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Stellaris Dev Diary #63: Synthetic and Biological Ascension

Hello everyone and welcome to another Stellaris dev diary. This week we'll be talking about Ascension again, specifically the Synthetic and Biological Ascension Paths. In dev diary #60 we talked about the Psionic Ascension Path and the associated Shroud. The Shroud was a fairly major mechanical addition to the game, which we felt was needed as Psionics lacked any such mechanic associated with them, unlike the other two. For this reason, the Biological and Synthetic Ascension Paths do not have the same degree of new mechanics associated with them, but rather focus on enhancing the existing mechanics (Genemodding and Robots) that they are tied to.

The Synthetic Ascension Path focuses on abandoning your frail biological forms for that of a perfect machine. The first step, the Flesh is Weak, requires the Droids technology and allows you to modify your entire population through a special project, turning them into cyborgs. This gives them an immediate +20% boost to habitability, as well as bonuses to mineral production and army damage, and also makes any leaders generated from those species have the Cyborg trait granting an additional +40 years of lifespan.
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The next step, Synthetic Evolution, requires the ability to build Synths, and allows you to upgrade your cyborg population into fully mechanical forms, finally abandoning the frailty of flesh for the surety of synthetics. When it is complete, you will become a fully robotic empire, with a robotic primary species. Your population will benefit from all the advantages normally conferred to Synths in production and research, and all your leaders will be immortal, able to be killed only in battle or through events. You will also naturally no longer require Food for your synthetic population, instead being replaced by an Energy maintenance similar to regular Synths. You will also be able to name your new, gloriously post-biological people.
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The Biological Ascension Path focuses on mastery of DNA and evolution. The first step, Engineered Evolution, requires the Gene Tailoring technology and grants a major reduction to the cost and time required to genetically modify species, gives you +2 trait points, and also unlocks the ability to research the Gene Seed Purification technology which is otherwise unavailable (it can still be researched as normal for those who do not have the Utopia expansion), allowing recruitment of Gene Warriors.
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The next step, Evolutionary Mastery requires the Targeted Gene Expressions technology. It grants an additional +3 trait points, a further reduction in time and cost of genemodding, and unlocks the ability to research the Genetic Resequencing technology, which once researched unlocks Advanced Genemodding. With Advanced Genemodding you will be able to add negative traits and remove positive traits, allowing you to completely reshape species at your whim. It also unlocks five new traits that are exclusively available to the Biological Ascension Path:
Robust: Upgrades from Extremely Adaptable, adds +30% habitability and an extra +30 years of lifespan.
Fertile: Upgrades from Rapid Breeders, gives -30% growth time and +5% happiness
Erudite: Upgrades from Intelligent, gives +20% science production and +1 leader skill levels.
Delicious: Makes the species delicious and nutritious, granting +100% food yield from Processing and Livestock.
Nerve Stapled: Removes the ability of the species to feel happiness or sadness. Happiness is disabled and Food/Mineral production increased, but adds major penalties to other resource production.
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Additionally, Advanced Genemodding allows for the ability for non-Hive Mind empires to remove the Hive-Minded trait from Pops and for Hive Minds to add it to Pops, as mentioned in dev diary #62.

That's all for today! Next week we'll be talking a variety of smaller features coming in the Banks update, including the ability to terraform Mars.
 
On one of the screenshots Mars is shown as habitable and colonized planet - is this a new feature of this expansion? Sol system with 2 habitable planets? o_O
 
Looks good.

One question @Wiz, will the update (or expansion) include more robotic image options? It'd really suck if everyone who went cybernetic ended up looking as the same boring synths.
 
So, in an ultra-micromanaged playstyle, would it be viable to genemod only part of your species to be Erudites and put that part on research, gene-modify another part to be thrifty and put those on energy and so forth?
I already do that. Usually make my homeworld a science world and make the population there intelligent. It's probably even more efficient to modify high mineral world pops.
 
How will the synthetic path work with the AI rebellion? If it spawns is it just game over or will you be able to ally with/fight the Robot Empire?

And does converting your population to cyborgs or synths take time or is it instant?
 
On one of the screenshots Mars is shown as habitable and colonized planet - is this a new feature of this expansion? Sol system with 2 habitable planets? o_O

Some barren worlds have the ability to be terraformed into habitable ones, Mars is one of them. This has been mentioned a few times already.
 
Earlier some kind of special events for these paths were mentioned, are they still a thing?
unlocks the ability to research the Gene Seed Purification technology which is otherwise unavailable (it can still be researched as normal for those who do not have the Utopia expansion), allowing recruitment of Gene Warriors
What about "Morphogenetic Field Mastery"? Is it available to everyone?
 
 
@Wiz

Is there likely to be any resistance to these changes? Feel like Spiritualists, for a single example, at least in terms of how the game has approached Spiritualists in the past, might not exactly be happy with being forced into Synthetic bodies or being cybernetically augmented. I guess egalitarians with a concept of liberty might also not be be big fans of compulsory modifications. Any likelihood of it producing unrest or angering factions?
Also, guessing the biological ascention path doesn't let you create new species from scratch - was kind of hoping it would a little, essentially allowing a xenophillic empire to become a proginator of sorts (like the xenophillic fallen empire is sometimes implied to be).

Still, nice addition :)
 
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One misc change I already known is that you change the requirement of ethics by replacing
is ethic x or
is ethic fanatic x
to
is some degree of ethic x
 
Whelp, just got confirmed I'll have to get a mod that allows both Psionic and Biological Ascension at the same time. XCOM Ethereals, here I come!
 
So here I am: A bit sad of not being able to create the "Mass Effect - Geth - Robotic Race", because of missing something like the Hive-Mind for Robotics.
Also a few new Robot Portraits would be nice, to not see all Robotic Empires around the Galaxy looking the same. ...
 
YAY! Can't wait for Banks and Utopia!

@Wiz Two questions:
Do synthetically ascended species keep thier biological traits?
Are Deviant and Fleeting getting thier own icons, instead of being recolors of the icons for thier opposites?
 
Is there likely to be any resistance to these changes? Feel like Spiritualists, for a single example, at least in terms of how the game has approached Spiritualists in the past, might not exactly be happy with being forced into Synthetic bodies or being cybernetically augmented. I guess egalitarians with a concept of liberty might also not be be big fans of compulsory modifications. Any likelihood of it producing unrest or angering factions?
Also, guessing the biological ascention path doesn't let you create new species from scratch - was kind of hoping it would a little, essentially allowing a xenophillic empire to become a proginator of sorts (like the xenophillic fallen empire is sometimes implied to be).

Still, nice addition :)
Well not forced at all but you'll pretty much get obsolete if you don't.