Stellaris

Stellaris

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Karina Jan 24, 2019 @ 6:13pm
Choosing last two ascension perks
Currently i have-

1) 10% reseach speed
2) mind over matter
3) habitats
4) transcendence
5) master builders
6) galactic wonders

I have no idea what to pick next. Masters Of Nature for slightly higher population density? But i have only 7 dirt balls and cant get any more. Also i can just construct new habitat if i run out of living room. Ecumenopolis is not availible because Agrarian Idyl. Bonus damage vs crisis and fallen empires?
Last edited by Karina; Jan 24, 2019 @ 6:13pm
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Showing 1-12 of 12 comments
TwoTonTuna Jan 24, 2019 @ 7:15pm 
Do you have a lot of xeno pops in your empire via migration or conquest? Are their ethos conflicting with the ethos of your empire? If yes, One Vision for +10% unity and +50% ethics attraction. This will make your pops more likely to switch over to your governing ethics.

Are you a xenophile empire with multiple immigration treaties? Get xeno-compatibility. The huge pop growth bonus is what you really want, though the hybrid pops are a welcome bonus if you don't care about fiddling around too much with traits.

Do you have fleets with a combined strength of 300k or more? If no and you're nearing year 2400, reserve a point for Galactic Contender. Use it if a fallen empire awakens and declares war on you before you can gather a fleet large enough to oppose them. Reserve the other point for Defender of the Galaxy if year 2450 rolls around and you don't have at least 200k fleet power.

Are your trade routes plagued by piracy? Get Grasp the Void to build more bastions equipped with hangar bays, which will add a nice chunk of trade lane protection on vulnerable routes.

Are you xenophobic empire that doesn't care if the rest of the galaxy hates you? Get Nihilistic Acquisition, capture xeno pops, and purge them under Forced Labor. Free food and minerals without the empire sprawl penalties.

Are you a warmongering empire that wants to capture planets/systems without wasting influence on claims? Get Colossus Project. Even if you don't use it, simply owning a Colossus allows you to declare war and instantly own any planet/system you occupy.
Stormsong Jan 24, 2019 @ 7:33pm 
I like bonus dmg to crises, because the AI sure as ♥♥♥♥ aren't going to help. So I'd definitely grab that.

I like taking One Vision for most of my spiritualist games, but maybe that's me. Might also consider executive vigor to make unity ambitions last longer, and in so doing might allow yourself to take another and juggle 2-4 (unless the Edict Duration does not affect unity ambitions bug is still present).

If nothing else suits, Colossus Project. Total War CB, bit of mindless fun, death (conversion) beams. What's not to love?
Karina Jan 24, 2019 @ 7:37pm 
Originally posted by Kodesh:
Do you have a lot of xeno pops in your empire via migration or conquest? Are their ethos conflicting with the ethos of your empire? If yes, One Vision for +10% unity and +50% ethics attraction. This will make your pops more likely to switch over to your governing ethics.

Are you a xenophile empire with multiple immigration treaties? Get xeno-compatibility. The huge pop growth bonus is what you really want, though the hybrid pops are a welcome bonus if you don't care about fiddling around too much with traits.

Do you have fleets with a combined strength of 300k or more? If no and you're nearing year 2400, reserve a point for Galactic Contender. Use it if a fallen empire awakens and declares war on you before you can gather a fleet large enough to oppose them. Reserve the other point for Defender of the Galaxy if year 2450 rolls around and you don't have at least 200k fleet power.

Are your trade routes plagued by piracy? Get Grasp the Void to build more bastions equipped with hangar bays, which will add a nice chunk of trade lane protection on vulnerable routes.

Are you xenophobic empire that doesn't care if the rest of the galaxy hates you? Get Nihilistic Acquisition, capture xeno pops, and purge them under Forced Labor. Free food and minerals without the empire sprawl penalties.

Are you a warmongering empire that wants to capture planets/systems without wasting influence on claims? Get Colossus Project. Even if you don't use it, simply owning a Colossus allows you to declare war and instantly own any planet/system you occupy.
No, im a single species empire.
No, i dont sign any migration treaties or accept refuges. Aslo im not xenophile.
No i dont. Probaby the best pick just like i thought.
Nope, dont have a xenophobe or authoritarian ethic. Although my policies are somewhat xenophobic.
Nope, im a non fanatical pacifist. Can i really just take systems if i have collosus? As a pacifist?
Last edited by Karina; Jan 24, 2019 @ 7:45pm
I always save the defender of the galaxy for the last slot so I can deal with the final crisis, but otherwise Collosus could work for a pascifist, not entirely sure about the details.

Conscecrate is a much better bet than One Vision because it also provides a boost to amenities, and it's just spiritualism rather than your governing ethics (even if it's a bigger chunk with one vision).. which is the more important one generally. But really down to preference.

Of course you have to be willing to give up 3 normal planets or Gaia ones.

Other alternatives that I think are really good (either or):
Are Gaia planet creation or City Planets (given the megacorp dlc), picking one or the other is a great boost to planets.. though Gaia is bugged if you aren't in the current Beta.
City planets are ridiculously good for alloys and consumer goods on planets that you might otherwise not find too useful.

Gaia meshes well with the Consecration as it guarantees that the ones you do consecrate are Gaia.

Mastery over Nature is really nice with the additional districts if you're planet heavy too, especially as a pascifist since you won't be expanding as much. (not a good idea with just 7 though).

Edit:

By the way.. if you're pascifist spiritualist from what I gathered.. and you want to war people.. one vision is actually detrimental since you want to avoid the pascifism faction.

That means just the straight spiritualism of Conscecrate is better, but other options are probably the better bet at that point.
Last edited by Lady Crimson (RIP); Jan 24, 2019 @ 8:26pm
I don't understand why you'd go to the trouble of capturing a species just to purge them.. you don't get any special resource boosts from it. Better off enslaving a species and modifying their traits to better service what they're working on. Also Xenophobes get the unique livestock ability which is actually really ridiculously good now. Since it does not use any job slots.
The idea of purging is that you don't want the pops to begin with.. forced labor is there so you still get production as you're removing the population that you don't want.

So setting up capture settings just to remove them (and have to have available jobs for them in the meanwhile), just seems like a waste of effort.
Karina Jan 24, 2019 @ 8:34pm 
I cannot purge since im not a xenophobe. I also cannot conquer planets cause im pacifist. I play somewhat xenophobic cause i dont sign migration treaties and dont allow refuges- but that because i dont want species with bad traits, species living in wrong climate, species with wrong ethics. I already have permanently angy pacifists and xenophobic pacifists, i dont want to deal with xenophiles also.

Also- even if i can start unrestricted wars as a pacifist- do i really want to? Im fine as it is. I rather enforce my believe system upon them and invite them to my federation.

Regarding consecrated worlds- i have three small dirt balls i did not colonised yet, one of them is gaia.
Last edited by Karina; Jan 24, 2019 @ 8:37pm
That might be ideal then for a nice economics boost on unity, amenities, and spiritualism for all your planets. You do sacrifice the planets but hopefully with enough in Ringworlds and Habitats it's fine.

I beleive they mention the exact numbers in the wiki.
Last edited by Lady Crimson (RIP); Jan 24, 2019 @ 8:39pm
If it is a normal gaia and 2 normal other planets (not a holy world from a Fallen Empire, or a Tombworld (though you may be able to terraform with no impact in the long run, not sure).

It should be : +14% Unity, +7% Amenities, +14% Spiritualism. (for all 3)

With it being more if it's a FE holy world.
Last edited by Lady Crimson (RIP); Jan 24, 2019 @ 8:43pm
Of course you could make the Gaia into a resort world through a technology.. so who knows if it's worth the while.
Karina Jan 24, 2019 @ 8:47pm 
Originally posted by Lady Crimson:
That might be ideal then for a nice economics boost on unity, amenities, and spiritualism for all your planets. You do sacrifice the planets but hopefully with enough in Ringworlds and Habitats it's fine.
Im kinda rolling in amenities- each planets have 7 or 10 priests and 5 medical workers. Majority of my planets sit at 20% extra happiness from amenities. Unity also looses some of its usefullness after everything has been unlocked. That only leaves spiritualism attraction. And i already have 75% of my pops being spiritualist.
Azunai Jan 25, 2019 @ 4:38am 
grasp the void is kinda decent if you don't know what else to pick. 5 more starbases means +180 naval capacity if you don't need them for other purposes.

defender of the galaxy is also nice to have. a little boost against the crisis is always nice to have unless you tuned crisis strength down to something very small. and the (small) opinion boost you get on top of it doesn't hurt either. probably not going to do much, but it can't really hurt and is better than an unused empty perk slot.
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Date Posted: Jan 24, 2019 @ 6:13pm
Posts: 12