Stellaris

Stellaris

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Why play spiritualist?
Outside of roleplay i cant find a single reason why you would ever spend points into spiritualist

What do spiritualist offer that would make them worth spending points into compare to the other ethics?
Originally posted by CrUsHeR:
I don't think you need any ascension perks to "win", matter of fact you could pick random filler perks like Enigmatic Engineering while having the usual "must-have" perks banned.

Spiritualism is just awful because their faction has laughable demands (no robos / no tomb worlds), the ethic contributes almost nothing measurable, and it is directly tied to psionic ascension (which, surprise, is another faction demand).
And that is currently the worst feature in the game, with the frequent curses or "chosen one" only being applicable to leaders who can't be made ruler. I even had the Chosen One being robots several times, including the AI of the corroded warship.

All i can see here is something for weird NPC neighbor empires.



Genetic ascension, no idea why people even consider this, because leaders only get any leader traits at all if their species has the Erudite trait. And this 4-point trait does nothing for pops unless they are researchers. So basically you need the majority of your pops being Erudite to fill the leader pool, while only a minority can actually work as researcher.

Inefficiency 101

Also the cloning vats only working at 3/month is absolutely nothing compared to synthetic ascension, which usually works at 5.5 to 10+ / month and produces vastly superior pops.


And zapping your own colonies with the colossus.

First, that thing is a midgame toy, which isn't even available during the decisive first century.
Second, your pop ethics are generated by the various ethic attractions in your empire. So unless you constantly fly through ALL of your planets, they will always revert to whatever ethic they are supposed to have depending on pop ethic weights.
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Showing 16-30 of 59 comments
Hyperion Jan 13, 2020 @ 5:39pm 
If you are not an empty shell, that means playing materialists would hurt your spiritual feelings.

Also there is a lucrative Shrines event to boost early development, and rushing some traditions can be beneficial as well.
Last edited by Hyperion; Jan 13, 2020 @ 5:40pm
Azor Jan 13, 2020 @ 9:47pm 
It can be good, if you're lucky, with the covenant that boosts research speed.

Also, it unlocks an exclusive collosus weapon that converts entire planets to spiritualism.
Azor Jan 13, 2020 @ 9:49pm 
Originally posted by HugsAndSnuggles:
While your own pops seem to grow relatively fine, converting anyone else is virtually impossible, as seen here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1968184117
(done pretty much everything I could to boost ethic attraction, except psi ascention and faction suppression)
Psi ascension gives a huge boost to attraction, the only significant boost I think.
Azor Jan 13, 2020 @ 10:02pm 
Originally posted by mccartneyconnor280:
I would probably rank Synthetics and Psionics equally. Genetics is a jack of all trades, and can be game breaking (could be.) when used correctly. The issue here is that the removal of manual population management neutered the unlimited potential of Genetics, because now custom races are nearly useless due to you not being able to manually move them from one job to another. The AI can't manage pops correctly, so oh well.
Synthetic ascension gives +20% bonus to ALL production, 10% from research, +10% from ascension (this is the same bonus the old Synthetic trait provided). Better and more reliable than psionics. The only problem is that Synthetic ascended empires lack proper armies since 2.2 deleted a research option that brought robotic armies on par with Gene and Psionic armies.
Cryten Jan 14, 2020 @ 4:31am 
Originally posted by Azor:
The only problem is that Synthetic ascended empires lack proper armies since 2.2 deleted a research option that brought robotic armies on par with Gene and Psionic armies.
Really? I thought the giant death robots research was more than enough as a staple army unit.
Azor Jan 14, 2020 @ 5:04am 
Originally posted by Cryten:
Originally posted by Azor:
The only problem is that Synthetic ascended empires lack proper armies since 2.2 deleted a research option that brought robotic armies on par with Gene and Psionic armies.
Really? I thought the giant death robots research was more than enough as a staple army unit.
Synthetic ascended doesn't have giant death robots. You're confusing it with MACHINE Empires.
DankDansk (Banned) Jan 14, 2020 @ 5:16am 
Originally posted by Azor:
Originally posted by mccartneyconnor280:
I would probably rank Synthetics and Psionics equally. Genetics is a jack of all trades, and can be game breaking (could be.) when used correctly. The issue here is that the removal of manual population management neutered the unlimited potential of Genetics, because now custom races are nearly useless due to you not being able to manually move them from one job to another. The AI can't manage pops correctly, so oh well.
Synthetic ascension gives +20% bonus to ALL production, 10% from research, +10% from ascension (this is the same bonus the old Synthetic trait provided). Better and more reliable than psionics. The only problem is that Synthetic ascended empires lack proper armies since 2.2 deleted a research option that brought robotic armies on par with Gene and Psionic armies.

most of that used to be achievable with genetics. Now synths is better because of the new crappy pop system.
HugsAndSnuggles Jan 14, 2020 @ 5:18am 
Originally posted by Lady Crimson:
I mean it takes a lot of time, yeah.
Originally, it was the ethic to go for to minimize amount of "factions" you get from conquest. Now, you'll hardly convert anyone during a standard 300-year playthrough. With amounts of pops also being increased by a factor of ~15, it's a nonfunctional feature.
Originally posted by Lady Crimson:
I generally don't have too many issues in my playthrough though.
You just don't conquer enough :P
And it's not really an issue, while factions are irrlevant; only shows how "easy" it is to utilize Gospel civic.
Originally posted by Lady Crimson:
Although it kind of works in your favor.. because the less spiritualists there are the less harsh you'll be penalized for having robot pops. While you still get to keep your temples and such.
But get a 10% hit for being minority, instead. Either way, I rarely bother with robots, especially if spiritualist, even more so as a fanatic one (as in that playthrough, where I purged, maybe, 50 of those things).
Last edited by HugsAndSnuggles; Jan 14, 2020 @ 5:20am
ScootaCross Jan 15, 2020 @ 8:20am 
You can be a God Emperor.

Honestly thats all you need.
Originally posted by HugsAndSnuggles:
Originally posted by Lady Crimson:
I mean it takes a lot of time, yeah.
Originally, it was the ethic to go for to minimize amount of "factions" you get from conquest. Now, you'll hardly convert anyone during a standard 300-year playthrough. With amounts of pops also being increased by a factor of ~15, it's a nonfunctional feature.
Originally posted by Lady Crimson:
I generally don't have too many issues in my playthrough though.
You just don't conquer enough :P
And it's not really an issue, while factions are irrlevant; only shows how "easy" it is to utilize Gospel civic.
Originally posted by Lady Crimson:
Although it kind of works in your favor.. because the less spiritualists there are the less harsh you'll be penalized for having robot pops. While you still get to keep your temples and such.
But get a 10% hit for being minority, instead. Either way, I rarely bother with robots, especially if spiritualist, even more so as a fanatic one (as in that playthrough, where I purged, maybe, 50 of those things).

I conquer plenty, but my empire always drives down Xenophile (the natural pull for free aliens), unless I'm playing said megacorp.. then it does heavilly go spiritualist or I just use the god ray to convert them later game.

Maybe your empire is just so unhappy that they don't follow your ethics?

Also the '10% hit' that's not to happiness. That's to faction support. They are wildly different things.

At the moment the most happiness you can get from a faction (since it's been changed) for an individual pop is either +10%, or -10% at the lowest (despite what the wiki says).

That means you could completely piss off your faction, and still have a very happy population, especially as a psionics empire, it really isn't a lot of risk.

The other downside is lower influence from factions, however spiritualists psionics also get base level influence (neither ascension path gets), so even that is minimized as a problem.

Synthetic is certainly the best path still.. however.. the original question of this whole discussion was "why play spiritualist", which has soundly been answered for their amenities capabilities. Support for being a vassalizer/Megacorp. As well as MegaChurches. Not "which ascension path is best". Even if there is obviously some connection.

Even if the original poster seems to think 'nothing' is the correct answer.
Last edited by Lady Crimson (RIP); Jan 15, 2020 @ 9:44am
Malaficus Shaikan Jan 15, 2020 @ 10:38am 
Originally posted by Lady Crimson:
Synthetic is certainly the best path still.. however.. the original question of this whole discussion was "why play spiritualist", which has soundly been answered for their amenities capabilities. Support for being a vassalizer/Megacorp. As well as MegaChurches. Not "which ascension path is best". Even if there is obviously some connection.

Even if the original poster seems to think 'nothing' is the correct answer.
Accauly i took from his response that it was second best only too materalist.

Originally posted by Ninjamestari:
If you discount Materialism, then Spiritualism becomes a lot more viable; temples are pretty damn awesome as Priests generate more unity than culture workers and they also produce amenities. I'd go so far as to claim that spiritualist would be the best ethic if you didn't lose on materialism, Mechanist and Technocracy which are all OP as hell.
I mean those are some pretty sweet bonuses.
Second best isnt a bad place to be.
Last edited by Malaficus Shaikan; Jan 15, 2020 @ 10:39am
[MCS] Yoritomo Jan 15, 2020 @ 12:48pm 
Originally posted by ScootaCross:
You can be a God Emperor.

Honestly thats all you need.

You meant you can be a good Emperor guided by the omnipotent, all-good and omniscient. Thats why every player should have tryed to play as fanatic spiritualist.

The random events will love the spiritual player too.
Last edited by [MCS] Yoritomo; Jan 15, 2020 @ 12:50pm
Danny Jan 15, 2020 @ 1:52pm 
Originally posted by MCS Yoritomo:
Originally posted by ScootaCross:
You can be a God Emperor.

Honestly thats all you need.

You meant you can be a good Emperor guided by the omnipotent, all-good and omniscient. Thats why every player should have tryed to play as fanatic spiritualist.

The random events will love the spiritual player too.

The Chosen one gets created by just absorbing a large amount of psionic energy from the Shroud.
No one guides the chosen one...
TwoTonTuna Jan 15, 2020 @ 3:35pm 
Originally posted by Malaficus Shaikan:
Outside of roleplay i cant find a single reason why you would ever spend points into spiritualist

What do spiritualist offer that would make them worth spending points into compare to the other ethics?
1. Amenities from priests. Build temples instead of holotheatres, and you get bonus unity as well as bonus society research.
2. Bonus unity. Spamming temples and the bonuses to unity generation should push you ahead in the tradition tree. Activate ambitions earlier than most other empires.
3. Higher chance to unlock psionic theory and telepathy rare tech. Ascend earlier.
4. Consecrated worlds perk. Get up to +25% unity, +25% spiritualist attraction, and +15% amenities when you consecrate 3 gaia worlds. Consecrate holy worlds, and you become best buddies with spiritualist fallen empires.
5. Divine Enforcer colossus. Do you have too many factions in your empire? Use the Divine Enforcer on your own worlds to forcefully convert pops into spiritualist. If you use robots, move them to another colony before activating and then move them back afterwards. This will prevent bots from getting purged

*On Robots and happiness of traditionalist/spiritualist factions.
Outlawing AI = -5 faction happiness. Servitude AI = -10 faction happiness.
Psionic pops have +5 happiness. Social welfare living standard gives +10 happiness. Having 2x the amenities of your pops will add +20% happiness (i.e. 100 pops with 100 surplus amenities = +20% happiness.) You can enslave robots and give them the Domestic Servitude trait to boost amenity production. Unemployed robots will turn into servitors that add amenities. Proclaiming Religious Revelation will add +5 faction happiness to traditionalist pops.

These along with satisfying other traditionalist faction demands will offset the happiness penalties that come from making bots. Just be prepared to fight off a robot uprising once you switch from outlawed AI to servitude AI.
Last edited by TwoTonTuna; Jan 15, 2020 @ 3:36pm
Nightmyre Jan 15, 2020 @ 3:43pm 
And at the end of the day, the reality is - despite all of those things you mentioned, the one most important deciding factor is simply this:

They grow super slowly.

Both biological and synthetic ascension paths produce pops way faster, which puts them at a distinct disadvantage to those two.

And if you're going to play spiritualist and go with either biological or synthetic ascension - you may as well just not play spiritualist.

Nobody is suggesting the game can't be played like that. Just that you're essentially giving yourself a handicap. And the best way to work around the handicap is to pretty much just throw out all of the benefits you get for being spiritualist, and accept the negative consequences, and just play as if you were ... any other ethic instead.
Last edited by Nightmyre; Jan 15, 2020 @ 3:43pm
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Date Posted: Jan 13, 2020 @ 4:44am
Posts: 59