Stellaris

Stellaris

116 ratings
Perked Up Perks [3.14]
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
355.500 KB
Apr 6, 2020 @ 5:20am
Nov 10, 2024 @ 1:22am
32 Change Notes ( view )

Subscribe to download
Perked Up Perks [3.14]

In 1 collection by Dragatus
Dragatus' Vanilla-ish Mods
8 items
Description
tl;dr: Rebalanced ascension perks to make basic ones more interesting and the more advanced one less gated by technology.

Notification (March 2025)

I'm currently burned out on Stellaris and moved back to Crusader Kings. Eventually I'll come back and update all my mods, but I make no promises on the timeframe. In the mean time I give my blessing to anyone who wants to make an up-to-date re-release of my mods. I'd just appreciate a mention as the original creator. Now back to the mod.

Introduction
In current Stellaris technology and research are far more important than Unity and traditions. What's worse, you can generate too much Unity and unlock ascension perks faster than you can research technologies required to unlock the ones you want. This mod aims to combat that and make generating Unity more rewarding while still preserving the feel of vanilla Stellaris.

How it works
Ascension perks are now categorized in three groups:
1) Basic perks have no prerequisite and they give you a related technology as a permanent research option, typically a tier 2 technology which wouldn't be available for a while
2) Intermediate perks require you to already have two basic perks and have some technological requirements, but in several cases a basic perk will give you the requirement as a research option, so you can chain basic perks into intermediate ones.
3) Advanced perks require you to have four basic or intermediate perks selected first. They have technological requirements, but they will often be less strict than in the unmodded game.

All the perks have also been revised and many have new or altered effects.

You can view the full list of changes here: In-depth change list

Additionally maximum possible leader level cap is no longer limited to 10 like in the base game. There is effectively no more fixed upper limit anymore. This was necessary to make Transcendent Learning actually work properly and as a side effect the Philosopher King civic and Talented species trait should no longer be useless either. This effect is fully compatible with any other mods that also remove the upper limit of the leader level cap.

COMPATIBILITY

This is a gameplay altering mod and as such it will prevent you from getting achievements.

The mod replaces one file: .../Stellaris/common/ascension_perks/00_ascension_perks.txt

It will be incompatible with any mod that also edits that same file, but should be compatible with all the mods that don't. It may also be technically compatible but effectively incompatible with a mod that dramatically alters the game in some other way.

This mod may confuse AI overhauls like StarNet and StarTech AI, but the perks are still close enough to vanilla that it should work well enough.

Shameless self-promotion
I'd be grateful if you could rate the mod with either thumbs up or thumbs down. The button for it is up just below the mod cover image. If you really like the mod there is also a favorite button nearby.

If you like this mod you might also my other mods.

I also created a Discord server[discord.gg]
Popular Discussions View All (1)
0
May 19, 2020 @ 4:05am
In-depth Change List
Dragatus
290 Comments
AL|EN Feb 11 @ 11:28am 
np
Dragatus  [author] Feb 11 @ 10:43am 
Oh, so *that* is what broke that system. Thanks for the heads up.
AL|EN Feb 9 @ 8:03pm 
@Dragatus Thanks for this mod!

Sorry for the nitpicking, for the next update, could you please add the "v" letter for the "supported_version" property in the descriptor? mod file for the next mod update? Otherwise, the launcher still complains, "This mod was created for another game version ..." and displays an exclamation mark icon.

You can also set "supported_version=v3.*" to avoid updating it for every minor version.

I've also reported this as a bug but so far no fix.
Dragatus  [author] Nov 29, 2024 @ 11:12pm 
What people say is mostly a three way discussion I have with you and doctornull here in these comments. :D
Peter34 Nov 29, 2024 @ 8:26pm 
Try with 25%, see what people say about it.
Dragatus  [author] Nov 29, 2024 @ 10:10am 
@doctornull
Yes, I added Mega-Engineering as a requirement. It's also one of the few advanced perks, requiring 4 other perks to be selected first (1 more than unmodded).

@Peter34
I suppose I can always buff it, if it's too low.
doctornull Nov 25, 2024 @ 3:52am 
You added the Mega-Engineering requirement to Cosmogenesis, right?

Asking because I saw some people talking about Unity-rushing Cosmogenesis and avoiding doing research until they built a Lathe.
Peter34 Nov 24, 2024 @ 8:18pm 
Shield Hardening sounds like a good idea, but 50% is probably way too much. I think 25% is plenty to make it worth taking.
Dragatus  [author] Nov 24, 2024 @ 7:44am 
No, Enigmatic Engineering has a "defensive vibe". It doesn't make you good at figuring out others, it makes others bad at figuring out you. What I'm thinking about is throwing in 50% shield hardening. The logic is that your shields work differently too and the usual methods of penetrating them are largely ineffective. A shield bonus also fits because cloaking devices are gated by shield technology, so there's a connection there.

This would make it a good companion perk for psionic ascension too and I like synergies between perks.
Peter34 Nov 22, 2024 @ 5:30am 
Another thing it could do, instead, as a "sweetener", is to reduce the Influence cost of Espionage Operations.

That's kinda something I think Subterfuge ought to do, but I don't use any mods that re-balances or fixes Traditions (I've looked at a few, but they're... extreme), and it makes some sense if Enigmatic Engineering gave -25% Espionage Operation Influence cost.