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Otherwise, you might as well just replace them.
Right now it's not really balanced to be able to replace perks - you could, for instance, take galactic wonders and build all the wonders then ditch the perk. But that would be a nice option if we could put down several traditions worth of unity to change perks.
Not if removal/switching requirement contained something like "Is NOT = has station type Galactic Wonder" Or whatever the relevant code would be. You get the point.
Was just wondering if there'd been any follow up.
I would be interested in swapping perks, but I can also see it as very overpowered. Some edicts can give a great early game boost, but are meh or nothing late game. 50% of the perks, you could use to get whatever they give you (like habitats), then switch to ringworlds or other. Mastery of nature, apply to upgrade your worlds, then get rid of it. Build all three galactic wonders, then get rid of it. Get that -20% claim/outpost influence cost one (forget), use for a few decades, then get rid of it. Fallen empire damage? Swap early game perk for late game to blow up the fallen empire. Gaia/machine worlds... galactic force projection (I think this one needs a buff anyway, but maybe niche builds)...
I don't know. I like that you have to be careful in deciding which perks you pick. So I'd be alright with it being not an option.