![]() ![]() ![]() Useful for all types of expansion, especially early game, either in unclaimed space or through placing claims on neighbors.Much less useful since the empire sprawl rework. This perk is all about expansion, and is a great pick for a wide and/or aggressive build that struggle with influence. Doesn’t reduce the burden of pops, which will likely be a far greater contributor to empire size than colonies.Not very useful for tall builds with few colonies.Negates the penalties to empire size all machine intelligences suffer.Couples really well with the Expansion tradition to make rapid colonization less costly.Since the changes to empire sprawl, this perk underwent a rework and now cuts the administrative burden of new colonies by half. Has the most specific requirements of all Ascension Perks, and essentially requires you to build your primary species just so you can take this perk.Ice mining is one of the few ways to increase planet size.Unlocks a special Colossus weapon that drowns planets and turns them into ocean worlds, should you also pick up the Colossus Project perk.Makes the Aquatic trait and Ocean worlds incredibly strong.Fantastic choice if you meet the steep requirements. The only Ascenion Perk locked behind a flavor pack, this one is tailor-made for the new playstyle the Aquatics Species pack provided. Require sizable alloy investments at a stage of the game where you’ll also be wanting to build and maintain several huge fleets.With the penalties to pop growth in larger empires, Ring Worlds can be difficult to fill up to the point of usefulness in the late game.Not particularly useful if there are ![]() Even better if your empire accepts refugees, since ring worlds are 100% habitable to everyone Ring Worlds are one of the best habitable locations in the entire game, especially useful in the late game to dump excess pops.Dyson Sphere and Matter Decompressor can easily make energy and minerals a non-issue for the rest of the game, allowing your economy to run massive deficits.All of megastructures unlocked by this perk are fantastic, and there aren’t many games where this is a bad pick. What is this doing here? It can really be your very first Ascension Perk? Turns out, it can…although I wouldn’t recommend waiting for it to be your first. If you want to focus on edicts, get this perk, otherwise it can easily be skipped. Edicts can be really good, but their usage often comes down to personal preferences. This perk is very straight-forward, and I can’t really give it much of grading. Still won’t make your starbases strong enough to defend choke points on their own.Fleets are generally a better use of alloys than starbases, and alloys are seldom an abundant resource.Situational, there are almost always better options available.Can be really useful early game for protection and useful mid/late game for some extra firepower when guarding against crises.THE turtle ascension perk, with good choke points can compensate for an under-developed or crippled fleet.Good synergy with the Unyielding tradition, can provide enough of a boost to fend of small to medium fleets even in the late game with little to no fleet support.It doesn’t actually give anything “new” to your empire, like many of the others at this level, and the boosts don’t really put starbases at a level where they can really hold their own. This Perk gets a lot of flak, and the reasons are clear. One Vision provides similar bonuses, but without any costs or ethic requirements.Unity, Amenities and Spiritualist Attraction are already pretty easy for Spiritualist empires to get, with their access to Priests and certain events.Generally speaking, good Consecrated Worlds are also good for colonization, and can directly compete with your growth options.Have to be some degree of Spiritualist, restricting your robotic/synthetic options.Easy way to grow the Spiritualist Faction, if you’re wanting them to become more dominant in your Empire.Extra useful if you start near the Spiritualist Fallen Empire and have a sacred world in your borders consecrating a sacred world gets you Holy World bonuses on a planet you are unlikely to be able to colonize for long early game.Amenities boost can offset some of the penalties from the Repugnant trait, early development of Specialists, and lack of entertainment buildings, in addition to acting as a boost to happiness (and overall productivity).For only 50 influence, can get solid bonuses out of planets that would otherwise make bad colonization choices due to habitability.In exchange for some influence and making a world de facto uninhabitable, you get some bonuses based on the “holiness” of the world. Solid Ascension Perk only available to Spiritualists. ![]()
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