My first major complaint: Too many good perks

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smjjames

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If you want some heavy unity production, get the government civic that makes farms produce unity. It gives you SO much unity.

You need to be pacifist for that. Also, seems sorta OP to me, though the advantage is only available to pacifists, which helps offset not being able to expand as much.
 

Mauer

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It's hard to choose your early traditions and some of them won't be very useful if you unlock them in the mid-to-late game, but I guess that's the point.
 

TGK72

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What we need actually is some more negative perks. There is a lot less compared to the positive ones, and most of them only cost -1 point. Kinda ran into a tough decision making my first race today due to the few options regarding the negative perks
 

nessin

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I think too many of the perks sound great but are useless. Ignoring the path specific perks that require a specific setup or playstyle, there are only a couple truly crazy ones.

Mastery of Nature and Galactic Force Projection are basically it.

Voidborne is really iffy at the moment. Habitats are the obvious way to grow when locked in, but they're very expensive and honestly the buildings seem pretty crappy except for credits. A poor planet will outshine a habitat in any other way but credits while costing 3000ish less minerals to establish. And they come so late that it's hard to imagine a state of the game where Habitats can push you over the edge to success. You're either floundering and can't afford them, or have enough internal space to remain competitive at which point to the Habitats really make a difference?

All the other bonuses are kinda meh. Interstellar Dominion (25% border range) might be useful in very niche circumstnaces like trying to push a Fallen Empire's boundary but I can't imagine what benefit you'd need to see to make justifying the perk to be worth it. If you need the border range you can just drop an outpost or do a low score war.

Defender of the Galaxy/Galactic Contender (bonus to end game crisis and Fallen Empires) are basically there for you to hold a spot open and use as needed. Maybe if you start the game with more than the usual Fallen Empires or are intentionally gunning for an Awakened Empire conflict you could justify Galactic Contender, but only after your other critical picks are chosen.

One Vision is only worth it if you're charging for unity points above all else (which would only be a thing for Synethic Evolution or Transcendence games) or are playing a gimmick game of trying to manage a multi-cultural empire that you slowly convert.

Imperial Prerogative is basically there for people who don't like Sectors. Taking it early can be significant so you're not setting up an early sector to cut into your resources during that critical stage, but the benefit of that is pretty dependent upon your position in each game. And it loses value pretty quickly as the game progresses, especially if you go for Habitats which don't count as a directly controlled colony.

And World Shaper is... badly in need of a Terraforming cost reduction to go with the Speed bonus. And maybe the ability to do atmospheric changes if you don't already have the tech.

Technological Ascendancy is good, but only as the filler between Mastery of Nature and Galactic Force Projection and the other perks when you've got one to spend with nothing else to pick or don't need either of the the two great ones.

Everything else is path specific, either only applicable/worth taking if you're gunning for that, be it Flesh/Synehetic Evolution, Mind/Transcendence, Engineered/Evolutionary, and Circle/Galactic Wonders are all pointless if you aren't making them a priority for the entire game. Maybe Engineered Evolution if you intentionally picked some bad traits and shoot for it while still early to get rid of them. I'd have to think about how much value you'd really get out of that, but it's possibly a good option.
 

mackau

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Mastery of Nature.

gtfo tile blockers.