Stellaris

Stellaris

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Better Diverse Ascension
 
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Nov 3, 2018 @ 12:30am
Dec 20, 2018 @ 10:26pm
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Better Diverse Ascension

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Description
FOR STELLARIS 2.2

This mod is inspired by both of the following mod:
Diverse Ascension
and
Ascension Enhancements


FEATURES:
-You can select all 3 Tier 1 Ascension Paths
Engineered Evolution + Mind Over Matter + The Flesh is Weak

-You can only select 1 Tier 2 Ascension Paths
Evolutionary Mastery or Synthetic Evolution or Transcendence

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OTHER FEATURES THAT WORKS FINE ON HIVE MINDS:

The Flesh is Weak:
-Requires 3 or More Ascension perk to be selected.
-No longer Requires "tech_droid_workers"
-You gain the option to research "tech_droid_workers" if you havent research it yet.

Mind Over Matter:
-Requires 3 or More Ascension perk to be selected.
-No longer Requires "tech_psionic_theory"
-You Gain the option to research "tech_telepathy" and "tech_psionic_theory"

Transcendence:
-Can now be used on Hive Minds Empire


Synthetic Evolution is STILL DISABLED FOR HIVE MINDS. This might break the game so I kept it disabled for the hives.

Reason why I remove the tech requirements is because, hive minds cannot research them. I replaced them with "Requires 3 or More Ascension perk to be selected" and decided to allow players to be able to gain the said research after they take the Ascension perks.

ON THE SIDE NOTE:
-Hive minds WONT still be able to research the Tech Option Gain because those tech are seemed to be locked out for the hive minds. I dont want to make the mod more complicated so I didnt bother on modifying the Techs.

TLDR: Hive minds can now pick the following Ascension: The Flesh is Weak, Mind Over Matter, Transcendence.


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Features for MegaCorp DLC
-Xeno Compability Ascension Perk no longer require Xenophile ethic.

The reason I created this is because:
-I wanted a middleground between the two mods listed above.
-I love Ascension Enhancements Mod but I think that it is way too OP and might cause instability because you and the AI can PICK multiple Tier 2 Ascension Paths.
-The mod Diverse Ascension has not been updated but that mod doesnt allow the player or AI to pick tier 2 Ascension Paths.
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15 Comments
MayhemX8 Jan 28 @ 8:53pm 
You might as well call this mod "Imperium of Man simulator 40,000" lol!
LoppnessMonsta Jan 26 @ 9:02am 
Thanks! I hope youre feeling better.
Red-Eyed_Fairace  [author] Jan 26 @ 6:00am 
@LoppnessMonsta: Sorry for the late reply, I was sick and I totally forgot about this, I'll see what I can do this week
LoppnessMonsta Jan 17 @ 6:54am 
I tested it out with Diverse Ascension and reversing the order; going Psionics first and then Cyborg. It results in the same thing: Cyborgs. So it seems to be a problem with how the game decides what pops turn into when being assimilated, with Cyborgs being prioritized.

One possible solution would be to allow adding a 0-point Psionics trait once the appropriate techs have been unlocked; that way, an empire that wishes to integrate new species into its society can have them be both Psionic and Cyborgs.

I hope that wouldn't be too complex. It seems like a rather fundamental element of the mod's concept. After all, what kind of biologically ascended empire can't retain their psionics when switching to a new template?
Red-Eyed_Fairace  [author] Jan 17 @ 4:25am 
@LoppnessMonsta: Yep, I actually noted that after creating this since its first release. That's why I choose first the "Flesh is weak" before "Mind Over Matter" then "Engineered Evolution" because my priority is to get the cyborg trait (for roleplay) and not really the psionic trait Then Vice versa if I want the latter on a different save game. For now, I wont be able to do anything about it because it'll make modding more complicated. As you can see, I tried to make the mod as simple as it gets by just modifying a single file. The one related to that is covered by an event/project assimilation chain and by modding that, it will increase the complexity of the mod which right now I wont be able to handle. xD
LoppnessMonsta Jan 11 @ 8:37pm 
This mod is great; been having a lot of fun with it.

I did notice something, however. In my most recent game, I chose The Flesh is Weak first, then Mind over Matter. The assimilation process always yielded cyborgs, even if I'd set it to the psionic assimilation. Since cyborgs can't then be assimilated into psionics, this made it so that only my primary species could ever be psionic, and I'd lose even that if I ever reverted my species to its default template.

Not sure if that's something you can fix, but I figured it's worth mentioning.
Sithalo Dec 15, 2018 @ 9:13am 
Yeah makes sense, I was wondering about the free will thing myself. Better safe than sorry in this case
Red-Eyed_Fairace  [author] Dec 15, 2018 @ 1:32am 
Im not really sure how the game will handle a hive mind with full synthetic. Synths can think of themselves and can have happiness and factions. It might work but it also might break your hive pops in terms of how they'll act or such. In short, the game might go hayware regarding on thinking whether you're a machine empire or a hive empire. The more confusion, the more bug appears. :v
Sithalo Dec 14, 2018 @ 9:47pm 
Interesting & thank you very much. As much as im for player choice I do like a little (tiny tiny) bit of balancing like what this does.

Personally I wouldnt want a hive mind to convert all of their pops to machines because then that just makes it a machine network. Although it makes for an intersting story but the lack of mechanics for such a thing makes it rather moot. At least Transcendence gives you the shroud and related events.

Curiosity question though, how might synthetic evolution break the game? Do you mean in a balance way or in a flags/features/ifandor (coding) sorta way.
Red-Eyed_Fairace  [author] Dec 14, 2018 @ 9:29pm 
@Sithalo: Check the Description for the changes. I'll upload the new file momentarily.