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Stellaris Dev Diary #85: Decadence and Ascension Path Changes

Hello everyone and welcome to another Stellaris development diary. Today's dev diary is the last dev diary for the 1.8 'Čapek' update, and will be going over the introduction of Awakened Empire Decadence and some changes coming to the three Ascension Paths and Megastructures. Decadence is a free feature in the 1.8 update, while the Ascension Path and Megastructure changes require the Utopia expansion.

Awakened Empire Decadence
Awakened Empires were added to the game as a way of throwing a new challenge at the player in the late-game. They are intended to be formidable foes, and only the absolutely most powerful player empires are meant to be able to take them on alone. However, this could lead to an unintended game state where the Awakened Empire had conquered or subjugated all regular empires and effectively 'won', with the player being stuck as an AE subject until the end of time. In order to address this, we've added a new mechanic called Decadence for Awakened Empires. Decadence is effectively a meter, going from 0 to 100, that starts filling up for Awakened Empires once a certain amount of time has passed since awakening. The larger they are (both in terms of owned planets and subjugated empires), the faster it builds up. Decadence reduces Awakened Empire resource income and fleet power, and also increases the rebelliousness of their subjects, and has very large penalties at high levels of Decadence. What this means it that while an Awakened Empire might start very strong, and grow even stronger as they expand, that very expansion will eventually turn into decline, until they're weakened to the point where the rest of the galaxy can rebel and overthrow them - if you end up their subject, you just have to be patient, build up your forces, and wait for the right moment to take back your freedom. Awakened Empires have also been changed so that they prefer to subjugate other empires (though still taking some planets as well) to conquering them outright, so there should always be a collection of subjects chafing under the precursor yoke and biding their time.
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Ascension Path Changes
One of the most loved features in Utopia is the Ascension Paths - the ability to choose an 'end goal' for your empire and species in the form of Psionic, Synthetic or Biological Ascension. However, the decision to restrict the Psionic and Synthetic paths based on ethics was less popular, and though I think the reasoning for it is sound (making ethics more diverse), this is a case where I think there is a valid case to say that balance should take a step back in favor of letting the player decide the path or their own empire. For this reason, we've lifted the Spiritualist-only restriction on psionics and have opened up for Spiritualists to research robotics and synthetically ascend. We have also removed the Materialist-only restriction on AI Citizen Rights.

To compensate for this loss, Spiritualists have received a buff in the form of stronger Temples, and Materialists have been given a new living standard called 'Academic Privilege' that boosts happiness and research output at the cost of more consumer goods. However, though we've lifted the hard restriction, the impact of the ascension paths on ethics attraction and faction happiness remain. This means that, for example, a Spiritualist empire that decides to Synthetically Ascend will have significant troubles with unhappy factions and materialist ethics drift, and similarly, the pursuit of Psionics will cause increased Spiritualist attraction and the likely creation of a strong Spiritualist faction.

In addition to these more general changes, there's a few more path-specific changes and additions:
Psionic: Buffed traits and Psi Corps building, and added an alert to tell you when the Shroud is ready for use. Additionally, psionically awakening other species in your empire now happens more often.
Synthetic: Added the ability to assimilate new biological pops into synthetic bodies, and the addition of robomodding significantly buffs this path. Synthetic and Cyborg leader traits were nerfed a bit to compensate.
Biological: Increased the total trait points by 1, and reduced the cost of advanced traits such as Robust.
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Megastructure Changes
The headline feature of Utopia was the Megastructures, massive constructions requiring tens of thousands of minerals and decades to construct. A frequent criticism we have received for the Megastructures is that they simply do not feel significant enough, with comments on how the Dyson Sphere should realistically be producing millions of energy, and so on. We've made some changes in 1.8 that we hope will address some of these complaints, though I want to preface this by saying that Megastructures are not and will never be 'realistic', nor is Stellaris meant to be a realistic game in the first place. However, they are meant to feel impressive and special, and when a handful of Habitats with solar power processors can match a Dyson Sphere in output, that impressiveness tends to fade, no matter whether it's actually balanced or not.

For this reason, we have decided to make a change to the Dyson Sphere and Science Nexus. Both of these Megastructures have been majorly buffed, with a finished Dyson Sphere now producing 1000 energy and a fully upgraded Science Nexus outputting a total of ~750 science. However, they have been changed so that each empire can now only build one of each, similar to the Sentry Array. This means that they can be very powerful without having to massively increase the build time or cost to prevent them from simply being spammed. Ringworlds have not been changed, and can be built in any number you want, indirectly buffing the effectiveness of the Circle of Life perk.

Additionally, we've made a tweak to the Master Builders perk. This perk, when taken, will now give you the Mega-Engineering technology if you do not already have it, similar to how World Shaper gives Atmospheric Manipulation and Mastery of Nature gives blocker techs. This allows for reliable access to Mega-Engineering for empires that want to focus on Megastructure construction.
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That's all for today! Next week we'll post the full patch notes for 1.8 and Synthetic Dawn. See you then!
 
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What is the reasoning behind this one? Ring worlds are definitely inferior both in mineral and temporal efficiency to habitats, why can't they get some sort of a redeeming feature? I know you'll bring up the science and unity debuff advantage, but they are addictive and when you are well into the late game the addition of an extra 10% become less noticeable, so 8 habitats compared to one complete ring do not differ by much to be a deciding factor.

I have to agree with it. Both Habitats and Ringworlds have advantages and disadvantages. But you can't really choose between them, because Ringworlds need the Habitat perk to unlock first. And Ringworlds are certainly not so much better that they justify the investment of another Ascension Perk when you already can build Habitats.
 
@Wiz

Megastructures cost and building time seem to make them non viable to an empire preparing for the end game crisis. (Unbidden, swarm , AE)

Is there a plan to perhaps lower the building cost/time or perhaps increase the time it takes for a crisis to occur?

A megastructure could be a prize worth defending even if it's not strategically sound.
 
I don't see the decadence thing as unrealistic. It's not at all unheard of for an empire in historical decline to have a small bout of resurgence (think Diocletian after the third century crisis) but still go down in flames in relatively short order. I would argue that's far more unrealistic for an empire that was basically shut down for hundreds of years, to "awaken" and become the foremost power in the galaxy for all eternity.
 
However, this could lead to an unintended game state where the Awakened Empire had conquered or subjugated all regular empires and effectively 'won', with the player being stuck as an AE subject until the end of time.
So, be capable of lose the game is a problem?
 
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What is the reasoning behind this one? Ring worlds are definitely inferior both in mineral and temporal efficiency to habitats, why can't they get some sort of a redeeming feature? I know you'll bring up the science and unity debuff advantage, but they are addictive and when you are well into the late game the addition of an extra 10% become less noticeable, so 8 habitats compared to one complete ring do not differ by much to be a deciding factor.
Ringworlds get:
(a) Maxed out planet size (which means less penalties-per-pop to unity and science compared to habitats)
(b) Deposits (with a high chance for stuff like Alien Pets)
(c) Access to all regular planetary buildings, particularly Mines
(d) Access to Space Ports for ship construction and extra orbital building slots

That are a significant advantages over regular habitats.
Also for me the limiting factor for Megastructures is usually Influence cost, not Mineral cost.

@Wiz
Megastructures cost and building time seem to make them non viable to an empire preparing for the end game crisis. (Unbidden, swarm , AE)[...]
In my last test game I had 2 fully finished Ringworlds several decades before the Unbidden showed up.
:)
 
@Wiz What happens if we conquer a system with a Dyson sphere in it if we already have one? Can we repair a ruined Dyson Sphere is we have built one and we find a ruined Dyson sphere?
 
@Wiz any chance that the Driven Assimilators will be able to take Genetic Ascension given their focus on organics? (They ARE the only Machine Empire that would actually benefit from it)
 
In case you're not already aware, you can right-click a tile to open the build menu directly. Still a bit tedious, but one less click compared to left-clicking and clicking the build button. I too would like to see multi-build for buildings though.

Yeah, even so... I tried asking on Stream, on Twitter, on Reddit and here... no luck it seems :( This feature would be a godsend though. Especially if it is already implemented for robots ... why not for buildings :(

@Wiz pweease!
 
I would like to know if the next patch will be about psionics. If so, is there a subspace of space where it is not safe to live? There are other physical constants. The fact that there you could capture worlds, colonize the subspace and get out of there, as in the Heroes of Might and Magic - the dungeons. And other ways of evolution can open there access - synthetics using devices to enter the subspace. Psionics through the portal. Collective intelligence does not even know that the queen of blades looked like a zerg - she had a special psionic talent. And that there were many of these subspaces and sizes, all kinds of creatures and worlds came from there, they were very interesting with their fantastic features.
 
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(a) Maxed out planet size (which means less penalties-per-pop to unity and science compared to habitats)
The penalties are irrelevant in the endgame because they are additive. 140% additional penalty (full Ringworld) versus 176% (8 Habitats) when you already have +700% penalty is not a lot of difference, it comes up to less than 5% difference (comparison between before and after building them).
(b) Deposits (with a high chance for stuff like Alien Pets)
(c) Access to all regular planetary buildings, particularly Mines
But it takes a very very long time to take advantage of these, the habitat is "build and forget", it doesn't need 4 cycles of upgrading. The Habitat reaches its maximal potential long before a single Ring section does. Not to mention, you are not allowed to build more than one section at a time, but you can with habitats. So the effect is compounded:

1) 1 v 1 the habitat is faster to reach its maximum effectiveness (no upgrade to buildings for example).
2) They are (much) faster to build.
3) Don't have restrictions on building them beyond pure resources.
4) They are available earlier in the game.

(d) Access to Space Ports for ship construction and extra orbital building slots

Fair enough, but this is seriously not strong enough to justify the disadvantages.

That are a significant advantages over regular habitats.
Fundamentally disagree, there is a good reason no one recommends building the Ringworlds if you are trying to be effective. They are cool, but that's where the attractiveness stops.

Also for me the limiting factor for Megastructures is usually Influence cost, not Mineral cost.
I apologize, what I meant by mineral efficiency is by the return-on-spending, you get more out of your minerals if you spend them on Habitats versus Ringworlds.
 
Ringworlds have a very specific niche: You need increase your mineral production and cant colonize new worlds and cant conquer new worlds (fanatic pacifist or your neighbours are more strong).
Out of this very specific situatuon they are useless, the problem dont is just the time for unlocking and building one.
The problem is the time and cost for building one, the time and the cost for building and upgrading in all 100 tiles and after all this you need wait for the ringworld pay their cost and just after this you will profit. When you start profit from a ringworld the game is already won.