Stellaris Dev Diary #184 : Fwd: Notice of Termination

Stellaris Dev Diary #184 : Fwd: Notice of Termination

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    Real Strategy Requires Cunning

ImperatorDecens

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This just makes my Inward Perfectionists more immersive. They are the Descendants of Zarqlan. #1 Breach the Shroud and become God-King Zarqlan II and change to a Divine Authority. #2 Reform to Death Cult/Memorialist/Exalted Priesthood. #3 Grab Nihilistic Acquisition. #4 Prophet.
 
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01. An other entire dev-diary about just one civic that any hobby-modder can still add by him-/herself ?
02. Is in-distinctiveness the new design-approach of this game ? Example: If I would be this "death priest" then I would be very confused whether I'm a cultural worker ( unity ), a researcher ( society-points ) or an entertainer ( amnesties ). And yeah, I get it, it's all !
03. About this "mortal initiate" ...
Since there is no way of saying: Species X can only work Job Y and Z we must disable and enable jobs at that level constantly, until out of pure randomness the one species POP we want to sacrifice takes up the job.
Ever wasted a thought on that ?
 
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Could we get an alternative Spiritualist FE that demands pops for blood sacrifices or they'll wake up and conquer the galaxy?
FE variants are something I would love to see added!
 
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How much bonus does each sacrificed pop produce? 1% each? 5%? With a cap of 30% that means you have a limit on how many temples you can build before you are sacrificing people for no reward. Is there an opinion penalty? I would imagine more enlightened empires would take issue with death cults even among spiritualists.
 
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Katsue

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My main concern is that this is way too weak, because more pops is pretty much always better, and sacrificing pops in order to get a bonus would require a truly *massive* bonus to make up for it.
The Edicts do all come with a 5% Pop growth bonus, which, if you sacrificed a single pop, will cause you to break even in population by the expiry of the Edict once you have 10 planets. It is a weird civic, though. The fact that the Acolytes don't produce Amenities mean you're down in Happiness relative to normal Spiritualist Empires.
 
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Mealya

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Oh god I love this dev' diary...

No. They have to be volunteers. People forced into it don't taste as good.
Code:
        is_sapient = yes
        is_enslaved = no
        is_being_purged = no
        is_being_assimilated = no
No mention to Nerve Stapled and Serviles. Perfect. :cool:
 
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Noice, just what I needed fro my Aztec Space Citizen Republic in a Triple Alliance origin, like they read my mind.
 
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Make it compatible with fanatical purifiers you cowards.
 
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I was slightly worried that the Stellaris dev team had been informed that development of the game was to be terminated immediately.

This is better.
 
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Drakonn

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We couldn't have one that say, sacrifices a planet for faster FTL travel for some time could we?

It could require a minimum number of pops, a developed colony (upgraded from Frontier; not recently settled), and perhaps a special planetary designation (like Forge World, Mining world, etc). So the planet and it's inhabitants are raised on their purpose.
 
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Bitzo

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That's the Curator civic. We really didn't want them becoming Death Cults, since it makes it much more sinister when they ask you for your Scientist. Of course, since they have to be Materialist, it was a bit of overkill explicitly banning them from it, but oh well.
So, is this just a Civic for the Curator Enclaves from the Leviathans Story Pack, similarly to how primitives have Civics that basically only serve as placeholders and have no gameplay effect, or did I miss a Dev Diary between this one (#184 : Fwd: Notice of Termination) and the previous one (#183 : Memory Allocation) that talked about an actual new Materialist Civic? Because I'm pretty sure there is no 'Ancient Preservers' Civic in 2.7.2 'Wells' and the previous four DD's since after the summer break didn't talk about one either, so you simply saying "That's the Curator civic." and offering no further explanation makes it sound like I am missing something really obvious here.
 
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ImperatorDecens

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So, is this just a Civic for the Curator Enclaves from the Leviathans Story Pack, similarly to how primitives have Civics that basically only serve as placeholders and have no gameplay effect, or did I miss a Dev Diary between this one (#184 : Fwd: Notice of Termination) and the previous one (#183 : Memory Allocation) that talked about an actual new Materialist Civic? Because I'm pretty sure there is no 'Ancient Preservers' Civic in 2.7.2 'Wells' and the previous four DD's since after the summer break didn't talk about one either, so you simply saying "That's the Curator civic." and offering no further explanation makes it sound like I am missing something really obvious here.
They mean the Fallen Empire I think. The ones who ask you for your scientists, etc.
 
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Pachakamaq

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Corporate Death Cult? Isn't that kind of redundant? That's just basic capitalism, reaching its inevitable conclusion.

So, joking aside, that's a nice civ. One I never, ever will use for my own empires. But it's a sweet new option to make potential enemy empires even more evil. Slaver + death cult? Space Aztecs, here we come!
 
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Eladrin

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So, is this just a Civic for the Curator Enclaves from the Leviathans Story Pack, similarly to how primitives have Civics that basically only serve as placeholders and have no gameplay effect, or did I miss a Dev Diary between this one (#184 : Fwd: Notice of Termination) and the previous one (#183 : Memory Allocation) that talked about an actual new Materialist Civic? Because I'm pretty sure there is no 'Ancient Preservers' Civic in 2.7.2 'Wells' and the previous four DD's since after the summer break didn't talk about one either, so you simply saying "That's the Curator civic." and offering no further explanation makes it sound like I am missing something really obvious here.
The Curator Enclaves have the Ancient Preservers civic, it's part of how they get created. I don't think it is shown anywhere, since they have a modified contact panel. But I did admittedly mix up the Curators and the Materialist Fallen Empires a bit while joking around.

The enclave related civics are civic_ancient_preservers, civic_trading_conglomerate, and civic_artist_collective.
 
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Keizer Harm

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I love the humour in these DD's! (and of course the features presented)
 
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  • Magicka 2
  • Pillars of Eternity
  • Magicka: Wizard Wars Founder Wizard
  • Cities: Skylines
The Curator Enclaves have the Ancient Preservers civic, it's part of how they get created. I don't think it is shown anywhere, since they have a modified contact panel. But I did admittedly mix up the Curators and the Materialist Fallen Empires a bit while joking around.

The enclave related civics are civic_ancient_preservers, civic_trading_conglomerate, and civic_artist_collective.
I think the question was a bit more "why list that as a requirement at all", since to my knowledge neither fallen/awakened empires, nor the curators, get other civics, so there should be no reason to list them.

Maybe I am overlooking something else though, would gladly be corrected.
 
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