Stellaris

Stellaris

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All Ascension Paths
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30 Dec, 2022 @ 9:48am
6 Jun @ 1:59pm
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All Ascension Paths

Description
All Ascension Paths for 4.0

Do you want your psionic, cybernetic, gene modded pops working hand in hand with synths?

Do you your genes to be pure, cloned and also highly mutated?

Do you want to give worthy species psionics, while turning the dross into synths?

Do you want your Machine Empire to have modular, nanite-based bodies, accessible virtually?

I'm guessing so because you're looking at this mod.

Regular empires can take all 4 Ascensions, when you Synthetically Ascend you get to pick a portion of your population to remain as organic, because if you've taken the others, they are a bit good by this point.

Hive minds can take both genetics and cybernetics, Driven Assimilators can take synthetic age, cybernetics and engineered evolution.

While you can take the ascension paths in any order, but because of how internal game logic works around dominant species I recommend (psionics and genetics)* -> cybernetics -> synthetics. *(Psionics and genetics can be in either order)

Use the Assimilation Living standard to determine if an assimilated pop gets cyborg/psionics traits or goes to synths. See Assimilation Manual

Because there are lots of edge cases around this, you are provided with 3 edicts that will fix your primary species to have psionics and cybernetics if they have lost them, and ensure that biological leaders will get psionics, cybernetics and erudite.

If you have the Machine Age DLC then whether you get cybernetic or synthetic advanced government will depend on whether you flip your leaders to synths or keep them biological.

If you are a Machine Empire you will get an edict to gain access to the additional tradition trees after you take the first.

If you have Biogenesis DLC you will get an edict to gain access to the additional tradition trees after you take the first. If you have an origin that would normally lock to one Biogenesis tradition, I strongly recommend taking that one first.

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Compatibility
This mod makes a lot of changes to vanilla, it will have mod conflicts with any other mod that alters those giving quite unpredictable behaviour. See Here for compatibility listings.

Chinese localisation: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3108330591

I have origin-unlocked all the ascension paths, but I make no guarentees that they will work in a sane way - if you do something massively against the spirit of one of the paths, it will probably break.

This does not require the Machine Age / Biogenesis DLCs, DLC locked components will remain locked, however I will no longer support/maintain the non-DLC ascension paths.

Known Compatibility Issues
  • Planetary Diversity: Changes the Traditions and AP's around it's special origins. In theory load mine last / patch with Irony and take mine and you should be fine
  • Pretty much any mod that has "Traditions" in its name, since most of them make changes to the Ascension Traditions.
It is compatible with UI Overhaul Dynamic and its sub-mods that increase the number of traditions you can buy.

Troubleshooting
1. Mod incompatibility, if another mod overrides the same stuff, we will almost certainly conflict badly. You will need to make a merge-patch with Irony.
2. In order to troubleshoot I need to know what order you did your ascensions in. They all work differently and order really matters.
3. Taking multiple ascensions gives you a 100% discount on modify species. It also sometimes bugs out the modify species special project, if you can't click the button to implement it, let it fail then try again.
4. If assimilation is not working as expected, I need to know a lot of things, you may wish to take screenshots: What the species is, what it's citizenship type is, what its living standard is, what your assimilation policy is, what other templates exist for that species, what the error log says and what the game log says.
5. Cybernetic assimilation wrecking your dominant species is a VANILLA BUG[forum.paradoxplaza.com]

RUNNING THIS MOD UN-FLEXIBLES THE BIOGENESIS FLEXIBLE TRADITIONS
Purity will contain all purity, cloning all cloning and mutation all mutation.
Popular Discussions View All (3)
1
14 Jun @ 12:55pm
PINNED: Manual Useful Info - README
Draconas
6
9 Dec, 2024 @ 5:32am
PINNED: Mod Conflicts & Load Order Problems
Draconas
0
29 May, 2023 @ 2:35am
PINNED: Assimilation Manual
Draconas
777 Comments
Azona 8 Aug @ 2:07am 
Okey I just only used your mod and found out that tradition skill thingy from psionic tree Great awakening once you pick that option then assimilate hive mind get disable with mention message in tool tip. no longer able to remove hive mind trait and make it normal pop trough assimilation.

I made 2 save games for you load in. before tradition slot picked and after (last not really needed as soon you pick tradition skill it get locked out)

https://app.box.com/s/5v0bdeetr747jin3xmf84nzrjg0dc79y

I hope it helps.
Draconas  [author] 7 Aug @ 2:37pm 
So the order you pick matters less, it might still be loading another mods version (try just AAP and see if you still get it). I've checked the code and I have code in their to deal with hive mind assimilation as psi. If it still doesn't work with jsut AAP then i can investigate but that is going to take a while.
Azona 7 Aug @ 10:02am 
loaded your mod last to be sure it overrides everything else and sadly still wont let me do the thing. I guess its broken indeed for now I have to purge little hive mind drones.
Azona 7 Aug @ 9:14am 
Oh maybe it’s a mod I use might interfere then if should work. I’ll try different load order to be sure now think of it one of my own mods might touch this and due name loaded after yours. I’ll let you know before you might break something.
Draconas  [author] 7 Aug @ 6:30am 
Hrmm, that's odd, i definitely fixed that issue. My hatred of that particular piece of code knows no bounds. It's possible it's rebroken in 4.0
Azona 7 Aug @ 2:20am 
Hey I love this mod but I found bit of bug. I got purity and mutation wich should allow you to assimilate hive mind pop out of a hive mind. but I chose mind of matter and finished psionic but now I cannot move pops out of hive mind with assimilation as it says this "not possible due to hive minds cannot develop psionic powers."

also cannot pick the living standars due spiecies must have assimilation citizenship what is blocked by the mentioned above.
Draconas  [author] 30 Jul @ 1:02am 
That sounds like you have another mod issue if you are not getting the trait with only virtual accession. This mod doesn't do anything to machine ascension until you run the edict for a second one.
tjimagineer 27 Jul @ 5:09am 
I tried doing only virtual and I did not get the virtual leader trait at all for any of my leaders even though there was a popup saying it happened but I when I went and looked at them in the leaders tab no trait was present.
tjimagineer 26 Jul @ 1:48pm 
@Stepover34. The edicts don't appear or work for non biological empires. I am playing non-gestalt machines.
Fenrisúlfr 26 Jul @ 3:59am 
Try the edicts