I am of the belief that ascension perks are supposed to be something quite big and empire-defining, and not just a +% bonus here or there. They are permanent fixtures that define a society.
I am also of the belief that megastructures could use some help or redefinition, making them less of a package deal.
Finally, I think that the full potential of the ascension and technology card system has not been realized.
So with those three in mind, let's start by defining a few ground rules about my goals here:
1. Ascension perks are big, impactful, and remain relevant throughout the game.
2. Late-game bonuses
3. The ascension perks should have more of an impact on your tech tree than they currently do.
4. Core game mechanics should not be limited to ascension perks. However, as you can see below, I do not consider jump drives, gateways, titans, or terraforming "core game mechanics".
Examples of my ideal version of ascension perks:
Arcology Project - Requires any 1 ascension perk. Enables Arcology buildings, which have housing and jobs for amenities, trade, consumer goods, food. Enables research for improving said buildings. Enables Ecumenopolis research at T5.
Not at all specialized buildings available early, meant to represent self-sustained cities. Ends with a (hopefully nerfed) Ecumenopolis at T5.
Awesome Firepower - Requires any degree of Militarist. Instantly increases all weapon damage by 5%. Increases research speed for all weapon technologies by 10%. Enables all end-game weapon technologies. Enables Colossus research at T5.
One of three ways of winning at space: firepower. The end-game weapon techs include final upgrade guns (like Gamma Laser, Plasma Cannon, Tachyon Lance, Neutron Launcher, etc.). And then you get the Colossus research option with no Titans prerequisite.
Galactic Force Projection - No requirements. Instantly grants +10% hull to all ships. Enables all Improved/Advanced Ship Hulls technologies. Enables Titans research.
The other way to have a powerful fleet is to have individually strong vessels, capped with a game-changer titan.
Gate Network Builders - Requires Hyperlane Breach Points. Enables Hyperlane Registrar (reworked to module, covering area much like how trade hubs work). Makes Gateway Activation research more likely to appear, and grants 25% progress on it. Enables Gateway Construction research.
Early game speed bonuses throughout the empire are not to be ignored. Very strong late game "megastructure".
Grand Fleet - No requirements. Instantly grants +20 Fleet capacity, +40 Naval capacity. Enables all the Standardized Ship Patterns technologies. Improves job and Anchorage naval capacity increases by +1. Enables tier 5 Strategic Coordination Center research.
Weaker out of the gate, but scales better through the mid game, and ends with a powerful megastructure.
Hyperspace Navigators - Requires Speculative Hyperlane Breaching. Halves emergency FTL and experimental drive jump times. Eventually enables jump drives, allows jump drive upgrades.
Jump drives are a significant game-changer that obviates several game strategic elements quite hard. They should come at a price, and not be freely available to all empires.
One Vision - No requirements. Grants +10% monthly Unity, +25% governing ethics attraction. Enables research for increased governing ethics attraction and crime reduction. Enables the Mega Art Installation research at T5.
Although the instant bonuses are not as strong as now, the technologies do add up, freeing up a lot of resources and building slots, and there is a neat megastructure at the end.
Starlords - No requirements. Instantly boosts all mining and research stations built around stars and black holes by +1. Enables research to boost that by another +1. Enables research to suffer lesser penalties due to star types (neutron star slow, pulsar shield nullification). Enables Dyson Sphere and Matter Decompressor research at T5.
Neat early game bonus, especially for wide empires. Culminates in two strong basic economy megastructures.
Technological Ascendancy - No requirements. Instantly boosts research by 5%. Researcher jobs generate 1 Amenity. Enables T5 Science Nexus research.
A more natural progression that encourages building of more research labs, culminating in a megastructure.
Shared Destiny - Requires any agreement with any other empire, and not Xenophobe. Increases all trust cap by +50 and immigration pull by 20%. Decreases all agreement costs by 25%. Enables Interstellar Assembly research at T5.
Slightly changed from its original role, this is now fully dedicated towards federation building and peaceful cooperation.
Voidborne - Requires Starhold. Enables Habitation Ring starbase building, which generates modest emigration pop growth. Enables Habitat research at T3, and upgrades for it at T4. Enables Ringworld research at T5.
Available slightly sooner for a slightly tamer effect, and progresses naturally into ringworlds.
World Shaper - Requires any 1 ascension perk. Reduces blocker cost by 33%. Enables all terraforming techs at various tiers, including Gaia at T5.
Available instantly for the blocker cost reduction, which is important so it doesn't feel weak. Ends with Gaia worlds.
I am also of the belief that megastructures could use some help or redefinition, making them less of a package deal.
Finally, I think that the full potential of the ascension and technology card system has not been realized.
So with those three in mind, let's start by defining a few ground rules about my goals here:
1. Ascension perks are big, impactful, and remain relevant throughout the game.
2. Late-game bonuses
3. The ascension perks should have more of an impact on your tech tree than they currently do.
4. Core game mechanics should not be limited to ascension perks. However, as you can see below, I do not consider jump drives, gateways, titans, or terraforming "core game mechanics".
Examples of my ideal version of ascension perks:
Arcology Project - Requires any 1 ascension perk. Enables Arcology buildings, which have housing and jobs for amenities, trade, consumer goods, food. Enables research for improving said buildings. Enables Ecumenopolis research at T5.
Not at all specialized buildings available early, meant to represent self-sustained cities. Ends with a (hopefully nerfed) Ecumenopolis at T5.
Awesome Firepower - Requires any degree of Militarist. Instantly increases all weapon damage by 5%. Increases research speed for all weapon technologies by 10%. Enables all end-game weapon technologies. Enables Colossus research at T5.
One of three ways of winning at space: firepower. The end-game weapon techs include final upgrade guns (like Gamma Laser, Plasma Cannon, Tachyon Lance, Neutron Launcher, etc.). And then you get the Colossus research option with no Titans prerequisite.
Galactic Force Projection - No requirements. Instantly grants +10% hull to all ships. Enables all Improved/Advanced Ship Hulls technologies. Enables Titans research.
The other way to have a powerful fleet is to have individually strong vessels, capped with a game-changer titan.
Gate Network Builders - Requires Hyperlane Breach Points. Enables Hyperlane Registrar (reworked to module, covering area much like how trade hubs work). Makes Gateway Activation research more likely to appear, and grants 25% progress on it. Enables Gateway Construction research.
Early game speed bonuses throughout the empire are not to be ignored. Very strong late game "megastructure".
Grand Fleet - No requirements. Instantly grants +20 Fleet capacity, +40 Naval capacity. Enables all the Standardized Ship Patterns technologies. Improves job and Anchorage naval capacity increases by +1. Enables tier 5 Strategic Coordination Center research.
Weaker out of the gate, but scales better through the mid game, and ends with a powerful megastructure.
Hyperspace Navigators - Requires Speculative Hyperlane Breaching. Halves emergency FTL and experimental drive jump times. Eventually enables jump drives, allows jump drive upgrades.
Jump drives are a significant game-changer that obviates several game strategic elements quite hard. They should come at a price, and not be freely available to all empires.
One Vision - No requirements. Grants +10% monthly Unity, +25% governing ethics attraction. Enables research for increased governing ethics attraction and crime reduction. Enables the Mega Art Installation research at T5.
Although the instant bonuses are not as strong as now, the technologies do add up, freeing up a lot of resources and building slots, and there is a neat megastructure at the end.
Starlords - No requirements. Instantly boosts all mining and research stations built around stars and black holes by +1. Enables research to boost that by another +1. Enables research to suffer lesser penalties due to star types (neutron star slow, pulsar shield nullification). Enables Dyson Sphere and Matter Decompressor research at T5.
Neat early game bonus, especially for wide empires. Culminates in two strong basic economy megastructures.
Technological Ascendancy - No requirements. Instantly boosts research by 5%. Researcher jobs generate 1 Amenity. Enables T5 Science Nexus research.
A more natural progression that encourages building of more research labs, culminating in a megastructure.
Shared Destiny - Requires any agreement with any other empire, and not Xenophobe. Increases all trust cap by +50 and immigration pull by 20%. Decreases all agreement costs by 25%. Enables Interstellar Assembly research at T5.
Slightly changed from its original role, this is now fully dedicated towards federation building and peaceful cooperation.
Voidborne - Requires Starhold. Enables Habitation Ring starbase building, which generates modest emigration pop growth. Enables Habitat research at T3, and upgrades for it at T4. Enables Ringworld research at T5.
Available slightly sooner for a slightly tamer effect, and progresses naturally into ringworlds.
World Shaper - Requires any 1 ascension perk. Reduces blocker cost by 33%. Enables all terraforming techs at various tiers, including Gaia at T5.
Available instantly for the blocker cost reduction, which is important so it doesn't feel weak. Ends with Gaia worlds.
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