Stellaris

Stellaris

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Expanded Stellaris Ascension Perks
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17.750 MB
Jul 16, 2017 @ 7:43am
Jun 22 @ 10:25am
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Expanded Stellaris Ascension Perks

Description
Stellaris 3.12.* ///
Intro>
This mod adds 45 new Ascension Perks to the game. Designate your planets as Forge Worlds or Garden Worlds, find new deposits and unlock special rare technologies to be discovered. Specialize your empire based on ideology and much more!

Featured in Odin Gamings top 10 Stellaris Mods of 2017!

I have tried to keep away from "Boring" stuff (like +5 Starbase Capacity). There are still a few perks like that, but I have tried to make things as fun as possible. A lot of the perks have more to them than what is written in the description (It would have become far too long!).

Example Perks
  • Deep Core Mining: Lets you discover new mineral deposits on a planet, but reduces its happiness and habitability.
  • Forge Worlds [Hive Minds Only]: Let's you designate a planet as a forge world, increasing production capabilities while giving other penalties.

Important Information - Please Read
  • There is a Delta Dev branch version of this mod found here.
  • The full list of perks and their effect can be found on this description page.
  • Please read the "Providing Bug Reports" section before providing a bug report.
  • Certain perks have passive negative effects on other empires (like penalties to rivals). The AI does not use them, but you can make it use them using an option in the "common/scrippted_triggers/est_options.txt" file.
  • Please provide feedback and bug reports for my tradition perk mod at that mod's page.

Expanded Stellaris Traditions
Check out Girion's other mod, Expanded Stellaris Traditions which adds 44 new Tradition Trees to the game! Temporarily since the main mod is outdated, please check Ben_D⚜ and Kroun updated version instead.

Features:
  • 44 new tradition trees added.
  • Extensive use of tradition swapping.
    • Playing a hive-mind, or an authoritarian dictatorship? In that case, liberal democracy style traditions will be swapped out for more fitting stuff (what exactly depends on what you play).
    • Not using Robots? Traditions giving bonuses to robots will give different bonuses. Same things for slavery, megastructures etc.
    • Theme changing with your empire. The Order tree will be very different for a Slaving Autocracy and an Egalitan empire.
  • Built-in AI support. Either the AI is able to use a tradition properly, or they will have an easier-to-use swap giving a corresponding bonus.
  • Traditions do not only contains passive bonuses, more interesting effects, such as:
    • Bonuses depending on your playstyle, conditioned on fulfilling special conditions.
    • Adding new buildings, edicts, jobs, policies, technologies, traits, etc.
    • Gain resources for destroying enemy ships, raid neighbouring empires, pick virtues for your leaders, and much more interesting stuff.
  • Unique icons, tree layouts, and well-written flavour texts for all traditions.

Providing Bug Reports
Please report all bugs that you find. However, it would be very helpful if you could follow these steps to make it easier for me to fix the bug:
  • Please report your bugs at this discussion page. I can't always fix bugs as they are reported, and if you only report them in the main discussion they very easily get swamped by other comments by the time I can look at them.
  • Please describe what is the problem. "X doesn't work" is not very helpful.
  • Please provide a screenshot, it is very helpful.
  • Please try and confirm whenever the bug persists with only this mod present.

Compatibility

Translations
ESAP has English native support and has localization set in place for translators, translations are handled in separate mods that have to go below ESAP in the mod load order, here is a list of translations so far:

Giving Input
The vast majority of all playthroughs with this mod are not done by me, to make it as good as possible I need all the input I can get. Please come with any input that you have, a large amount of the input I receive actually have real input on this mod. Please note that there are appropriate pages at the discussions tab of this mod for each type of input.
  • Balance: While top priority has been to come up with interesting themes for all perks I do believe this is not incompatible with having a balanced mod. All input on which perks you find too strong to weak is appreciated.
  • Bugs: I test everything that I upload. However, this mod gets quite complex and in certain cases, there might be a bug. There is also a lot of stuff in it so I've probably missed a few things as well. Right now it should be quite solid, with the next update there might be a few new ones though. Please report!
  • Spelling: English is not my first language (however I try to check everything with a spell checker). If you find some error, tell me and I will fix it.
  • Suggestions: Have any cool ideas for new perks? I am open to suggestions. No promises but if you have something I will think about it at least.
  • Themes: Do you like the themes of the perks? Are there any one of them that you don't think is clear enough? I think the RP part is important, so please come with any input you have on this. Maybe you have an idea for a more fitting name for a tree or tradition?

Thanks
The guys in the Stellaris Mod Discord Channel
For helping me with various things.
Odin Gaming
For featuring this mod.
The creators of CWTools for Paradox Modding
This seriously makes the modding process three times easier.

[discord.gg]
Popular Discussions View All (10)
42
May 29 @ 7:14pm
PINNED: Ascension Perk List - (WIP)
ArutamSartek
567
May 22 @ 12:54pm
PINNED: Bug Report
Private Feelings
99
Jun 24, 2023 @ 10:27pm
PINNED: Balance Input
Private Feelings
1,993 Comments
Zardae Jul 15 @ 3:04am 
Nevermind, it seems like I misunderstood the origin. It's all good
Zardae Jul 15 @ 2:48am 
Hey, it might be an issue on my end, but I started a run with the Synthetic creed origin and I can't seem to pick the Ascension Perk. My guess would be that the issue is with this mod, but I'll check again, I guess.
ArutamSartek  [author] Jul 3 @ 4:55pm 
@Destwin It was a valid concern so no need to say sorry, I'm glad it is working flawlessly and as expected then.
Destwin Jul 3 @ 4:38pm 
@ArutamSartek I just spoke to one of the Gigas devs and they told me that the AP isn't changed directly. It just uses whatever empire size reduction from colonies and applies them directly.
That means it's compatible with anything changing the AP.
Sorry for the hassle.
ArutamSartek  [author] Jul 2 @ 7:00am 
@Destwin I love to play with Gigastructures, actually is one of the mods I keep track of for compatibility but if you look at your "\Steam\steamapps\workshop\content\281990\1121692237\common\ascension_perks" folder (Gigastructures mod folder) you'll see there is no changes to AP Imperial Prerogative (I've tried to redownload the mod files and they are still the same). If it is a quality of life submod please link it here so I can take a look at it, merge the effects here and in my Sartek Tradition / AP Merger mod.
Destwin Jul 2 @ 6:50am 
Hello, is it too much to ask to make this mod compatible with the frameworld found on the Gigastructural engineering mod? They change the Imperial Prerogative AP to have an extra effect when using the Frameworld origin.
ArutamSartek  [author] Jul 1 @ 3:26pm 
@lehman3 No problemo :crashthumbsup:
lehman3 Jul 1 @ 2:11pm 
Will see if i can pinpoint it
lehman3 Jul 1 @ 2:11pm 
Ok thanks, it seems to have been a completely diferent mod or my mod order, since in a diferent mod list the issue seems to not be there
ArutamSartek  [author] Jun 30 @ 1:28pm 
@lehman3 try to erase the mod's local folder and resubscribe, this does not change cyber ascension paths at all but maybe you have a really old version of this mod.