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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.
 
Them continuing to use an icon is not a better point. Never have they ever thrown out a perfectly serviceable piece of graphic design while creating an expansion and that they chose to continue using the icon for "conformist" after either reassigning it to a different trait or reworking the conformist trait so it's compatible with the changes in Utopia does not prove that "ethics divergence on an individual level is still a thing."

Ethos shifting on an individual level is absolutely still going to be a thing. But it won't be the ethics divergence you think it is.
Theory: Conformist/Deviant will now boost/lower POP attraction to the governing Ethos of their owner.
 
Theory: Conformist/Deviant will now boost/lower POP attraction to the governing Ethos of their owner.
Wiz said:
The 'Ethics Divergence' modifier is replaced with a 'Government Ethics Attraction' modifier.
I can't do a "real" quote because the thread is locked.
 
If you take the first ascension peak of any 3 paths. You will be automatic locked from taking a second path. That is how I understand Utopia 1.5 will work barring any major change between now and then.

Darn, oh well, someone might mod that in if that happens to be the case. Otherwise that just means I'm going to be losing out on some head canon for my primary species.
 
Darn, oh well, someone might mod that in if that happens to be the case. Otherwise that just means I'm going to be losing out on some head canon for my primary species.
The new implementation does basically the same thing, just through the new mechanics.

Currently in 1.4, Deviant makes a POP have higher ethics divergence and thus more likely to diverge to opposing or unaligned Ethos than the government that controls it.

In 1.5, Deviant will (likely) make a POP less attracted to the Ethos of the government that controls it, meaning outside factors can more easily sway it to joining a different Ethos.

Same in reverse goes for Conformist.
 
Darn, oh well, someone might mod that in if that happens to be the case. Otherwise that just means I'm going to be losing out on some head canon for my primary species.

Hive Mind gov has it worse. They are limited to only biological ascension so you don't have an alternative choice.
 
Well, you have one alternate choice. Not ascending at all.

Spend those points getting your hive mind 5 extra core worlds, the ability to build space habitats, drastically reducing the cost of terraforming worlds, a massive increase to your fleet strength, extra attack power against Fallen Empires, extra attack power against end game events, or any of a number of awesome powers.
 
The Tau are the only species actively researching artificial intelligence. I could say it was Syncretic Evolution but the Earth Caste are more artisans and engineers than manual labor.

This is true, but the Synthetic Ascension path is not an inevitable consequence of AI. The Tau have shown little interest in major cybernetic augmentation, and their memory engrams treated more as tools than as intelligences.
 
Still no dev responses. That excuse you were all giving about "It's GDC week!" is starting to look rather untenable.

And before you fanbois reflexively call me a troll, take a look at my profile to see how many Paradox games I own. I'm concerned because I want the game to be a success and not be abandoned.
 
Still no dev responses. That excuse you were all giving about "It's GDC week!" is starting to look rather untenable.

And before you fanbois reflexively call me a troll, take a look at my profile to see how many Paradox games I own. I'm concerned because I want the game to be a success and not be abandoned.
People take you a lot less seriously when you try to dismiss people who disagree with you as "fanbois".
 
You're wrong. The screen shot they showed of the attractiveness of the Authoritarian faction had four different empire wide affects that either add or reduce the attractiveness of Authoritarianism. These aren't aggregate from the individual populations response to your empire taking Domination Traditions. Some affects, like being in an autocratic government or your empire having Authoritarian Ethos, will create a set amount of Ethos attraction that guaranty's a certain percentage of your population will shift towards that ethic.

And three that are very not empire-wide; one planet-based, one completely individual, and one species-based (if there's no way to enslave only part of a species). The wording is also that a Pop is attracted to it, implying on an individual level - not broad-based movements across the whole empire. Having slaves on a planet increases attraction to authoritarian, but only for that planet. So the attraction value is aggregate, else there's no point it even existing as it would be irrelevant with different planets having different situations.



They either removed it, or revamped it so heavily that it is no longer applicable to your complaints and no longer suitably described by the term Divergence. Either way you're splitting hairs here. Ethics divergence used to operate either by shifting your population either towards your empire ethos, or away in a random direction, thus the use of the term divergence. Your strategy was 'mind control lazers' 'unity temples' and 're-education plants.' In the long term, you converted deviant populations to your own ethos and you stopped having problems with them. You still seem to think this is how it will operate despite presumably having read the explanation that it no longer will operate that way.

As of Utopia what happens is that your populations will shift ethos to reach a mean close to the attractiveness stats that you can see on the page I linked. This mean is reached by a combination of local affects AND empire wide affects and populations affected by these local affects will also have a higher percentage chance of being the ones that shift into that ethos to bring you up to the mean. Mind control lazers may still be a thing, but if they do anything, it's going to be a bonus to the attractiveness of your empire's ethos, it won't be flipping the switch on some populations so that their ethos shift towards you instead of randomly away from you.

I feel I really should point out they never said getting rid of ethics divergence. At any point. Just getting rid of the randomness factor and making it more meaningful where they diverge to. That 100% does not in any way preclude pops that are fundamentally less attracted to the main ethos, which means there are more pops who are attracted to the others, who will still be a problem to address in non-individualist empires - which was the entire point that you're restricted to either individualist, or spiritualist to pull them into your own ethos strongly enough.



If you're looking through individuals anyway, no information is obscured and the portrait picture gives no additional information <...>

I'm looking through individuals on a basis of "okay, their bar is about here, so they're fine but these ones are a problem. Why, where did they come from, when, will this resolve itself given more time or do I want to more actively address it?"

And all of this is predicated on the assumption that the AI will even regularly take Synthetic Ascension as a path.

How? Synths still exist without synthetic ascension - they are the prerequisite for the first stage of it. AI wouldn't have to ascend at all and this will still be a massive pain when both your normal synths, their synths, and uSynths all look exactly alike
 
yay! *makes my primary species delicious, so that we can canabalistically eat ourselves out of existance* :D :p
 
I feel I really should point out they never said getting rid of ethics divergence.

No, what they did was describe a complete overhauling and reworking of how pop ethos works that makes the idea of ethics divergence incompatible.

http://forum.paradoxplaza.com/forum...-54-ethics-rework.987286/page-2#post-22182723

Someone quoted this post earlier, the thread is locked now since it's an old developer diary, but earlier you claimed the existence of Conformist and Deviant icons proved ethics divergence was still a thing. By the same reasoning, finding out now that Conformist and Deviant no longer affect ethics divergence must give you some inkling that you're wrong about this?
 
The new implementation does basically the same thing, just through the new mechanics.

Currently in 1.4, Deviant makes a POP have higher ethics divergence and thus more likely to diverge to opposing or unaligned Ethos than the government that controls it.

In 1.5, Deviant will (likely) make a POP less attracted to the Ethos of the government that controls it, meaning outside factors can more easily sway it to joining a different Ethos.

Same in reverse goes for Conformist.

I'm thinking this was supposed to be a response to someone else.
 
So Wiz won't answer no questions?

Yeah, that'll get you a response. Because if a developer rushing against a deadline with a long list of things he'd like to include and the knowledge he can't implement all of them no matter how hard he tries wants anything, it's to establish a precedence where people in the forums can summon hm by name.