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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!
 
Stealing pops? Oh-ho-ho, I like this idea.
 
@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

No, it does not replace world preferrence. It just makes the homeworld a tomb world, and gives 70% base habitability on tomb worlds.
 
@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.

Otherwise, all of them look really solid, Im loving it.

If you only have one FE you could kill it fast to be the only one to get their special tech.

OR if you have dragon scale armor, engimatic fortress stuff or any other kind of special ship modules like that crystal hull plating stuff, you could hold your monopoly on it.

Is it worth a whole ascension perk? Not sure, but I might think about it depending on how much stronger those modules are now. If they are actually 30% better than their conventional parts...
 
I don't get it. You have the exact same content. You did not lose anything.
The DLC Utopia now have less value coz the most part of it now is free. What If I bought Utopia for contents that now are free? Utopia Owrnes should be compesated with one of this:
A: More content like new ascension perks
B: Refund on Utopia
C: Discount on Apocalypse
 
Except if they are someone who recently bought Utopia for the Ascension Perks. In that case they lost money for nothing.

What do you mean? Utopia is still necessary for bio, psionic and synth ascension as well as Hive Mind government, and megastructures.
 
Ascension perks just feel sort of bland now. Nothing truly stands out to me (instead of altering the way my empire performs, let's make it so a perk affects the way opponents interact with my wreckages???). I always imagined Ascension Perks representing penultimate societal changes of your people and empire, now they're basically feeling like Idea Groups from Europa Universalis.

EDIT:
Adding 1-3 tiles per planet also seems really weak. Assuming you average out at two, it means you spent 1000 influence (assuming it costs 100 per usage) for twenty extra planet slots, or an additional big planet, if you already colonized ten worlds. If it was 3-5, then it would maybe be worth picking (or I'm maybe just not seeing just how awesome it actually is).
 
If you have Apocalypse, will the Chinorr be changed to have the Post-Apocalyptic Civic?

It would represent how they destroyed the formerly-tropical biosphere of Chicora, and it could keep their preferred climate as tropical.
 
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.

Does the AI actually pursue scanning your ship debris? Not sure if I have ever really noticed it... (which might just be me being ignorant)

Or is this intended to be more of a multiplayer perk?
 
Some great new perks :)

3 more weeks until release!
 
If no how does this trait interact with the trait limit? Does it count as one trait and does it use/give trait points?

Whoops, missed this one.

It'll most likely be no different from Cyborg/Latent Psionic/Psionic: it's a free trait that doesn't take up a trait slot.
 
If the starfish are spiritualist and post-apokalytic have they an adjusted spiritualist faction that doesn't hate tomb worlds? Being unhappy because you keep your homeworld seems a little bit odd.
 
Ascension perks just feel sort of bland now.
Really? I'd say with all these additions, Perks in general feel more diverse than before. I'm sure it will make empires feel more unique. And most notably, the slots are limited ...

... unlike Traditions that will still be able to pursued and filled up completely by everyone. If I wanted to remove blandness / increase diversity, limiting Traditions is where I'd start.

Does the AI actually pursue scanning your ship debris?
I've seen it happen. There have been games where I even left a fleet behind to protect my debris. :D

(kind of makes me wish there'd be a Construction project for recovering/salvaging your technology to prevent it from spreading, like a sort of manual/riskier alternative to the Perk)
 
The DLC Utopia now have less value coz the most part of it now is free. What If I bought Utopia for contents that now are free? Utopia Owrnes should be compesated with one of this:
A: More content like new ascension perks
B: Refund on Utopia
C: Discount on Apocalypse
Utopia owners already got more content than at release with the different traditions trees for Hive Minds. So should Utopia's price have been raised ?

havoll must die!
That makes me think that I'll have to change my own pre-scripted empire to something else, if the starfish Havoll makes it to 2.0
 
Can I combine Barbaric Despoilers with Fanatic Purifiers, and if so, can I kidnap pops to purge them to gain Unity without having to spend Influence to claim/take planets they live on?

Fanatic purifier are in an eternal all out war with everyone, you don't need to get claim, you just send your ship in a direction and whatever you happen to take is yours, but everyone can do the same with you.
 
So no music dev diary? Also, why do the post apocalyptic have a ocean world?

The tomb world start is a civic. If it would be just another planet that you can pick in the selector, then anyone could use it without having to spend a civic point. You can probably pick whatever planet you want and the game simply changes it to a tomb world at game start.