• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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.
2017_09_07_1.png


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.
2017_09_07_2.png


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.
2017_09_07_3.png


That's all for today! Next week we'll post the full patch notes for 1.8 and Synthetic Dawn. See you then!
 
Last edited:
I'd actually like a mechanic to create my own holy worlds. Some sort of incentive to craft gaia type planets and not settle them.

I agree. Or rather, if you play as a spiritual race, have newly discovered worlds declared holy, or have a faction wanting it to be declared holy.
 
Psionic Empires can have Conservative and Talented, so this point is not valid. And I am pretty sure that Machine Empires (and Synthetic Ascended ones) will have robomidding options for +Leader levels.

The point is still valid - you need a suffiecient number of pops for leaders to even show up - if you go with conservative and talented on non genetic empires you are crippling your normal pops. We need to see what robomodding can do first and how much cheaper/better the advanced genetic traits got.

You do not need to go out of your way to get Synth leaders as a Bio Empire. You need exactly the same techs and set exactly the same rights as a Synth Empire. Thats it. The only thing you get from going Synth over Bio right now are faster buildable Synths and a reduced maintenance cost on them. Everything else is the same or inferior to Bio right now. Ofc there are more hidden benefits like not needing food or the strong weight towards the materialist faction. But those factors are not so easy to weight - influence isnt usually a problem anymore when you are at the second ascension point - and neither is food or energy. You can spare some tiles for mineral production though as a Synth Empire. That might weigh up the stronger pops a Bio Empire has.
 
The point is still valid - you need a suffiecient number of pops for leaders to even show up - if you go with conservative and talented on non genetic empires you are crippling your normal pops. We need to see what robomodding can do first and how much cheaper/better the advanced genetic traits got.

Negative.

For I to have Conservative and Talented in a BIO Empire, I will either 1- have them since the beginning of the game, or 2- Change my playstyle (speficically to accomodate those traits) once I Ascend biologically.

If 1- If those traits don´t cripple an Empire before they Bio Ascend, then they won´t cripple a Psi Empire before they ascend;

If 2- if you have to change your playstile in order to accomodate those 2 traits, then there *is* something wrong here.

You do not need to go out of your way to get Synth leaders as a Bio Empire. You need exactly the same techs and set exactly the same rights as a Synth Empire.

Yes you do.

Any Bio Empire that is not Materialist will have to deal with Faction unrest of varying gravity if you get Synth Leaders. In fact, even being Materialist won´t help, if you, for example, is also Xenophobe.
Not to mention that, depending on your Empire ethics (Spiritualists, anyone?), Tech for Synth´s creation and rights may take so long to appear, that it simply won´t be worth it anymore.
Edit: And I Almost forgot: Even if you are a Materialist Empire that has zero problems with synth leaders, you STILL will have to wait a rather long time in order to fill your ranks, for the synths will still be a minority in your population.

A Synthetic Ascended Empire don´t need to deal with any of those problems.
 
Change my playstyle

You don't change a thing. You recruit new leaders which can level up further then your old leaders. Thats it. Before you Bio Ascend you have normal leaders - your race has traits that increase production or whatnot. Once you Bioascend you add the advanced traits and recruit new better leaders.

As an Psi empire you start with your race - same start as the bio race before - production and whatnot is increased. Then you Psi ascend and you get the Psi perks - and thats it. You cannot remove your current perks from your race (thats Bio ascension only) and you do not have access to the advanced perks - neither do you have enough trait points to compete with the Bio ascension and add those juicy leader traits. You could start with them - but then you would lack the production increasing perks on your race.

Really - it isnt that hard to understand.

Any Bio Empire that is not Materialist will have to deal with Faction unrest of varying gravity if you get Synth Leaders. In fact, even being Materialist won´t help, if you, for example, is also Xenophobe.

Synth Leaders don't do anything to factions. There is no faction that says: No synth leaders! Outside the spiritual ones - which currently cannot have Synths anyways. And being a Xenophobe is no big issue - in fact it enables slavery for all the proles and stuff you gobble up and make use out of as an bio empire. Authoritan is still probs the better way to go about with a slavery Bio empire.

A Synthetic Ascended Empire don´t need to deal with any of those problems.

It is less micro intense - but less powerful on a pure number basis.


We talked about all this in here: https://forum.paradoxplaza.com/foru...io-ascension-does-not-help-it-at-all.1042946/
You can read through the thread if you want to. The OP is a bit difficult but he essentially thinks that Bio Ascension is weak compared to the other Ascensions - kinda like you do. And the same arguments fly around that end with the Bio Ascension being the better one on numbers - though much more micro-intensive.
 
Make megastructures with many modules buildable under certain conditions tied to mid or late game advancement and or exploration which can give extra flavor to the game.
 
You don't change a thing. You recruit new leaders which can level up further then your old leaders. Thats it. Before you Bio Ascend you have normal leaders - your race has traits that increase production or whatnot. Once you Bioascend you add the advanced traits and recruit new better leaders.

As an Psi empire you start with your race - same start as the bio race before - production and whatnot is increased. Then you Psi ascend and you get the Psi perks - and thats it. You cannot remove your current perks from your race (thats Bio ascension only) and you do not have access to the advanced perks - neither do you have enough trait points to compete with the Bio ascension and add those juicy leader traits. You could start with them - but then you would lack the production increasing perks on your race.

Really - it isnt that hard to understand.

As a Psi Empire you can still gene mod your pops to add talented and Conservative (if you haven´t already have those traits), so your points remains invalid.

Really - it isn´t that hard to understand

Synth Leaders don't do anything to factions. There is no faction that says: No synth leaders! Outside the spiritual ones - which currently cannot have Synths anyways. And being a Xenophobe is no big issue - in fact it enables slavery for all the proles and stuff you gobble up and make use out of as an bio empire. Authoritan is still probs the better way to go about with a slavery Bio empire.

Wrong again.

There are factions that require [your primary species] as leader, and will penalize you if your leader is a synth. The Xenophobe faction, gives a huge penalty if you leader is not [your primary species]

And you can have slavery as a Synthetic empire, so this point is also invalid.


We talked about all this in here: https://forum.paradoxplaza.com/foru...io-ascension-does-not-help-it-at-all.1042946/
You can read through the thread if you want to. The OP is a bit difficult but he essentially thinks that Bio Ascension is weak compared to the other Ascensions - kinda like you do. And the same arguments fly around that end with the Bio Ascension being the better one on numbers - though much more micro-intensive.

I have read that thread already. The OP is right in everything, save for the Share the Burden Edict (as it doesn´t apply to synths, even enslaved ones)
 
As a Psi Empire you can still gene mod your pops to add talented and Conservative (if you haven´t already have those traits), so your points remains invalid.

Really - it isn´t that hard to understand

It can - but it will lack erudite and other traits that increase the leader level. It also will obviously have weaker/less traits overall to.

Thats what Bio Ascension is for. You have the best pops with them. I am done discussing that. And since you recruit your leaders from your pops - the better your pops are/the more relevant traits they have - the better your leaders will be. If it is enough to compete with the Psi/Synth trait? I dunno. But Bio Empires will have the better pops and thus the higher level Leaders.

It really is not hard to understand. I get your point - really! You think that the 3 trait points you get from normal research into genetics is enough to give you all the traits you could need to give you the best leaders. Its not enough - sorry. Otherwise Bio Ascension and its whole advanced trait thing would be useless. It isnt.

There are factions that require

There is exactly one faction - it are xenophobes. You are correct - I stand by my poin though that it isnt that much of a big deal - since being xenophobe as a slaver Bio Empire is a bad choice? Ofc you can intentionally choose bad ethics to make something not work/make it hard on you. But what does that proof exactly besides being stupid?

And you can have slavery as a Synthetic empire, so this point is also invalid.

I never claimed you cannot have slavery as a Synthetic empire. You are making facts up that you now can debunk? Really? Grow up.

I have read that thread already. The OP is right in everything, save for the Share the Burden Edict (as it doesn´t apply to synths, even enslaved ones)

Okay. If facts and math cannot convince you, you are a lost cause. Ill think Ill take my hat and leave this discussion.
 
Last edited:
I'd argue (and in fact did argue back when Ascension was added) that the "quick and dirty way" was tying psionics to Spiritualism in the first place.

Synth Ascension had to be mirrored, and just like this was a Materialist extension from the cyber mechanic already in the game, psionics were the only major thing that could be given a Spiritualist spin, so that's what happened. Even if, perhaps unlike synths, it also made sense for a lot of other empires. It probably did not help that Wiz himself fueled expectation of a non-Spiritualist take on psionics when he tweeted that Babylon 5 reference about the psi corps.

Spiritualists just need something that is actually and exclusively spiritualist in nature. Personally, I'd love to see PDX add a system for tracking and expanding (or suppressing) religious beliefs to the game. It could allow for some interesting diplomatic effects (Space Pope? Butlerian Jihad?) on top of its role as part of a Spiritualist empire's identity. :)

I feel like this is really a matter of perception. To me, the names and descriptions of the Civics alone add a lot more to an empire's identity than the actual percentage bonus. The latter is just a number that helps represent something, but by itself it doesn't tickle my imagination. The description does. It adds to the puzzle that is my overall image of an entire culture. :)

But perhaps rather than increasing the bonuses, there should be more Ethos-specific events and choices that pop up only for qualifying empires? There's already a few of them in the game (the heretic cult springs to mind), but certainly this could be expanded upon, and I'm sure it could support and strengthen the player's idea of what their civilization should look and feel like. Have Militarists do more exercises on rival empires' borders. Have Authoritarians crack down on dissenters among the populace. Pogroms for Xenophobes. And so on. Ideally they could be tied to Civics rather than Ethos, but it would surely be a lot of work to come up with so many events ...

Apart from these things hopefully fitting much better to their respective Ethos, it would also be the difference between preventing something, and offering something in addition. The latter is, of course, much more palatable to all players.

Also, if we're really talking about empire sameness, let's not forget Traditions. This system's major flaw is that, right now, every single Tradition is available to every single empire. Curiously, Unity can be generated in unique, empire-specific ways, but it doesn't matter as it all unlocks everything anyways.

Fortunately, Traditions will in 1.8 be tailored more to individual empires by changing a few trees, and I hope for this rework to be quite extensive. I think I would still prefer if the trees would have separate currencies, so that to unlock a Tradition you'd have to do it only by actions that actually tie into its Ethos (after all, we already have a system in place to track these!), but this is undoubtedly a good step forward that could also make our civilizations feel more distinct from one another.

As someone who was spoiled by the space empires series. One thing that would really help flesh out ethos/racial traits , in my opinion would be to have ethos/Racial specific tech lines. In space empires there are racial traits that unlock these huge unique tech trees, with special weapons, buildings, bonuses, ships, everything. , you can be Temporal, Psionic, Organic, Crystallurgy Or Deeply Religious. While not exactly mutually exclusive, it cost a huge amount of racial points for one and you had to focus research on that line to get all the bonuses, so it was almost impossible to have more then one. And they were all equally fleshed out. Its a tall order to implore Paradox to move more towards this way of doing things but it may be the best option for actually fleshing out all the different empires. (I like proc genned empires, but making randomly generated things ALWAYS interesting (while i think as a comp sci major and game dev myself that it is in fact very doable) is a very hard thing to achieve). I have talked on my own website about the grey goo problem. And I feel like they may betaking steps towards that by taking away limitations. Unique tradition trees should improve that, but it may not be "deep" enough.


Maybe im being pessimistic.

I would almost go as far as saying every fanatic ethos should get its own additional unique tradition tree, so an empire with a fanatical ethos would get access to a special additional tradition tree. And maybe even the non-fanatical ones.

In other words, I think stellaris has the tools to pull this off, i just am not sure whether they are in fact going far enough to pull it off. For example. One thing I like is that spiritualist empires have temples, why don't materialists get a special building line?

Maybe they should focus less on balance? Most 4x games don't particularly care about balance.Nor do paradoxes grand strategy games for the most part.Like, stellaris will never become an e-sport game, its just not built for that, so why even try to do that.
 
Last edited:
I'd actually like a mechanic to create my own holy worlds. Some sort of incentive to craft gaia type planets and not settle them.

I agree. Or rather, if you play as a spiritual race, have newly discovered worlds declared holy, or have a faction wanting it to be declared holy.

I think it would be nice if sometimes you got an event for a possible Holy World. It could be a request by a faction or something that your people really want. Then you could make some choices and deal with the consequences (not necessarily bad ones).

For example: a planet where a primitive race died, one involved in a war, pre-sapients that look like your gods, one with strategic resources (would make things interesting if it was outside your territory)...
 
Uh...I don't think I've ever built a single one of those in any of my playthroughs.

I use them sometimes when I run massive gulag mining worlds.

Here's where they come in handy:

Silos give a total of +4 in adjacency bonuses. This makes them equal to tier 3 mines in terms of overall output if you put them in the right spot.

But that's not what makes them good.

The part that is worth considering is that they give a total of +4 in adjacency bonuses without using a single unit of energy. While the Tier 3 mine uses 2 energy credits to generate 4 minerals, the silos uses none.

Other useful tidbits:

It produces nothing itself, so you can put angry POPs on those tiles and their low happiness does not impact production (for you non-slaving empires out there). Or you can put incompetent POPs on those silo tiles, and their inability to produce minerals well is irrelevant.

This doesn't make silos the best thing since sliced bread, but they serve a purpose and are not completely worthless.
 
As someone who was spoiled by the space empires series. One thing that would really help flesh out ethos/racial traits , in my opinion would be to have ethos/Racial specific tech lines. In space empires there are racial traits that unlock these huge unique tech trees, with special weapons, buildings, bonuses, ships, everything. , you can be Temporal, Psionic, Organic, Crystallurgy Or Deeply Religious. While not exactly mutually exclusive, it cost a huge amount of racial points for one and you had to focus research on that line to get all the bonuses, so it was almost impossible to have more then one. And they were all equally fleshed out. Its a tall order to implore Paradox to move more towards this way of doing things but it may be the best option for actually fleshing out all the different empires. (I like proc genned empires, but making randomly generated things ALWAYS interesting (while i think as a comp sci major and game dev myself that it is in fact very doable) is a very hard thing to achieve). I have talked on my own website about the grey goo problem. And I feel like they may betaking steps towards that by taking away limitations. Unique tradition trees should improve that, but it may not be "deep" enough.

Actually having entire special tech tied to traits is completely and entirely possible. How do I know this? I've coded a mod that does this myself!

Now the tricky part is I don't know if it checks the primary species or the species of the leader currently researching that branch. I think it's weird interactions like this that give the devs a headache when coding.


I would almost go as far as saying every fanatic ethos should get its own additional unique tradition tree, so an empire with a fanatical ethos would get access to a special additional tradition tree. And maybe even the non-fanatical ones.

In other words, I think stellaris has the tools to pull this off, i just am not sure whether they are in fact going far enough to pull it off. For example. One thing I like is that spiritualist empires have temples, why don't materialists get a special building line?

Maybe they should focus less on balance? Most 4x games don't particularly care about balance.Nor do paradoxes grand strategy games for the most part.Like, stellaris will never become an e-sport game, its just not built for that, so why even try to do that.

I partially agree and disagree. Spiritualists, Pacifists, and to a lesser extend Xenophobes are all capable of shockingly high unity output, while the rest have to struggle to even finish an ascension path by the time someone with all three of the above finish everything. I do think those groups in particular should get additional trees, if only to encourage them to keep their unity buildings around. My suggestion is "repeatable" traditions similar to repeatable techs. I envision having three available at all times. One would be for any ethic's normal version, and one for it's fanatic as well. If you're fanatic, you get access to both the normal and the fanatic version. This gives you three available at all times. The trick is if you ethic change, they turn off (not removed or refunded) until you restore the ethic (or return to a more fanatic version).

As for your last two points, I think they've made it clear-unity is spiritualist's tech speed. Materialists simply don't even need a special building. Spiritualist's unrest ability is next to useless anyways considering defense armies exist-although it's worth noting that the unrest systems are being slightly overhauled in the upcoming expansion.

And the tricky part here isn't actually that they're ultra concerned about balance-well they are with mega structures, but their fears are all for naught there anyways. No empire that has the resources to build them would do so-they'd put that stockpile toward fleets. But my point is they're not concerned about balance with these ascension path changes; they're concerned about giving players more freedom to make their own story. A huge complaint was the massive restriction on psionics and robots, for example. It seems like they've finally giving into a certain popular FPS right now and agreeing that robots can have souls too. The problem is the more "freedom" we get, the less specifically interesting each ethos/trait is. Once upon a time a large number of techs required you to have a leader with the right expertise-now there's exactly one. While yay, anyone can get these techs now, we now have to face the reality that it makes these ethos feel less special.

Truth be told I'd like to see entirely different mechanics that are actually logically specific to each ethos. Spiritualists can have religion mechanics and beliefs as well as interfaith combining and arguing, while materialists have a moral code and a sliding scale on how well they actually follow it. Militarists have a sliding scale of "strategic" to "bloodthirsty", while pacifists have a growing corruption problem that they have to risk aggressive actions to fix. Xenophiles and xenophobes are pretty much set, although they could use more personalized events (Wiz did state that the three most popular ethics are Militarist, Xenophobe, and Xenophile, not necessarily in that order). Authoritarian again is kinda set, while Egalitarian could definitely use some more mechanics. I'd need to think up some.
 
I just realized something.
Newtypes in Mobile Suit Gundam are the next step of evolution for the human race - Biological Ascension: check
Newtypes have heightened spacial awareness and can feel emotions directed at them, as well as communicate with other Newtypes via telepathy - Psionic Ascension: check
Newtypes are generally used to pilot Mechas, due to their superior skill - Robotic ascension: check

= the ultimate Ascension path, combining all three of the others: Weeb ascension! Anime did nothing wrong!
The Answer we were looking for was there all along!
Now I wish I was better in coding than I am :D

maxresdefault.jpg


PS: Don't take this seriously
 
Silos give a total of +4 in adjacency bonuses. This makes them equal to tier 3 mines in terms of overall output if you put them in the right spot.
Keep in mind you can upgrade the silos for a total of 8 adjacency.
Furthermore, you can have a 'ineffective' or unhappy pop working the mine, since the pop working it has no impact on the adjacency.

(Of course, it's not always optimal to gain a perfect +8 without sacrificing conficting tile yields, but even then this is a good deal.)

And, last but not least, consider that the Silo additionally fulfils it's actual function: Mineral Storage. Due to the intensity of Stellaris wars, if you ever end up losing large parts of your fleet, you will need a large stockpile of minerals to quickly mass-produce ships empire wide to recover. For that, a large stockpile is more useful than having a higher mineral income.
 
A devouring swarm is never fed well enough if it's expanding as I can tell from my current game. All these now low populated conquered worlds really hurt my tech speed because I need to fill them starting from 1 pop with neither robots nor migration being available.



Can devouring swarms do that?

Yeah you can genemod them to add hivemind.
 
I'd argue (and in fact did argue back when Ascension was added) that the "quick and dirty way" was tying psionics to Spiritualism in the first place.

Synth Ascension had to be mirrored, and just like this was a Materialist extension from the cyber mechanic already in the game, psionics were the only major thing that could be given a Spiritualist spin, so that's what happened. Even if, perhaps unlike synths, it also made sense for a lot of other empires. It probably did not help that Wiz himself fueled expectation of a non-Spiritualist take on psionics when he tweeted that Babylon 5 reference about the psi corps.

Spiritualists just need something that is actually and exclusively spiritualist in nature. Personally, I'd love to see PDX add a system for tracking and expanding (or suppressing) religious beliefs to the game. It could allow for some interesting diplomatic effects (Space Pope? Butlerian Jihad?) on top of its role as part of a Spiritualist empire's identity. :)

Spiritualism isn't about being religious, it's the belief the universe is made of mind and spirit rather than atoms and nothing has value except as physical materials.
So how is psionics NOT a fundamentally spiritualist thing since it's using mind and spirit to manipulate physical reality?

As someone who was spoiled by the space empires series. One thing that would really help flesh out ethos/racial traits , in my opinion would be to have ethos/Racial specific tech lines. In space empires there are racial traits that unlock these huge unique tech trees, with special weapons, buildings, bonuses, ships, everything. , you can be Temporal, Psionic, Organic, Crystallurgy Or Deeply Religious.

Well see they tried that and people complained that they had to be spiritualist to research spiritualist technologies.