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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!
 
@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.

It also doesn’t allow to bypass the penalty too quickly
 
Any special requirements on those new ascension perks, a certain number of previously taken perks for example?

Also, does World Shaper still have a bonus in addition to unlocking Gaia Terraformation?
 
was wondering if you guys incresed the ammount of ascention perks you can have.
 
Cool :) Adding new percs and civics really helps me want to start a new round.
 
All in all very exciting additions!

Thoughts:

Interstellar Dominion: I wonder if -20% Influence cost is really worth it, considering Ascension Perks are unlocked pretty late in the game. By this point, most empires should already have expanded significantly, so how many systems would you even be able to use this bonus on, how much Influence would you save in total? Should be easily tweakable in the future, I suppose, if it turns out as weak.

World Shaper: Have to admit, the Perk itself sounds great, but I don't really like that Gaia worlds now give a bonus to Production instead of Happiness. I know, I know, gameplay before realism, but given that Happiness comes with a Production bonus included, it still feels the latter would work for both purposes. Or is 100% Happiness for all Pops really that common on Gaia worlds right now?

Enigmatic Engineering: Cool addition. I was hoping it might be able to add a functionality like this as a ship module, a la MoO2's self-destruct mechanisms, forcing players to compromise on starship efficiency in exchange ... but an Ascension Perk works, too. This is definitely going on my list of Perks to pick when I'm not sure about what else to choose as I go through the list to fulfill the requirements for Mega-Engineering.

Nihilistic Acquisition: Oh, wow. This one is great. Actually wants me to be able to use Chemical Processing/Grid Amalgamation for non-machine empires now, too. Imagine a xenophobic empire that is solving its energy crisis by raiding and strapping alien slaves into bioconversion chambers! Need to find a mod for that if it doesn't get added to vanilla... (but after the trailer, I still plan to do a UNE campaign first :p)

Life-Seeded: I still don't like this one. It's too "Arcade" and will result in every single Tall Empire coincidentally starting from a Gaia world as a Seeded species :rolleyes:, just because it gives such a massive boost, whilst at the same time being utterly unattractive to everyone else. Personally, I'd rather see this Perk being at least somewhat attractive to non-Tall empires, such as by reducing the starting world's Size (15-20?) but slightly increasing Habitability (20% on Wet Climate, or random) to allow at least some expansion. I just don't buy that an Ocean species finds it easier to settle on a Desert world, than a Gaia species being able to live in a Jungle. I guess it can be modded, though, or people will just have to expend a Species Trait.

Sorry, French here, what does Qol means? quality of life?
It's short for "Quality of Life", a term used to describe usually minor features that improve the interface or add basic functionality for increased customization.
 
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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.
I'm not sure if I understood correctly but are the changes to Biological Ascension part of the the Apocalypse DLC or not? Or are these changes to Biological Ascension tied to Utopia?
 
Will there be a new tomb world planet background if you pick post-apocalytic or life-seeded? The screenshot currently shows an ocean world with the post apocalyptic civic.

Have changed the requirement for master builders since the dev stream? It seems a bit odd that you get mega engineering from the perk while requiring galactic wonders, which requires mega engineering. Wouldn't it be less confusing/looping if master builder would require zero-point energy and citadel tech, similar to voidborn?

Will there be a machine world and ring world start in the future?
 
I love the changes. Just a little bit sad that you didn't have time to tweak robomoding, but I understand, there are many changes and you had to prioritize.

Would it be atleast possible to add +1 trait slot modifier to Synthetic Age ascension perk? Because when you have time to take this perk, you often don't have any more trait slots, so +2 trait points are pretty much useless...
 
@Wiz

Does survivor (the trait when picking the post-apo starting civic) a replacement for the world preference?

If yes what are the hability on non-tomb world?

If no how does this trait interact with the trait limit? Does it count as one trait and does it use/give trait points?

Thanks
 
@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.

May I suggest possibly tacking on an "Unscannable" modifier to the owners ships with Enigmatic Engineering? So that anyone trying to view your ships loadout gets the same message they may get from trying to look at an FEs loadout (Our scanners cannot make sense of this strange vessel). This would allow your techy empires to also have the element of surprise, should they be able to go to war, meaning that the only way to decipher your fleets weakness is via combat.

Otherwise, all of them look really solid, Im loving it.
It seems like a niche pick for aggressive empires that have gained a technological advantage somehow, either via a racial strategy or luck. But it should work pretty well in that niche. It will be nearly impossible to protect debris otherwise.
 
Could you consider making land cleaeance give more than 3 extra tiles in cases of smaller than 10 tile planets? I know it's a rare situation but some events can create planets with really few tiles (I think I had 5 once because of some machine world event thingy. Also the worm can grant you these). Would be nice if you could always get to 10 tiles.
 
"all Utopia ascension perks except for the Ascension Paths, Habitats and Megastructures have been rolled into the base game"
This is bad for people who buy Utopia. Utopia owners should get more content for this.
 
>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.
All this new stuff is pretty good but this one is defiantly interesting
Laughs in slaver.
 
The example is that a size 10 gains 3, so small gain more, large gain less.

Does mean that you don't really need to hold off those small planets so much, because the penalty for them was more relevant midgame and you can probably apply the extra squares by then.

Considering that the unity and tech penalty will be per planet and outpost and no based on pops anymore, it might make small planets even worse.