability- plus, the fact that the Biological Ascension allows you to remove positive traits means that you can always re-engineer a POP if circumstances change, you shouldn't be able to "run out" of points anymore.

Venerable itself is already an impressive Trait all on its own, honestly. Most games last, what, 200, 250 years?

But yeah, either way, each path being mechanically different is good IMO. Synthetic Ascension makes all your POPs and leaders immortal. Psionic Ascension makes your empire's central leader and only your central leader immortal. Biological Ascension not having immortality but giving you the ability to drastically boost the lifespan of any given species seems fair to me.
 
I don't see a particular distinction between differentiation and adaptability- plus, the fact that the Biological Ascension allows you to remove positive traits means that you can always re-engineer a POP if circumstances change, you shouldn't be able to "run out" of points anymore.

Venerable itself is already an impressive Trait all on its own, honestly. Most games last, what, 200, 250 years?

But yeah, either way, each path being mechanically different is good IMO. Synthetic Ascension makes all your POPs and leaders immortal. Psionic Ascension makes your empire's central leader and only your central leader immortal. Biological Ascension not having immortality but giving you the ability to drastically boost the lifespan of any given species seems fair to me.

Also better xeno burgers
 
Look at it this way.

Synthetic Ascension is the path of conformity- all your POPs become perfect, immortal machines (...like me~). Everyone is the same pattern of "perfection".
Psionic Ascension is the path of exceptionalism- an immortal demigod leading the flock with the help of a few other super-powered leaders.

Genetic Ascension is the path of adaptability- neither the conformity and single ideal of perfection seen in the Synthetic Ascension nor the centralized power and exceptionalism of the Psionic Ascension, but rather the ability to adapt to any given circumstance. Flux. Change. If you want "immortal" leaders, change your species' Rights and Obligations so that leaders are recruited from a Venerable species- +90 years of lifespan (let along other boosts from techs) is nothing to sneer at.
Why? Biological path is not about adaptability, its about ascention, like all another paths too. Adaptable, strong, clever, delicious (lol), and long lived. But why long lived, not immortal? Its seems illogical, because biology (gerontology) is shortest (just my opinion) way to immortality in real life. Give immortality to 2 of 3 paths and dont give it to biological path its fictitious limitation.

And this is not only one problem of the biological path. Biological path is really "blandness". The only one interesting feature is replaceable positive traits.