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Stellaris is running a combat rebalancing open beta this month ahead of its 3.6 Orion update


Galactic strategiser Stellaris is inviting players to muck about with adjustments to the game’s combat this month in an open beta, starting today. The beta is running from now until the end of October to trial planned changes and rummage up some feedback for Stellaris’ next update, 3.6 Orion. Don’t worry if you just fancy playing regular Stellaris; this is an opt-in thing. You can find out more by watching the video below.


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Stellaris Dev Diary #271 - Ready…? Fight!

written by Eladrin

Hello again!

This week’s topic is the combat rebalancing planned for the Stellaris 3.6 “Orion” update. We’ll begin with an exploration of the goals and intended scope of the changes, and then go into detail regarding what we’ve done.

[h2]Scope and Intentions[/h2]
We first discussed the combat balancing back in Dev Diary #257, and then provided some more information on our early work at PDXCon. Since then, we’ve done more experimentation and gathered some feedback before making more iterative changes.

When we started thinking about doing the Combat Rebalancing experiment, we had to decide what it was, and perhaps just as importantly, what it was not.

[h2]Goals[/h2]

We decided that the primary goals were to:

  • Shake up the meta and improve general space combat, while maintaining a limited scope.
  • Provide benefits to having mixed fleets rather than unihull.
  • Using the 3D Assets that we have, improve counterplay and ship design options.


Containing the scope of these changes was considered critical - this is intended to be tightly focused on fleet composition and balance changes rather than a massive rewrite of how fleet combat works. We’re also not touching ground combat at this time.

[h2]Problems[/h2]

Some of the problems that we identified with fleet combat in Stellaris included:

  • “Alpha strike” artillery battleships dominate the late game. We added a bit of rock-paper-scissors when we improved Strike Craft, but due to the way repeatable technologies interact with combat, eventually all that matters is who has longer range.
  • Disengagement mechanics further encourage overkill.
  • Ships like Destroyers and Cruisers fall out of effectiveness almost immediately. The Point Defense niche of Destroyers isn’t very valuable, and almost anything a Cruiser can do, a Battleship can do better.
  • Command Limits don’t really do their intended jobs.
  • Doomstacks aren’t fun.


The last two were deemed out of scope for this round of changes, and will be explored in future updates. We’re also not really touching repeatable technologies at this time, focusing instead on trying to provide useful roles for more ship sizes.

[h2]So What Did You Do?[/h2]

The biggest changes include:

  • Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
  • Torpedoes and select other weapons now gain a multiplicative damage bonus based on the size of the target.
  • Missiles have been moved out of the G slot back into S and M.
  • Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
  • A new ship size called the Frigate, an advanced Corvette frame that delivers torpedoes, but is slower and less evasive. It's unlocked with the Torpedo technology.
  • Added a minimum range to all Large weapons except Lasers
  • Note: Currently ships do not yet back off if all weapons are unable to fire due to range.
  • Strike Craft no longer intercept missiles, but will continue to fight each other.
  • Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
  • Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
  • Ships now get a limited number of Disengagement Opportunities per combat. All current drives provide 1 disengagement roll (except for Psi Jump Drives, which provide 2) once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
  • Some sources of Evasion have been replaced with other effects.
  • Everything else changed. Everything we know is wrong. Panic, and know despair.


View the full patch notes here.

TLDR; ELI5​


The roles for different ship sizes should become more valuable. The introduction of size based damage make Frigates and Cruisers potentially very dangerous to Battleships and other large ships.

Frigates, however, are very vulnerable without a screen of Corvettes to protect them, Destroyers are the masters of Point Defense in Screen or cutting down those Corvettes and Frigates using the Gunship or Brawler roles.

Artillery ships are vulnerable if something closes under the range of their guns, but with a screen that engages the enemy further away, they are free to blast away.

Every ship role has a counter somewhere in the system, and mixed fleets that cover for deficiencies are thus generally much more difficult to hard-counter.





If you prefer to listen to a good summary, we have MordredViking here explaining everything using sounds made by flapping meat at us.

[previewyoutube][/previewyoutube]

[h2]Pictures Are Worth 1,000 Words, Right?​[/h2]


A Torpedo Frigate​


Neutron Launchers and Missiles Cruiser


Different number of Aux Utility slots on the sterns.


That's going to hurt if it hits that Titan.


Shield and Armor Hardening counter Shield and Armor Penetration.

[h2]I Want To Try It and Provide Constructive Feedback!​[/h2]

Good, I was hoping you would.

As of the posting of this dev diary, the Stellaris 3.6 “Orion” Open Beta should be live on Steam, and will run until the end of the month.

[h3]Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.

Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.[/h3]

[h3]Don't forget to turn off your mods, they will break.​[/h3]

As this build is still in “hot” and in development, expect to see many placeholder icons and TODO text here and there. Numbers are not necessarily final, and we’ll be looking at data gathered from the Open Beta to potentially make additional changes.

Known Issues:
  • Many placeholder icons and some placeholder text.
  • All new text will only be in English for the duration of the Open Beta.
  • Ships do not currently back away if they are trapped within the minimum range of their weapons.


We expect to be making more changes and plan to update the beta at least once during the upcoming weeks.

Targeted feedback threads exist for the following topics:


Thanks for reading, and I hope you enjoy the Stellaris 3.6 "Orion" Open Beta!

Stellaris 3.5.3 "Fornax" Update now available!

Hello,

We have another patch ready for you all, addressing what we believe to be the remaining issues coming out of the 3.5 + Toxoids release.

Plus of course a plethora of tweaks and improvements also done by the team, relentlessly industrious as they are.

3.5.3 is available now for download!

[expand]
#################################################################
######################### VERSION 3.5.3 ##########################​
#################################################################

[h3]Improvements[/h3]
  • You will no longer get alerts about envoys dying.
  • AI will now research debris.


[h3]Balance[/h3]
  • Shared Burden now doubles the unity gained from the egalitarian faction.
  • Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
  • Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
  • Capped Noxious happiness bonus at 40%.
  • Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.


[h3]Planet Automation[/h3]
  • Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
  • Clarified the tooltip explaining when planetary automation will create new jobs
  • Planet Automation Crime module will now forbid enforcer jobs if you have 0 crime and allow enforcer jobs if you have more than 27 crime
  • Added a Planet Automation setting which allows for construction even during resource deficits
  • Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use


[h3]Bugfix[/h3]
  • Fixed Toxoid presapients having Aquatic portraits.
  • Fixed gateway tags not showing up in the solar system map.
  • Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
  • Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
  • Updated tooltip for Mutagenic Spa to match values given by Bath Attendant jobs.
  • All resolutions in the Galactic Market category now require the market to be formed in order to be proposed.
  • Fixed farm appendages bonus from “Damn the Consequences” edict.
  • Fixed low maintenance to be an actual bonus.
  • Added the actual effect of Damn the Consequences to its effect tooltip.
  • Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
  • The Debris Field anomaly will now reliably fire an event when you research it.
  • Fixed copy paste error in Toxoids 3 name list (male regnal names).
  • Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
  • Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
  • You can now only consecrate one habitat per activation of the Toxic Maw.
  • Updated the tooltip for requiring additional activations of the Toxic Maw.
  • The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
  • Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
  • Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
  • Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
  • The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
  • Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
  • Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
  • Fixed the Toxic Knights end bugging out if you
  • SPOILERS* using a mercenary fleet.
  • Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
  • Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
  • Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
  • Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
  • Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
  • Added missing effect to the tooltip of the Psionic Archive relic.
  • You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
  • Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
  • Science ship modifiers are no longer doubled in the tooltip.
  • You should no longer be able to have multiple monuments on a single planet (again).
  • Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
  • Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
  • Chemical Bliss no longer states that it causes unemployed pops to produce unity.
  • Fixed various crashes.


[h3]AI[/h3]
  • Increased the monthly random chance that an AI will decide to start preparing for war.
  • AI empires will now bring their assault armies towards the enemy during war preparation phase.
  • Reduced the maximum AI war preparation period from 60 months to 30 months.
  • Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
  • Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
  • Fixed AI sometimes not hiring enough scientists to keep researching.
  • Fixed some cases where AI would inexplicably spam admirals.
  • AI hive-mind will no longer destroy hive warrens.
  • Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
  • Improved AI's early game alloy expenditure (it wanted to put a lot into buildings even though most of the time none of the buildings cost alloys)
  • Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
  • Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
  • Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
  • Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
  • Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
  • Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
  • Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
  • Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
  • AI empires who do not use food will no longer build hydroponics on starbases.


[h3]Modding[/h3]
  • Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
  • Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
  • Fixed the script profiler (previous results using it should be disregarded)
  • Added ability for planet automation to forbid and allow jobs
  • Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded

[/expand]

Thanks for playing Stellaris!

Stellaris's game director isn't thinking about a sequel: 'There's so much stuff for us to continue working with'




It's strange to think that, after more than 6 years of enduring popularity, Stellaris was once a bit of a gamble for Paradox. Even now the developer remains best known for historical grand strategy, but this weird sci-fi 4X ended up slotting neatly into its dense library of games. Since then, it's been reconfigured, overhauled, gone through multiple game directors and spawned 16 expansions, species packs and story packs. No matter what brand of sci-fi is closest to your heart, you'll likely find it represented in this humungous cosmic conflict...
Read more.

Stellaris Dev Diary #270 - Traditional Results (of Summer Experiments)

written by Alfray_Stryke

WARNING: This is a long dev diary, grab a coffee and enjoy!

Hello, it’s Alfray Stryke again! Some folks might recall that back in DD#257 that we went over some of our plans for summer experiments. In particular, I planned to look at what could be done with tradition trees and gating them behind various requirements.


Traditions
With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", Alfray Stryke is planning some experiments looking at introducing new tradition trees.


These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.

Now what wasn’t mentioned is that I’ve been wanting to rework how the Ascension Paths from Utopia have worked for quite some time, with the original design framework written during Summer 2021, and this seemed like a good opportunity.

For those of you who attended PDXCON, Eladrin and I gave a presentation previewing our summer experiments which some members of our community were kind enough to share.

It turned out that these experiments proved successful internally and we’ll be moving to test them in the 3.6 “Orion” Open Beta. As a note, due to the length of this dev diary, I’ll be splitting sections into spoiler tags to make it slightly easier to read. Note that the numbers and effects of these changes may still change depending on testing results.

I’ll start by summarizing the current state of the Ascension Paths in 3.5:


Ascension Paths Summary (Live)
[expand]
Psionics
  • Only available to regular empires.
  • Requires Utopia
  • Two routes:
  • Mind over Matter AP followed by the Transcendence AP.
  • Teachers of the Shroud origin followed by the Transcendence AP.


Genetics
  • Available to regular empires and hive-minds.
  • Requires Utopia
  • Engineered Evolution AP and Evolutionary Mastery AP.

Synthetic Evolution
  • Only available to regular empires.
  • Requires Utopia
  • Flesh is Weak AP and Synthetic Evolution AP.

Synthetic Age
  • Only available to machine intelligences.
  • Requires Synthetic Dawn


Synthetic Age AP.
  • This isn’t really an ascension path, but I’m including it for completion’s sake.

[/expand]

So we (sort of) have between three to five ascension paths depending on how you look at things (mostly if you consider being cyborgs to be on the route to becoming synthetic or a separate thing). These have now been reworked so instead of an Ascension Path having a structure of two Ascension Perks which require various technologies or special projects, they each have an Ascension Perk which gives a guaranteed research option upon selection and grants access to the Ascension Path in the form of a tradition tree. Thus, under the rework we have the following:

Ascension Paths Rework Summary
[expand]

Psionic Ascension
  • Only available to regular empires.
  • Requires Utopia
  • Mind over Matter AP OR Teachers of the Shroud origin.
  • Psionic Traditions.

Genetic Ascension
  • Available to regular empires and hive-minds.
  • Requires Utopia
  • Engineered Evolution AP
  • Genetic Traditions

Cybernetic Ascension
  • Available to regular empires, hive-minds and driven assimilators.
  • Requires Utopia
  • The Flesh is Weak AP (regular empires) OR Organo-Machine Interfacing AP (hive-minds) OR assimilate 30 pops (driven assimilators).
  • Cybernetic Traditions

Synthetic Ascension
  • Available to regular empires and machine intelligences.
  • Requires Utopia for regular empires
  • Requires Synthetic Dawn for machine intelligences
  • Synthetic Evolution AP OR Synthetic Age AP.
  • Synthetic Traditions

[/expand]

Each of these tradition trees has incorporated all of the benefits of the previous Ascension Paths, with some new goodies added for those that we felt needed them. Due to how traditions within the trees are unlocked we’ve found that this leads to a more gradual route through the paths instead of saving up Ascension Perk slots and then taking an entire path while the game is paused!

As expected, all values and art shown here are not final, things can and most likely will shift about during testing.

Psionic Ascension Path


With all that preamble out of the way, let’s dive into the Psionic Ascension Path.

And thus by the commutative property of multiplication, Mind over Energy

We shall unlock the power within the [Root.GetSpeciesAdj] mind.

Psionic Ascension Flow Chart
[expand]
[expan]

Flow charts, now in purple
[/expand]

To access this tradition tree we either need to take the Mind Over Matter AP or have the Teachers of the Shroud origin (from Overlord) and have researched Psionic Theory.

[h3]What’s remained from the previous version?[/h3]
  • Mind over Matter still grants Telepathy as a Research Option, requires Psionic Theory and can’t be taken as your first Ascension Perk.
  • For Teachers of the Shroud empires, the path is still partially unlocked at the start of the game and to progress requires the Psionic Theory technology.

[h3]What’s changed?[/h3]
  • Mind over Matter has had the bulk of its boons either moved to the opener (the Latent Psionic trait) or the Psi-Corps tradition.
  • Transcendence has had its boons shared between the three remaining traditions.
  • The +5%/+10% Energy from jobs provided by the Latent Psionic and Psionic traits have been replaced with +5%/+10% Unity from jobs as this was more in-line with the desired focus for Psionic and particularly Spiritualist empires.
  • Telepaths previously provided a planet-wide +5% Resources from Pops modifier, this has been replaced with a +5% Resources from Psionic Pops so that non-Psionic pops in your empire no longer have their performance improved by the presence of Telepaths. However, this modifier increases to +10% when the Breach the Shroud tradition is taken, meaning that the two Telepath jobs from a Psi-Corp building will provide +20% to the resource output of the planet if all pops working are Psionic. So although a Psionic empire may have fewer pops than the other Ascension Paths, those pops should be more efficient.

[h3]What’s new?[/h3]
  • Thought Enforcement is now a guaranteed research option, with the Psi-Corp tradition.
  • The Mind Readers tradition grants a new empire edict, Sight Beyond Sight. This provides some rather nice bonuses as your navy’s navigators are supplied with an abundance of Zro.:
  • +1 Sensor range
  • -15% Hyper Drive Charge Time
  • -15% Hyper Drive Cooldown
  • -15% Jump Drive Cooldown
  • +15% Quantum Catapult Accuracy.
  • The finisher for the tradition tree grants 50 edict fund and more importantly a Special Project that when completed will allow you to form a Covenant with a random Shroud Entity.


Genetic Ascension Path


In comparison, the Genetic Tradition tree is slightly simpler as the traditions themselves aren’t locked behind special projects. This is because to get the most use out of it, you’ll likely be doing a fair few special projects to modify species.


Sometimes a guiding hand is needed

What if we could obtain genetic perfection?

Genetic Ascension Flow Chart
[expand]


Reprogram your genetic code

[/expand]

[h3]What’s changed?[/h3]

The boons from Engineered Evolution and Evolutionary Mastery have been arranged to follow a logical progression through the tradition tree, with you gradually unlocking more and more advanced species modifications.

[h3]What’s new?[/h3]

  • Efficient Cloning doubles the output of Clone Vats without increasing their upkeep, which should make them somewhat more competitive with empires that favour a more metallic path.
  • Enhanced Expression allows you to add another trait pick on your modified species, meaning you can cram more traits onto a species.
  • Completing Genetic traditions allows you to research special Transgenesis technologies. These technologies allow you to add Lithoid traits to non-Lithoids, Plantoid traits to non-Plantoids/Fungoids, and if you’ve harvested the DNA from certain Leviathans, you can splice some rather special traits into your species’ genetic code. The Leviathan traits available are:
  • Drake-Scaled (Ether Drake, Shard, Sky Dragon)
  • This trait requires that the player has harvested the genetic material from a space dragon (Ether Drake, Shard, or Sky Dragon). This is presented as an event option when the leviathan is slain.
  • Cost: 3
  • Each pop produces 0.025 monthly Alloys.
  • +50% Army Health
  • Mutually exclusive with other resource generating traits.
  • Voidling (Voidspawn)
  • Cost: 3
  • This trait requires that the player has harvested the genetic material from the Voidspawn. This is presented as an event option when the leviathan is slain.
  • Replaces all Food or Mineral upkeep with Energy Upkeep.
  • Habitability Floor on all planets of 50%.
  • Mutually exclusive with Phototrophic, Radiotrophic traits.
  • Polymelic (Tiyanki Matriarch)
  • Cost: 3
  • This trait requires that the player has harvested the genetic material from the Tiyanki Matriarch. This is presented as an event option when the leviathan is slain.
  • As budding but 0.05 assembly per pop.
  • We’ve also added a few new Advanced traits that are unlocked by Genetic Creation to cover some missing bases.
  • Vat-Grown
  • Cost: 3
  • -25% Pop Growth Speed
  • +25% Pop Assembly Speed
  • -10% Housing Usage
  • Felsic
  • Requires Lithoid
  • Cost: 2
  • Minerals from Livestock and Processing: +2
  • Natural Machinist
  • Cost: 2
  • +10% Alloys from Jobs
  • +10% Consumer Goods from Jobs



Cybernetic and Synthetic Ascension


Now onto Cybernetic and Synthetic Ascension. To start with, we’ve split the Synthetic path into the two paths because it felt like a better fit to be able to wholly devote your empire into embracing cybernetics without going down the mind-uploading route.

Cybernetic ascension is no longer unlocked via the robotics line of technologies, instead there are new technologies to represent basic cybernetic upgrades that your population has access to. This comes with a change to the Powered Exo-Skeletons technology as well.

Powered Exo-Skeletons Technologies/Improved Servomotors
Tier 1, Engineering - Industry
+5% Army Damage
+5% Worker/Menial Drone Output

Integrated Cybernetics/Adaptive Cybernetics
Requires: Powered Exo-Skeletons Technologies/Improved Servomotors
Tier 2, Engineering - Industry
+5% Habitability

Neuro-Quantum Links
Requires: Integrated Cybernetics Technologies
Tier 3, Physics - Computing
+5% Specialist/Complex Drone Output
This technology is not available to driven assimilators

Since Cybernetic ascension is now available to Hive-Minds and Driven Assimilators, they too get access to The Flesh is Weak, albeit with a changed name and description.

The Flesh is Weak/Organo-Machine Interfacing Ascension Perk
Available to regular empires, hive-minds and driven assimilators

  • Regular Empires and Hive-Minds:
  • Requires Integrated Cybernetics Technology
  • Driven Assimilators:
  • Requires: Have assimilated 30 pops.
  • Regular Empires and Hive-Minds:
  • Gain Neuro-Quantum Links research option
  • Driven Assimilators:
  • Gain Adaptive Cybernetics research option
  • Allows taking Cybernetic Traditions.


Because Cybernetic traditions are available to multiple empire types, there’s a number of tradition swaps used here to ensure they each get something different.


But the machine is strong

Our future lies in the fusion of flesh and machine.

Cybernetic Ascension Flow Chart
[expand]

So many tradition swaps!
[/expand]

Regular Cybernetic Traditions
[expand]
Opener
Gain access to The Flesh is Weak Special Project
  • Tradition 1: Transubstantiation Synthesis
  • Requires that The Flesh is Weak Special Project has been completed.
  • Can assimilate organic species to Cyborgs (Including into/out of Hive-Minds).
  • Tradition 1: Organ Harvesting (Swap for Fanatic Purifiers)
  • Requires that The Flesh is Weak Special Project has been completed.
  • Planets with ongoing purges gain +10% pop growth speed.
  • Tradition 2: Metabolic Reprocessing
  • -10% Cyborg Upkeep
  • Tradition 3: Integrated Anatomy
  • Allows add/remove cyborg traits (based off of robot traits) to cyborgs
  • Tradition 4: Assembly Standards
  • Unlocks Assembly Standards policy, allowing roboticists to assemble cyborgs instead of robots.
  • Tradition 5: Modular Cybernetics
  • -50% Modify Species special project cost
  • +1 Biological Trait Picks


Finisher:
+10% cyborg output
+1 Biological Trait Picks
[/expand]

Hive-Mind Cybernetic Traditions
[expand]

Opener
Gain access to The Flesh is Weak Special Project
  • Tradition 1: Transubstantiation Synthesis
  • Requires that The Flesh is Weak Special Project has been completed.
  • Can assimilate organic species to Cyborgs (Including into/out of Hive-Minds).
  • Tradition 1: Organ Harvesting (Swap for Devouring Swarms/Terravores)
  • Requires that The Flesh is Weak Special Project has been completed.
  • Planets with ongoing purges gain +10% pop growth speed.
  • Tradition 2: Metabolic Reprocessing
  • -10% Cyborg Upkeep
  • -10% Empire Size from Cyborgs
  • Tradition 3: Integrated Anatomy
  • Allows add/remove cyborg traits (based off of robot traits) to cyborgs
  • Tradition 4: Synaptic Sub-Processing
  • -50% empire size from districts.
  • Tradition 5: Modular Cybernetics
  • -50% Modify Species special project cost
  • +1 Biological Trait Picks

Finisher:
+10% cyborg output
+1 Biological Trait Picks
[/expand]

Driven Assimilator Cybernetic Traditions
[expand]
Opener
Assimilating Organic Pops now provides Engineering Research,
All resources provided from Assimilation are increased..
  • Tradition 1: Inevitable Assimilation
  • Can now assimilate Hive-Minded pops.
  • +1 Pop assimilated (per planet, per year).
  • Tradition 2: Metabolic Reprocessing
  • -10% Cyborg Upkeep
  • -10% Empire Size from Cyborgs
  • Tradition 3: Integrated Anatomy
  • Allows add/remove cyborg traits (based off of robot traits) to cyborgs
  • Tradition 4: Crucible Worlds
  • Gain access to the special Crucible World planetary designation.
  • Crucible Worlds have greatly increased pop growth, provided by Crucible Drones, but have penalties to pop upkeep and output and have restrictions on certain buildings.
  • Tradition 5: Modular Cybernetics
  • -50% Modify Species special project cost
  • +1 Biological Trait Picks

Finisher:
+10% cyborg output
+1 Biological Trait Picks
[/expand]

To expand upon Cybernetic Ascension, we have added Cybernetic Traits that are only available to Cybernetic pops, after taking the Integrated Anatomy tradition. These traits make use of normal biological trait point and pick limits, but are not blocked by any biological traits. The traits available to cyborgs are based off of the traits available to robotic species, however they are slightly cheaper in terms of trait points while giving the pops a small amount of energy upkeep. These traits are as follows:

Cybernetic Traits
[expand]

Positive traits

These all increase pop upkeep by 0.5 energy/month.

  • Power Drills, Cost 1, +15% minerals from jobs
  • Harvesters, Cost 1, +15% food from jobs
  • Superconductive, Cost 1, +15% energy from jobs
  • Efficient Processors, Cost 2, +5% resources from jobs
  • Logic Engines, Cost 1, +10% research from jobs
  • Loyalty Circuits, Cost 1, +10% happiness
  • Double-Jointed, Cost 1, -10% pop housing usage, +15% pop growth from immigration, -25% resettlement cost
  • Enhanced Memory, Cost 1, +2 leader level cap,
  • Durable, Cost 1, pop amenities usage -0.5
  • Learning Algorithms, Cost 1, +25% leader experience, +1 leader level cap
  • Streamlined Protocols, Cost 1, -10% empire size from pops
  • Trading Algorithms, Cost 1, +25% trade value from jobs.


Negative traits

  • Bulky, Cost -2, +10% pop housing usage, -15% pop growth from immigration, +25% resettlement cost
  • High Maintenance, Cost -2, pop amenities usage +0.5
  • Power Intensive, Cost -1, increases pop upkeep by 1 energy/month.
  • Neural Limiters, Cost -2, -25% leader experience, -1 leader level cap
  • High Bandwidth, Cost -2, +10% empire size from pops

[/expand]

Additionally, the Trading Algorithms trait is available to both robots and cyborgs.

[h3]Onto the path of the machine…[/h3]

The first thing with this that I want to address is comparing the Synthetic Age AP with the options available to regular empires was rather damning. Only +2 trait points and -33% species modification cost left a lot to be desired for any machine intelligence. Thus one of the first things I wanted to do with this was make the Synthetic path available to machine intelligences. The APs required to access this tradition tree are

Synthetic Evolution Ascension Perk
Available to regular empires
  • Requires: Droids Technology
  • Gain Synthetics as a research option
  • Allows taking Synthetic Traditions.



Synthetic Age Ascension Perk
Available to machine intelligences
  • Requires: Machine Template System Technology
  • Gain Binary Motivators as a research option
  • Allows taking Synthetic Traditions.



We're all just cogs in the machine

It is the dawn of a Synthetic Age.

Synthetic Ascension Flow Chart
[expand]

A synthetic dawn approaches
[/expand]

Regular Synthetic Traditions
[expand]

Opener
Allows recruitment of robotic leaders
  • Tradition 1: Maintenance Protocols
  • −10% Robot Amenities Usage
  • Tradition 2: Optimization Algorithms
  • +10% Robot Output
  • Tradition 3: Synthetic Age
  • Requires the Synthetics technology to be researched
  • For Non-Purifiers:
  • Grants the Synthetic Evolution Special Project
  • Can assimilate organic, robotic and machine species to Synths (after completing the special project).
  • For Fanatic Purifiers:
  • +10% Robot Assembly Speed
  • Tradition 4: Prefabricated Components
  • -50% Modify Species special project cost
  • Tradition 5: Solid-State Actuators
  • +2 Robot Modification Points

Finisher:
+1 Trait Pick for Robots.
+1 Roboticist job added to capital building
[/expand]

Machine Synthetic Traditions
[expand]

Opener
Can assimilate robot and machine species into your primary machine species.

  • Tradition 1: Maintenance Protocols
  • −10% Machine Amenities Usage
  • Tradition 2: Optimization Algorithms
  • +10% Machine Output
  • Tradition 3: Efficient Power Systems
  • +1 Trait pick for Machines
  • Tradition 4: Prefabricated Components
  • -50% Modify Species special project cost
  • Tradition 5: Solid-State Actuators
  • +2 Machine Modification Points


Finisher:
Machine leaders gain the Synthetic trait.
+1 Replicator jobs added to capital building
[/expand]

Some of the changes we’ve made here could be considered fairly spicy as we’ve reduced the sheer amount of robot assembly that you could gain by no longer scaling the number of roboticists by the tier of the capital building. Though, of the changes we’ve made, the ability to convert all species (including other empires’ robots) into your synths is one of my favorites.

Another change we made alongside this rework was that the Mechanists origin has lost their -5% robot upkeep modifier in exchange for +15% robot build speed, +1 robot trait pick and having the Machine Template System technology available as a research option from the start of the game.

That's it for this week! Be sure to join us Monday, October 10th, on twitch.tv/paradoxinteractive at 3 PM CEST (UTC + 2) where Game Director Eladrin will be showing off the Combat Rebalance live on Stream!