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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.
 
Have you ever worked in a company that has crunch times? Seriously, sometimes it seems to me as if people are a bit too entitled nowadays. Back when I was working as a corporate drone and we didn't have social media, at least you didn't have to justify why you don't feel up to browsing the forums after you spent between 12 and 15 hours in the office with bad coffee to freaking optimise the website to be done in time.

I'm not saying that has to be the reason - for all I know the Pdox team might be hanging out on the beach, slurping martinis and peeling bikinis off of expensive call girls, resting on cushions filled with illicit DLC sale cash - but it seems likely to me that the reason has more to do with the upcoming release filled with revamped new content that needs to be balanced, tested and stamped as good to go, rather than some sort of apathy.
 
Here, I felt like this should be here as well.

We're really busy finalizing Utopia right now, but I'll quickly answer some of the most frequently asked questions. Further answers will have to wait, sorry!

There are no new droid portraits, but it's something we do plan to add in the future.

Your new synthetic race will include any previously built synths, and you create more pops by building them.

When you complete the synthetic evolution, any farms worked by synths or Pops turning into synths turn into power plants.

Non-awakened Keepers of Knowledge will not attack ascended synth empires, but awakened ones will.

Armies are rebalanced so that gene warriors are no longer simply best at everything.

You will be able to modify species at any time, the 'must have trait points' restriction is gone.

You do not need to own a species' homeworld to modify them.
 
This sounds fantastic. I love that they skipped the whole "get rid of 500 farms you no longer need" stuff for us.

I'm also looking forward to genetically tailoring all of my planets to be fantastic at what they do.
 
So it seems that biological pathway is going to have some nice slave options(livestock 'n nerve staple).

But why shouldn't the synths get something similiar? Give them an option to implant lesser species with mind control cybernetics, or convert them to "living powerplants"(Matrix style).
Don't leave us gearheads without a bit of love :<

EDIT: Maybe you should consider an implant system similiar to "traits" for next DLC? It's a deep branch of science and can be expanded greatly. Even so as making whole new event trees(prospecting for ancient cybernetic desings in ruins spawned from anomalies and such)
 
So if they go back to replying more often, you'll complain that they're not concentrating hard enough on the programming? I don't believe that for a second.

No but that might just mean that they then have time to do so. And your charter did not even imply a consistent fall in replies.
 
I feel like there is more potential for this DLC. Like for example, the paths you chose should be a spectrum, like the ethics allignment. You could be full geneticist, or genetically modified to accept augmentations without rejecting them, or genetically modfied to amplify your psionic potential, or psionically interface with your mechanical augmentations. You could even seek to blend the lines between machine and organism, going so far as to grow your ships on trees :p I also think disaster events should be possible... you could for example create an entire planet of cronenbergs, accidentally... something to do with mantis DNA and the flu.

I also think that there should be a sort of cold-war dynamic between people who are pro-AI and are anti-AI, and anti synth/ pro genetic etc...
 
Thursday's come and gone, but we didn't get the new dev diary. Come on man, I need my fix! I'm literally in withdrawal at this point
 
Hehehehehehe! is everyone this crazy here in this threat? :D
 
I have a few questions.

1) Will you be able to go down multiple ascension paths? For example; Let's say I get the first stage of the of the Cybernetic path for the cyborg trait but then go down the Biological path for the rest of the game?
2) If you start an ascension path do you have to go through it to the end? Would I have to turn my population into synthetics because I was researching synths?
 
I have a few questions.

1) Will you be able to go down multiple ascension paths? For example; Let's say I get the first stage of the of the Cybernetic path for the cyborg trait but then go down the Biological path for the rest of the game?
2) If you start an ascension path do you have to go through it to the end? Would I have to turn my population into synthetics because I was researching synths?

1. No, you only can go down a single path.
2. You don't have to go until the end, since ascension is conected to 2 perks, it seems that you can choose ony the first perk, without the need of choosing the second. You will ony have to turn your pops into synths if you choose the second perks of synthetic ascension.
 
You mentioned an emphasis on role-playing different types of empires, and many of us are excited to see these new features put into place, I'm sure. One thing that always bugged me, though, was running into my own created empires, only to find them acting entirely "out of character" from what I've envisioned.

Hoping to see all these new perks, policies, and things being available in the creation screens, or at least some presets to choose from.

Keep up the good work!
 
... would eating your own civilization cause negative opinion modifiers? I mean, what if it's just something your race does...
thats a very good question.
 
This is just another voice in favour of various synth shapes. At least one non-antropomorphic is required so that it could be used by any species without associations with humans.
 
Soooo... I have two questions about synth ascension:
1. What would happen to species conquered during or after ascension? If I want to turn everyone in galaxy synth or just enforce bot reign over meatbags should I wait with this until I conquer what do I want?
2. How would it affect laws in empire?