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Rebalanced ascension perks to make basic ones more interesting and the more advanced ones less gated by technology.
In current Stellaris research and technology are far more powerful and important than unity and traditions. Even ascension perks, the main 'selling point' of unity, are gated by technology. This mod aims to combat that and make unity and unity bonuses more useful by removing most of these technological gatings. I also attempted to make the basic ascension perks more useful and interesting so you don't end up picking Technological Ascendancy or Interstellar Dominion every single time.
I would be grateful if you could rate the mod, even if you give it a low rating.
-If you have Utopia DLC the AI will save perks to unlock ascension path and megastructures after it has 2 basic ones.
- Colossus Project now requires either Titans or both Battleships and Citadels. If you don't have Titans researched yet you get them as a permanent research option.
- Ascension paths are now available as 3rd and 4th perk rather than 2nd and 3rd. This gives you more time to research the required techs and forces everyone to pick two "normal" perks for more variety.
- It's possible to combine Engineered Evolution, The Flesh is Weak, and Mind Over Matter but then you can't take the second level of ascension path perks.
- World Shaper, Machine Worlds, and Hive Worlds give Terrestrial Sculpting, Ecological Adaptation, and Climate Restoration as permanent research options instead of requiring Climate Restoration. World Shaper is also available as the second perk pick.
- Galactic Force Projection can be picked as a second perk now (instead of third) and gives Destroyers and Cruisers as research options.
- Grasp the Void now gives +10 starbase capacity instead of +5 and gives Starhold and Modular Engineering as permanent research options.
- Eternal Vigilance bonuses doubled (now gives +50% defense and offense and +10 defense stations) and technology requirements removed so it can be picked as the first perk.
- One Vision now reduces edict cost by 10% in addition to standard effects and ruling ethic attraction bonus is doubled.
- Consecrated Worlds now grants +10% Unity. - Nature Mastery reduces cost of clearing blockers by 50%, grants Terrestrial Sculpting as a permanent research option, and reduces terraforming costs by 15%.
- Imperial Prerogative gives +20 flat Admin Cap in addition to the 5% bonus, making it more useful when taken early.
- Transcendent Learning extends leader life by 20 years, giving you a better chance to save your skilled leaders with life
-extension technologies. - Shared Destiny gives you an extra envoy.
- Voidborne now gives habitats as a research option instead of requiring the technology. This makes it available as the first perk.
- Master Builders requires 2 perks and gives you Mega Engineering as a research option instead of requiring it.
- Galactic Wonders now requires 3 other perks, one of which needs to be Master Builders. It no longer requires you to have built or repaired a megastructure though.
- Arcology Project requires 3 other perks (one more than before).
- Xeno Compatibility no longer requires you to be Xenophile, but the AI will only pick it if it's Fanatic Xenophile. Immigration pull increased from +33% to +50%.
This is a gameplay altering mod, so it will prevent you from getting achievements. The mod only changes one file, so it should be compatible with most other mods. It will not be compatible with any other mod that modifies existing ascension perks though. Of the 1% not compatible the most notable is Starnet AI which relies on building weights and is fundamentally incompatible with building plans in general.
REQUIREMENTS
Stellaris
Full game
FORUM LINKS