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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!
 
Anything that lets you make more tomb worlds really.
There's mods on the Workshop that apply a percentage chance for Orbital Bombardment to turn planets into Tomb Worlds! But I agree that it would be nice for a mechanic like this to be included in the vanilla game, especially now that collateral damage is a thing.

Could even come with funny side-effects such as a chance for Pops to survive this "terraforming" and gain the Survivor Trait. :D
 
Mastery of Nature: ... 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.

Stupid question, but can you do this twice?
So 10 to 13, then go 13 to 15/16, then 15/16 to 18 etc...
 
As you are adding background civics, there's something I would like to ask.

Could you create some sort of tags for civics that would allow modders to identify civics as belonging to some group? Right now I'd need to explicitly forbid every civic that would interfere, but I can't control other mods. For example, civic can have MUST_PURGE tag and my shiny new syncretic civic would require no MUST_PURGE tagged civic, while "Variable purifiers" mod (Hypothetical) would mark their civics MUST_PURGE. Right now, unaware of this mod, I would not be able to prevent my new syncretic civic to meet purifier one. Or at very least introduce a tag of which can only one be picked. For example, create BACKSTORY tag to prohibit combos that don't belong (At the moment I'm making a mod to give an empire a special backstory and unique quest line, what if someone does the same and random empire would be a mess of two?)
 
@Wiz

You've probably answered this somewhere and I just didn't see it, but as a Yondar fan I'm wondering if Consecrated Worlds is changing at all, and how it'll interact with Executive Vigor.
 
Stupid question, but can you do this twice?
So 10 to 13, then go 13 to 15/16, then 15/16 to 18 etc...
It can only be performed once per planet
I paid for the expension and now they give ascension perks to everyone? And we get nothing in return? No wonder I don't buy paradox dlc anymore.
Utopia has had more content with each patch (1.7, the Devouring Swarms were added, 1.8, new Tradition Trees for empires including the ones introduced in Utopia - Hive Minds and Fanatical Purifiers).
Should Utopia's owners have spent more money because if this added value ?
I know we didn't.
 
It can only be performed once per planet

Utopia has had more content with each patch (1.7, the Devouring Swarms were added, 1.8, new Tradition Trees for empires including the ones introduced in Utopia - Hive Minds and Fanatical Purifiers).
Should Utopia's owners have spent more money because if this added value ?
I know we didn't.
Ruined Megastructures as well.
 
I paid for the expension and now they give ascension perks to everyone? And we get nothing in return? No wonder I don't buy paradox dlc anymore.

They give the most basic perks to everyone with a few new ones added in Cherryh. I can't imagine why you care that someone else gets to play with some of the toys though, since no one is touching your toys and Utopia was released nearly a year ago and has been on sale dirt cheap several times since.
 
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.

It was always the lump sum for planets that made small planets bad. They gave less tiles for the same penalty as large planets.

But that was mostly relevant once those large planets had enough pops on to work more than the small planets' worth of tiles.
 
If anyone should feel bitter it's those who bought Leviathans, which other than a nerf to the (Un)Enigmatic Fortress*, has been ignored in all the updates.

*One solution that never changes...
 
If anyone should feel bitter it's those who bought Leviathans, which other than a nerf to the (Un)Enigmatic Fortress*, has been ignored in all the updates.

*One solution that never changes...
There's been numerous updates to War in Heaven, although probably because it keeps breaking with changes.

Enclaves will work differently in Cherryh; for example, Trade enclaves will have steady rate of exchange contracts rather than simply pressing a button for exchange. This means you can't use them as an unlimited source of minerals.
 
If anyone should feel bitter it's those who bought Leviathans, which other than a nerf to the (Un)Enigmatic Fortress*, has been ignored in all the updates.

*One solution that never changes...
War in Heaven and Enclaves are getting updated in Cherryh. They talked about it a bit on the Monday Q&A stream and previous streams and will probably go over it again in the next diary.
 
Very interesting. The ability to do a tomb world start works thematically with my determined eradicators along with some other ideas I have for tomb world empires.

I'm still saddened by the removal of army attachments. I'm going to miss having my Psionic soldiers riding on the backs of alien dragons, raining down fiery/freezing/shocking/acidic death upon my enemies.

Will army attachments ever return?

Please say they do!
 
No. That wouldn't make any sense anyway.
Backgroundwise, it would make perfect sense for Rogue Servitors, simulating the homeworld's original terraforming to create a paradise for the pampered™ population.

Potentially quite broken in terms of pure mechanics, though. You'd basically "buy" a Size-25 world with a considerable boost to resource production without any consequences towards your robots' Habitability and thus colonization efforts.

Another reason why I'm not convinced the excessive specialization of this Civic was truly the best choice. :oops: