Ascensions Ethos-Restricted?

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The Founder

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But they differ to other ascension perks, and should technically be labelled as such. Some provide 1 off bonuses, while the evolution, pisonic and synthetic ascension perks lead directly to their own victories, so it would be much better to call them Ascension Victory perks. Then again, its just a name. Call them what you will.
There is no idication that finishing a Ascension path can be a Victory condition I am aware off.
Wiz indicated some Goal based Victory system. In wich the Ascension paths might become a goal to archieve. But that is for a future expansion.
 

Sheriff Godwin Law

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In theory, I think you can. In practice, spiritualists get a .2 multiplier to draw the Robotics tech card, then a .2 multiplier to draw the Droids tech card necessary to take your first step. Then they have a .2 multiplier to draw the Synthetic tech card necessary to take your final step. Fanatic spiritualists get a .1 multiplier on all the same techs

Or to put it another way, spiritualists are 5 times less likely to draw 3 of the necessary techs, and fanatic spiritualists are 10 times less likely. You won't get it quickly at all.

If you want it soon enough to have fun with it, your actual best bet is to get the ascension done ASAP as a materialist, and then use the new ethos shift system to become spiritualistic.
 
Last edited:

AvalancheZ250

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There is no idication that finishing a Ascension path can be a Victory condition I am aware off.
Wiz indicated some Goal based Victory system. In wich the Ascension paths might become a goal to archieve. But that is for a future expansion.


Taken from here: https://forum.paradoxplaza.com/foru...tellaris-dev-diary-56-ascension-perks.994061/

"

Finally there are the three 'Species Endgame' paths: The biological path, the spiritual path and the synthetic path. These three paths each consist of two perks, the first of which unlocks access to the second once a number of other pre-requisites have been met. The paths are mutually exclusive, and once you start heading down one of them, the other two are locked off.
  • The Biological Path focuses on mastery over biological evolution. The first level of it gives access to more gene points and significantly cuts the cost of genemodding projects, while the second level expands the options available during genemodding in addition to further providing more points and less cost.
  • The Psionic Path focuses on developing the psionic potential of your population. The first level unlocks new psionic technologies and benefits, while the second level allows your empire to reach a higher level of existance and communicate with the beings present there.
  • The Synthetic Path focuses on the replacement of biology with machinery. The first level allows you to turn your population partly synthetic through the use of cybernetics, while the second level replaces your biological pops with robots, turning your empire entirely synthetic.
index.php


That's all for today! Next week we'll be talking about the concept of species rights and obligations.

"

This clearly shows that these 3 perks are meant to be endgame paths, which I assume would result in their own official victories, otherwise the game would be boring as currently we only have colonization and conquest victories. I would be much like the endgames in Civ Beyond Earth, if you've played that. Essentially each empire picks a late-game direction to go with each path having its own perks and problems. At the end of each path is that paths specific victory, in addition to the normal victories such as conquest.
 

BlackUmbrellas

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But they differ to other ascension perks, and should technically be labelled as such. Some provide 1 off bonuses, while the evolution, pisonic and synthetic ascension perks lead directly to their own victories, so it would be much better to call them Ascension Victory perks. Then again, its just a name. Call them what you will.
They do differ, yes, which is why they're called Ascension Path perks. And, no, they do not lead to special victory conditions.
 

BlackUmbrellas

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Taken from here: https://forum.paradoxplaza.com/foru...tellaris-dev-diary-56-ascension-perks.994061/

"

Finally there are the three 'Species Endgame' paths: The biological path, the spiritual path and the synthetic path. These three paths each consist of two perks, the first of which unlocks access to the second once a number of other pre-requisites have been met. The paths are mutually exclusive, and once you start heading down one of them, the other two are locked off.
  • The Biological Path focuses on mastery over biological evolution. The first level of it gives access to more gene points and significantly cuts the cost of genemodding projects, while the second level expands the options available during genemodding in addition to further providing more points and less cost.
  • The Psionic Path focuses on developing the psionic potential of your population. The first level unlocks new psionic technologies and benefits, while the second level allows your empire to reach a higher level of existance and communicate with the beings present there.
  • The Synthetic Path focuses on the replacement of biology with machinery. The first level allows you to turn your population partly synthetic through the use of cybernetics, while the second level replaces your biological pops with robots, turning your empire entirely synthetic.
index.php


That's all for today! Next week we'll be talking about the concept of species rights and obligations.

"

This clearly shows that these 3 perks are meant to be endgame paths, which I assume would result in their own official victories, otherwise the game would be boring as currently we only have colonization and conquest victories. I would be much like the endgames in Civ Beyond Earth, if you've played that. Essentially each empire picks a late-game direction to go with each path having its own perks and problems. At the end of each path is that paths specific victory, in addition to the normal victories such as conquest.
"Endgame" is not the same thing as "Leads to a special victory condition". Endgame means that these are intended to be unlocked towards the last, I dunno, 100 years of play. They provide special bonuses that make playing certain types of empire easier, but they're not an "I win!" button. We've been specifically shown what the two perks unlock and what they do- and there's been ZERO indication of a special win condition.

Also, not every empire needs to pick one, they're totally optional.
 

AvalancheZ250

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They do differ, yes, which is why they're called Ascension Path perks. And, no, they do not lead to special victory conditions.
"Endgame" is not the same thing as "Leads to a special victory condition". Endgame means that these are intended to be unlocked towards the last, I dunno, 100 years of play. They provide special bonuses that make playing certain types of empire easier, but they're not an "I win!" button. We've been specifically shown what the two perks unlock and what they do- and there's been ZERO indication of a special win condition.

Also, not every empire needs to pick one, they're totally optional.
If this is the case then the end game would still be boring, especially for tall empires. The only way to win currently is complete military conquest of the galaxy, colonize most of it or have your federation colonize most of it. That means isolationist tall empires can never win, and whats the point in that? Your supposed to be able to win in a multitude of ways. Having path specific victories would add much more flavour to the game.

I like how its optional however. Whatever has advantages must always have its disadvantages.
 

BlackUmbrellas

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If this is the case then the end game would still be boring, especially for tall empires. The only way to win currently is complete military conquest of the galaxy, colonize most of it or have your federation colonize most of it. That means isolationist tall empires can never win, and whats the point in that? Your supposed to be able to win in a multitude of ways. Having path specific victories would add much more flavour to the game.

I like how its optional however. Whatever has advantages must always have its disadvantages.
The win conditions are boring because they're slapdash and not really meant to be what you're playing for- they're there because every 4X has win conditions, but Paradox Grand Stategy games don't. You're supposed to play for as long as its interesting.
 

AvalancheZ250

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The win conditions are boring because they're slapdash and not really meant to be what you're playing for- they're there because every 4X has win conditions, but Paradox Grand Stategy games don't. You're supposed to play for as long as its interesting.
If I'm having to choose between 3 victories every game, then I'm going to be bored after game 3, and most likely stopped playing after game 6. Games like Civ 5 are so successful because there are so many ways to win, and so many paths to those victories. More ways to win = more time you'll play = more money Paradox can make from DLC's.

What makes a game interesting is what you do to go for a certain victory. More victories mean you can do more things to go for different victories, and that in turn makes the game more replay-able.
 

BlackUmbrellas

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If I'm having to choose between 3 victories every game, then I'm going to be bored after game 3, and most likely stopped playing after game 6. Games like Civ 5 are so successful because there are so many ways to win, and so many paths to those victories. More ways to win = more time you'll play = more money Paradox can make from DLC's.

What makes a game interesting is what you do to go for a certain victory. More victories mean you can do more things to go for different victories, and that in turn makes the game more replay-able.
Stop trying to win through the victory conditions. That fundamentally misses the point of the game- Paradox games are as much roleplaying experiences as anything else; you're meant to set your own goals and victory terms, explore different play styles and experiences, and then quit and restart when you've had your fill of a given civilization's run.

The only victory condition the majority of Paradox games have is just existing when the years tick over past the period the game simulates.
 

AvalancheZ250

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Stop trying to win through the victory conditions. That fundamentally misses the point of the game- Paradox games are as much roleplaying experiences as anything else; you're meant to set your own goals and victory terms, explore different play styles and experiences, and then quit and restart when you've had your fill of a given civilization's run.

The only victory condition the majority of Paradox games have is just existing when the years tick over past the period the game simulates.
What about those of us who want closure then? I understand this choice, but this way things get repetitive after a while.
 

AvalancheZ250

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I dunno what else to tell you. Stellaris is a Paradox game, and Paradox game's aren't really about getting a "You won!" screen.
The "You won!" screen does not really matter to me. What does matter, is that there are lots of paths to choose from so not matter what I'm doing, I feel like I moving towards a certain victory screen, even if the victory screen itself does not matter to me. Right now if you play like a xenophobic isolationist you can't win, full stop. Right now, if you play like an honourbound warrior, you can't win. You can only win as a federation builder or hegemonic imperialist. Everyone else is only there to get in your way. In other 4X games the race was real because others could and would win if you don't get there first. In Stellaris, only 2 personality types can really win, everyone else is only there to take up space, literally.

There needs to be more victory paths. Not for the victory screen, but to tell the player that no matter what they do they can find a victory path that tailors to what their empire has become throughout the game. This gives a sense of closure AND purpose, to a game that loses that once the exploration bit is done. It adds replay-ability.
 

Avian Overlord

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The popularity of other Paradox games that have no victory conditions disagrees with you.
I think that is something that could be criticized. To play devil's advocate, not setting a real victory condition other PDX games creates an implicit win condition of "Make my name bigger on the map", which leads to difficulties in making anything else interesting. And makes constraining expansion frustrating because players aren't going to be discouraged from pursuing that implicit victory condition.
 

BlackUmbrellas

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I think that is something that could be criticized. To play devil's advocate, not setting a real victory condition other PDX games creates an implicit win condition of "Make my name bigger on the map", which leads to difficulties in making anything else interesting. And makes constraining expansion frustrating because players aren't going to be discouraged from pursuing that implicit victory condition.
I should clarify that I don't mind the suggestion of new victory conditions- I'd like something along the lines of a "culture victory" where your species has spread to a large portion of the galaxy (whether under your control or not)- I'm just clarifying that these Path perks are not a new set of victory conditions and that much of the game's playerbase treats the victory conditions as irrelevant anyhow.

I've only ever gotten a victory once, during a cheat-game where I was trying to see Crises behaviour and accidentally got a Federation victory when the Unbidden ate one of the two major competing empires. I've had a lot of fun games, though.
 

Avian Overlord

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I think Wiz has talked about a system where you set your objectives at the beginning of the game.
 

Rubidium

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No? Then who is it targeted at? Most players want closure, to claim they can and have won and had fun doing so. Every game can be great, but there always has to be an endgame to round it all off.
In most Paradox games, you set your own goals. Restore Zoroastrianism and the old Persian Empire. Conquer the world as Ryukyu. Unite Gran Colombia and become the number one great power. Defeat the Nazis and Soviets as Poland.
 

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I think Wiz has talked about a system where you set your objectives at the beginning of the game.
As a theory for how he would like to rework the system in a later expansion/patch.
For the time being, nothing indicates any new Victory conditions.