Stellaris

Stellaris

Stellaris Ascended
 This topic has been pinned, so it's probably important
Accorata  [developer] 28 Dec, 2024 @ 10:50pm
Psionic Authorities
A few months after completing the Psionic ascension path, an event chain called "Telepathic Destiny" will begin. Through a starting event and then two more follow up events, your nation will choose between the divine or the eldritch. The final event will allow your nation to reform its authority into the divine version, eldritch version, or remain as is. Whether the divine option, eldritch option, or both is/are available will depend on your decisions in the event chain. Additionally, nations with the Teachers of the Shroud origin will instead get an event that switches them to one of their own sets of authorities. (Similar to the Cybernetic Creed origin and its unique authorities.)

Divine Authorities

Democratic Empath
- Amenities from Jobs: +15%
- Unity from Workers: +0.5
- Unity from Specialists: +0.25
- Worker Political Power: +1
- Specialist Political Power: +0.5
- Cost to Claim this Nation's Systems: +10%
- War Exhaustion: +50%
Edict: United in Soul
- Diplomatic Weight per Delegate Level: +2.5%
- Hostile Operation Difficulty for Diplomatic Incident: +4
- Hostile Operation Difficulty for Extort Favors: +4
- Hostile Operation Difficulty for Smear Campaign: +4

Oligarchic Order
- Empire Size from Pops: -15%
- Stability: +5
- Unlocks building Order's Hall which provides Knight Jobs
- Worker Happiness: -10%
- Empire Size from Planets: +25%
Edict: Consecrated Rites
- Resources from Knights: +15%
- Pop Amenities Usage: -10%

Dictatorial Mandate
- Empire Size from Planets: -15%
- Claim Influence Cost: -10%
- Ruler Happiness: +25%
- Ruler Political Power: +0.5
- Specialist Happiness: -20%
- Effective Ruler Skill: +2
Edict: Heaven's Blessing
- Stability: +10
- Government Ethics Attraction: +25%

Imperial Apotheosis
- High Priest per 25 Pops: +1
- Crime: -10
- Spiritualist Ethics Attraction: +50%
Imperial Ruler effects per skill:
- Effects from Planetary Ascension: +5%
- Monthly Influence: +5%
- Diplomatic Weight: +5%
- Edict Fund: +5
Edict: Palace of the Intellect
- Ruler Experience Gain: +25%
- Galactic Resolution Cost: -10%
- Envoys: +2

Corporate Precognition
- Market Fee: -5%
- Monthly Unity: -5%
- Branch Office Cost: -50%
- Branch Office Value: +25%
- Trade Value from Pop Lifestyles: -50%
- Ruler Political Power: +0.25
Edict: Weaponized Clairvoyance
- Ship Evasion: +15%
- Ship Accuracy: +10
- Speed of Intel Gain: +25%

Eldritch Authorities

Democratic Insanity
- Amenities from Jobs: +15%
- Resources from Factions: +100%
- Faction Approval: -10%
- Election Variance: +5 Years
- Election Cost: +100%
Edict: Aligned Desires
- Agenda Speed: +40%
- Agenda Duration: -40%

Oligarchic Cult
- Empire Size from Pops: -15%
- Unlocks agenda Shroud Invocation which removes Shroud Cooldown
- Provides Various benefits depending on Patron:
- Composer of Strands: +10% Pop Growth Speed, +10% Pop Decline Speed
- Eater of Worlds: +100% Orbital Bombardment Damage, +100% Collateral Damage from Armies
- Instrument of Desire: +25% Faction Approval, -10 Maximum Trust
- Whisperer of the Void: +2 Tech Alternatives, -5 Stability
- End of the Cycle: Additional 50% of Normal End of the Cycle benefits, -25 Stability
Edict: Dark Pact
- Leader Lifespan: +20 Years
- Leader Experience Gain: +25%
- Leader Negative Traits: +1
- Monthly Unity: -10%

Dictatorial Void
- Empire Size from Planets: -15%
- Government Ethics Attraction: +50%
- Pop Ethics Shift Speed: +50%
- Unity from Jobs: -10%
- Stability: +5
- Edict Upkeep: -40%
- Edict Initial Cost: +100%
Edict: Betrayal of the Mind
- Stability: +10
- Crime: -25

Imperial Vessel
- High Priest per 25 Pops: +1
- Crime: -10
- Shroud Delve Cooldown: -10%
- Government Ethics Attraction: -25%
- Ruler Gains the Destiny trait: Vessel of the <Insert Patron>
Imperial Ruler effects per skill:
- Effects from Planetary Ascension: +5%
- Edict Fund: +5
Edict: Unholy Possession
- Vessel traits give +50% More Benefits but 100% More Drawbacks

Corporate Subliminals
- Market Fee: -5%
- Monthly Unity: -5%
- Unlocks holding Manipulation Network which increases Branch Office value and Consumer Good upkeep for that empire
- Base Intel Level: +5
Edict: Prosperity Cult
- Government Ethics Attraction: +75%
- Ethics Shift Speed: +25%
- Pop Happiness: -10%

Teachers of the Shroud Authorities

Democratic Mentalism
- Spiritualist Ethics Attraction: +20%
- Citizen Happiness: +15%
- Shroud Delve Cooldown: -10%
- Unity from Jobs: +10%

Oligarchic Divinocracy
- Same as Democratic Mentalism

Dictatorial Telepocracy
- Same as Democratic Mentalism

Imperial Prophetarchy
- Same as Democratic Mentalism

Corporate SacredMind
- Same as Democratic Mentalism
Last edited by Accorata; 28 Dec, 2024 @ 10:51pm
< >
Showing 1-8 of 8 comments
Bernos 14 Jan @ 9:36am 
Would love to see what the imperial eldritch destiny trait does here!

Also it might just be on paper, but oligarchy seems way overtuned for both pathways. 0 shroud cooldown time is insane with how powerful that effect can be and more knights is super op with the knights of the toxic god origin pumping them up (obviously less strong on other civs).

The edlritch one sticks out a bit more here though as a 0 turn cooldown is crazy. I would make it reduce by like 25% at most as it stacks with other reduced cost abilities like zroni.
Accorata  [developer] 14 Jan @ 7:37pm 
@Bernos There are actually 5 different imperial eldritch destiny traits - one for each patron (including the End of the Cycle) - that's why I didn't include them as they'd take up a lot of space. For your concerns about psionic oligarchies:
- The agenda from Oligarchic Cult doesn't remove all cooldown, just the current one. Said another way, it allows you to visit the shroud once more without having to wait, but not an infinite number of times.
- The building Order's Hall from Oligarchic Order is empire unique so doesn't provide that much more knight jobs (It does provide them based on the number of pops on the planet so it's not nothing, but not something you could just spam everywhere.)
Bernos 15 Jan @ 6:02pm 
Oh thanks for the clarity on both notes @Accorata! I appreciate it! Seems balanced then. I've been playing with the mod and it makes psionics really strong and I keep thinking "There is no way stacking this much psion jobs on one planet is balanced" but then remembered how strong machine ascensions are right now and yeah it kind of balances them out a bit lol.
Event seems to have failed to fire, mind giving the id so people can manually fire the first one?
Accorata  [developer] 23 Jan @ 7:58pm 
@Andromeda It likely has, just takes a moment to appear just like the cybernetic/synthetic authorities, but the event ids are ascension_governments.1 (for genetic) and ascension_governments.1000 (for psionic). Those will start the chains after a couple years.
Originally posted by Accorata:
@Andromeda It likely has, just takes a moment to appear just like the cybernetic/synthetic authorities, but the event ids are ascension_governments.1 (for genetic) and ascension_governments.1000 (for psionic). Those will start the chains after a couple years.

Thanks, super appreciate it, been about 20 in-game years since I ascended and thought it was being weird
Andromeda 24 Jan @ 2:52pm 
Lmao I never actually added the ♥♥♥♥♥♥♥ mod to the modpack :steamfacepalm:
Feel like I broke Imperial Apotheosis, took the civic for telepathic towers, took whisperers of the void to get research from telepaths with the unity that they already get, then get philosopher king with the harmony tradition tree. Once my emperor was immortal I just got to level 10 and had +100% ascension level effect, and what felt like every planet boosted to the lowest difficulty because of the telepaths boosting every production. Took a bit to set up and had to manage sprawl for the first half of the game but that end game snowball made it feel like I had a lathe when I took defender of the galaxy for RP.
< >
Showing 1-8 of 8 comments
Per page: 1530 50