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Stellaris Dev Diary #103 - Civic/Ascension Perks Changes and Additions

Hello everyone and welcome to another Stellaris development diary. Today, we continue talking about the Apocalypse expansion and 2.0 'Cherryh' update, on the topic of Ascension Perks and Civics. Please note that placeholder art is present for civic icons, and that is not how they will look on release.

Changed Ascension Perks (Cherryh Feature)
There will be a number of changes to existing Ascension Perks in the Cherryh update. As mentioned in Dev diary #94, all Utopia ascension perks except for the Ascension Paths, Habitats and Megastructures have been rolled into the base game, so with the exception of the changes to the Biological Ascension Path, these changes will affect everyone.

Interstellar Dominion: As of the result of a number of mechanics changes in Cherryh, including the removal of 'pushing borders' and the Border Range modifier, forcing us to replace this modifier with other effects. Rather than always replace it with the same modifier in each place, we made a number of different changes as we thought suited both the place the modifier was, and the overall balance of the game. Interstellar Dominion remains an ascension perk focused on expansion, giving -20% reduction on the Influence cost of both new Starbases and Claims.
Mastery of Nature: Mastery of Nature ended up being a bit of a weird perk. Originally, it was designed as only removing clear blocker cost, but this was obviously too weak, and so we buffed it by adding the automatic unlock of all blocker techs. This, in turn ended up being too strong, and so we tweaked it again by only having it remove half the clear blocker cost. What we ended up with was a very strong perk... but only if picked immediately as your first choice. In the end, we decided to go back to the drawing board and remake it into something that would be useful at any stage of the game and give an additional use for influence for empires not bent on expansion. The new Mastery of Nature, instead of giving blocker techs, instead unlocks a planetary edict that allows you to permanently increase the size of a planet. The Planet will have its number of tiles increased by 1-3, with the amount set based on the size of the planet, so a size 10 planet will always become a size 13 planet and so on. These new tiles will have randomly generated deposits.
World Shaper: World Shaper was another ascension perk with very situational uses. Instead of having it simply be a buff to terraforming, we've changed it to be a requirement to terraform Gaia worlds, and given Gaia worlds a bonus to overall resource production (though a lower one than Machine Worlds) instead of the happiness bonus it used to have. The idea behind this is both to make focusing on terraforming more of a distinct playstyle, and make Gaia worlds even more special.
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Additionally, we also went back and further buffed the biological ascension path by making its special traits stronger, and in some cases, cheaper. We also plan to add more traits in general and give Robomodding another look-over, but this ended up being something we did not have time for in Cherryh.

New Ascension Perks (Cherryh and Apocalypse Feature)
We've also added several new ascension perks in both Cherryh and Apocalypse. They are as follows:

Eternal Vigilance: (Cherryh) Suited for the defensive player, Eternal Vigilance increases Starbase and Defense Platform Hull Points, and the Defense Platform Capacity of your Starbases, allowing for more potent static defenses.
Executive Vigor: (Cherryh) Executive Vigor gives +100% edict duration, allowing a player to keep more Edicts running at the same time without burning through all their influence. This also works on the new Unity Ambition edicts added in Apocalypse.
Nihilistic Acquisition: (Apocalypse) Nihilistic Acquisition is available to Gestalt Consciousnesses, Authoritarians and Xenophobes, and allows the use of the Raiding orbital bombardment stance, which will attempt to abduct pops to available tiles on your own planets instead of killing them, allowing you to steal the population of other empires to use as a labor force... or livestock/batteries, in the case of a Hive Mind or Machine Empire.
Enigmatic Engineering: (Apocalypse) For the secretive, tech-heavy player, Enigmatic Engineering makes reverse-engineering of your tech impossible, as your ships will no longer spawn any debris from battle. You also get a bonus to sensor range to represent your empire's obsession with knowledge.
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As mentioned in Dev Diary #100, there is also a new Colossus Project ascension perk in Apocalypse that is required to design and build Colossi.

New Civics (Apocalypse Feature)
Finally, there's a few new civics in the Apocalypse expansion. They are as follows:

Post-Apocalyptic: Your empire was born in the aftermath of a nuclear war that devastated your homeworld. You start on a Tomb World with sparse resources, but your species has the Survivor trait, granting +10 leader lifespan and +70% tomb world habitability.
Life-Seeded: Your species evolved in a lush paradise possibly designed just for them. You start on a size 25 Gaia World, but with the Gaia World Preference trait that has 0% habitability on all non-'perfect' environments (Gaia Worlds, Habitats, Ringworlds).
Barbaric Despoilers: This civic unlocks immediate use of the raiding stance and a special Despoilation casus belli that allows you to declare war on any neighbor to seize their pops and resources. It requires a combination of Militarist and either Xenophobe or Authoritarian, and is not available to Xenophiles. Empires with this civic cannot take the Nihilistic Acquisition perk (as it would do nothing for them) and also cannot form Defensive Pacts or join Federations. Similar to Inwards Perfection and Purifiers, they get the Adaptability tradition tree instead of Diplomacy. They also get mild to moderate opinion penalties with certain ethics, such as Pacifists.
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That's all for today! Next week we'll wrap up our Cherryh/Apocalypse dev diaries with a roundup of some minor features and QoL improvements coming in the Cherryh update. The week after that, full patch notes will be posted, and the week after that... is release day. See you soon!
 
FPs and other Nasty Boys don't work by the standard claims system. Anything they invade is just theirs now. But the same happens when others invade them.
but iirc they can just claim things and dont have to pay influence for the claims.
 
So what is the production bonus for Gaia worlds?

Also since these worlds were engineered any chance for additional stuff like natural beauty or lush or betharian stone etc?
 
This dev's diar is both exciting and super frustrating.

Everything seems super nice but there are no numbers given :/
I want to know the new costs of the bio ascension and effects of gaia worlds.

Guess I'll wait till the release.
 
So no music dev diary? Also, why do the post apocalyptic have a ocean world?

As I understand it, ocean world is their biome from before the apocalypse, and they will be able to colonize them and other wet planets as normal when exploring the galaxy.
 
The Planet will have its number of tiles increased by 1-3, with the amount set based on the size of the planet, so a size 10 planet will always become a size 13 planet and so on. These new tiles will have randomly generated deposits.
Are those deposits completly random or do they depend on the world they are on? (As example desert world usually have more energy tiles)
 
@Wiz
Do you have any thoughts on adding more traditon changes? For acendency perks for example. If you start as a organic creature and later become a robot you still keep the traditions that become absolutly useless when removing the need for organics. ( almost everything in the harmony tree somethings in diplomocy). Is it possible to make it so they get the robotic harmony tree or parts of it so these traditions dont end up being useless?
( pardise domes give food that you no longer need, life spawn, growth rate , habitability ).

The other two acendency paths dont make some traditions useless.
 
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Current estimated timespan for development diary to be within range for long-range scanning, approximately 7 days (Earth standard calendar timescale).

For the last 3 months of dev diary at least, trade as a concept was not mentioned even once. I have no idea where is your expectation coming from.
 
This are all great. Thanks, Wiz and the team.
P. S. Any buffs for technological ascendancy and Technocracy?
Don't fix what is not broken. ;)

@Wiz While I like the concept of Enigmatic Engineering, looking at how tech works now and tech scaling, it honestly doesnt seem like a good pick early on, and it looks like it will be very congested for APs later on in the game (especially with Ascension Paths, Voidborne, Galactic Wonders, Colossi), meaning it has to compete with starting APs, which at the moment seem much stronger for the perk. Not to mention the perk loses all effectiveness in the ultra-late game when everyone is up to repeatables anyways. [...]
There might actually be an interesting early game application for this perk (although I haven't used it that way yet). The extra sensor range should re-enable exploration with military fleets, and make it much easier to explore with science vessels. Revealing adjacent systems can be a big boon.
 
Yeah, unless the exclusive leviathan techs end up being considerably shinier in 2.0 and worth denying to a foe Enigmatic Engineering is going to have a very narrow margin of effectiveness.
 
I have a question about the new Survivor civic (+70% tomb world habitability). Is this in addition to a more "normal" planetary type or instead of another planetary type? For example, if I decide to play UNE (after one of there planets was blasted by a bunch of stinkin' starfish) and give them this civic, will they be able to colonize tomb worlds in addition to their current Continental/Tropical/Oceanic planetary types?

It seems to me that the civic should work that way and that could be handy; I seem to encounter a lot of tomb worlds in my games. In 2.0, it seems like there might be even more opportunities to make use of tomb worlds, or at least bits and pieces of them ...
 
@Wiz

Life-Seeded:
Your species evolved in a lush paradise possibly designed just for them. You start on a size 25 Gaia World, but with the Gaia World Preference trait that has 0% habitability on all non-'perfect' environments (Gaia Worlds, Habitats, Ringworlds).

I'm particularly excited about this one, one quick question though - I think I've read on twitter that it will be mutually exclusive to the Mechanist trait - is this true? Understandable from a balance POV, but was quite excited to try a race of enigmatic recluses who explored the galaxy via their machine proxies (thinking Bank's Nauptre Reliquaria).

Might take a while without starting robots though.
 
Don't fix what is not broken. ;)


There might actually be an interesting early game application for this perk (although I haven't used it that way yet). The extra sensor range should re-enable exploration with military fleets, and make it much easier to explore with science vessels. Revealing adjacent systems can be a big boon.

Would it not be a good idea to make their ships incapaple of being scanned ( i mean knowing what wepons they have in the fleet and the design of it before combat) not that they would be invisable.
 
If I capture a planet that was "Mastery of Natured" by its old owner, can I do it myself again?