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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!
 
I'm slightly worried that Enigmatic Engineering is too niche. Would it make sense/be possible to make it hide your ship loadout from enemy empires as well? Like, say, add the FE "sensors can make no sense of this strange vessel" description?
 
With the changes coming in 2.0, can we *pretty* *please* make Ascension Theory repeatable? For example, I use all 7 of my usual APs. Then the scourge arrive, so I need to grab Guardians (+50% crisis damage) and the fleet one (+200 Fleet capacity). To do that would be impossible right now, but doable if AT was repeatable.
 
How strong was enigmatic engineering in the internal playtests? It feels very lacklustre to me. It'd be cool if this also gave access to some weird techs unavailable to other people.
 
For those asking, the Neutron Pulse? should turn worlds into tomb worlds without destroying them.
Hum. Wouldn't that kind of defeat its purpose? The idea is to maintain habitability and just remove those pesky alien presences. If you want to kill off the entire world you might just as well crack it for some juicy minerals.

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With Mastery of Nature, is it bigger or smaller planets that will grow more?

Smaller planets grow the most (3 tiles), though all planets at least grow 1 tile, with the exception of a size 25 planet, which can't grow at all as it's at max size.
 
Does the Tomb world have new graphics (and not the tundra landscape)?

Tomb worlds already have a unique appearance.

Have we going to have a Gaia, Tomb world graphic during empire creation screen when choosing those ethics? (according by the screen i would say no but i wanted to ask)

Those civics are mutually exclusive. I believe the devs said that on a stream and you can see it when they hovered over the gaia civic in a stream for a second or two.
 
So many roleplaying possibilities for the Tomb World civic, especially for humans. I can think of multiple Fallout-based ones, in addition to the really cool Cockroach with human slaves idea posted earlier. New California Republic in space, for example. Just need to mod in the flag (and perhaps change the start date to 2380 or something like that, if that's possible).
 
Anything that lets you make more tomb worlds really. Otherwise post apocalyptic is a wasted perk for anyone who doesn't purify.

How so? It allows you to immediately be able to colonize whatever chosen world you normally pick (such as continental), as well as immediately be able to colonize any tomb world that you find.
 
Smaller planets grow the most (3 tiles), though all planets at least grow 1 tile, with the exception of a size 25 planet, which can't grow at all as it's at max size.

That's something they could really clarify. It probably wouldn't be unbalanced to give the maximum +3, unless it goes over the 25 tile cap. It even makes sense, a 24 tile world gaining a single slot, a 23 tile world gaining two slots.. etc. Imo, not an unreasonable interpretation from the information given so far.

And of course the obligatory mention of habitats not being covered by the perk. (A guy can wish though)
 
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.

On the topic of weird and situational perks, I'm going to call it, this one is inevitably going to be tweaked in the future. I love the premise but as is the case with the others that were changed its both super situational and not incredibly useful. Only time to ever use it would be in multiplayer and then its a trade off of taking this instead of a different perk that could allow you to get farther ahead or expand more efficiently as a tech faction. Honestly I feel it would be more fitting as a civic.
 
Another reason why I'm not convinced the excessive specialization of this Civic was truly the best choice.

While Life Seeded does sound quite fun, it is interesting that it's a double edged sword of sorts. Most civics are straight up bonuses - many of the ones being added this patch are kinda neutral.
 
Is this civic compatable with the syncretic evolution civic? I want to be able to play as cockroaches in a post-apocalyptic Earth with a deformed human underclass.
Life-Seeded cannot co-exist with Syncretic Evolution, so neither can it, I think.
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No, they should not. Software developers making stuff free that people have paid for in the past is something that happens all the time - and, even more to the point, it is normal for things to get cheaper over time. If you paid full price for Stellaris or any expansion, do you expect to be compensated every time the game or its expansions go on sale or the prince is lowered?
If you are in a bar at 8 pm and pay 3 euros/dollars/pounds for a beer, do you get mad and expect compensation if there is a happy hour at 9 pm and people only pay a dollar for a beer?
This is a strange attitude (just to be clear, I do own Utopia :) ).

This argument already happened in the dev diary that originally mentioned basic ascension perks would be made free. Some people don't understand that it's just... normal. And means future expansions can add more ascension perks more easily! :p

So, they feel cheated. But yah, even if you bought Utopia literally a day before this announcement, and your main reason for buying it was ascension perks (and not the ones that will still be Utopia-only), that's still just... a thing that happens. It would be no different than buying Utopia 1 hour before it goes on 50% sale. Woops! That's life.