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Better Balanced Ascension Perks and Megastructures
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0.012 MB
Apr 24, 2017 @ 7:02am
May 14, 2017 @ 6:19am
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Better Balanced Ascension Perks and Megastructures

Ever think that some Ascension Perks are a little lackluster?
Want to build Megastructures, but waiting until the end of the game seems silly?
Then try out this mod.

I've clipped down a few of the less interesting Ascension Perks and rolled their effects into some of the others to make what used to be an obviously weak choice into a less obviously weak choice. In addition, you can take the first perk of each Ascention Path at the same time allowing geneticly improved psychic cyborgs. Too much? Maybe. But fun!

Megastructure prices have all been lowered significantly to be in parity with the costs of similar habitats with similar outputs and can be constructed simultaneoulsy.

Habitats are available with Spaceport technology instead of an Ascension Perk!
Cost: 2400 minerals
Time: 3 years

Ring Worlds are now bundled in with the rest of megastructures in Galactic Wonders! Still more expensive than a bunch of habitats, but much easier on Influence.
Cost: 30000 minerals (down from 110,000)
Time: 30 years (down from 60)
Updated! Now custom built Ring Worlds can be expanded to 12 habitats for additional costs!
Very expensive, but very dense colony potential!

Dyson Sphere output is up 25% to 500 energy!
Cost: 35000 (down from 210,000)
Time: 10 years until first energy output (down from 25) and 37 years to completion (down from 55)
Updated! Now Dyson Spheres have an additional four stages. bringing power output up to 1000!

Science Nexus output nearly doubled to 100!
Cost: 16000 (down from 70000)
Time: 25 years, same as before!

Sentry Array is mostly the same! Honestly this was probably the best balanced in the bunch...
Cost: 46000 (down from 70000)
Time: 25 years, same as before!

Why did you bundle the perks and structures together? Because the Ascension Perk and Megastructure files are closely tied together and any mod that fiddles with one is probably going to fiddle with the other, so I went ahead and did it in such a way to improve game balance and fun to the best of my ability.

Note: I would like to be able to properly change the Sphere so that it adds fewer plates with each upgrade, but I have no idea how to graphics!

Now updated for 1.6!

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Archmage_Bael Mar 28 @ 9:02pm 
Sometimes it seems the ring world segments will overlap and will great a gap in the ringworld model.

Not sure if that's your doing or not, but its a thing and its weird, haha.


this mod needs an update badly. the Colossus perk doesn't even exist if you use this mod. Interstellar Dominion shows up, but there's a null description. I'm unsure how many other ascension perks don't work correctly, either.

For now, I recommend against using this mod, unless you want to activate it to cheapen the cost and build time of your megastructures, then deactivate it for everything else.
Foghail Mar 26 @ 8:16am 
Any chance this is going to get updated for 2.0.2?
Vikeyev Feb 25 @ 11:23am 
ahh i wonder if there is a variation where i can keep the same ascention perks but remove the voidborne requirement for ringworlds.
Sturm Krahe Feb 2 @ 2:45pm 
This is a great boost for me, but sadly it seems to conflict with a mod that lets you build dyson spheres and ringworlds around the same star, do you think you could add that functionality to this mod so it could be done?
MisterBazooka Nov 3, 2017 @ 11:29pm 
I noticed an issue after the latest update where colonies on ringworlds are not able to build spaceports. All options are greyed out and the message "An orbital station is already orbiting this planet" is given. This issue appears to occur when the section of the ringworld is completed (i disabled the mod in the middle of construction, and it only happens to the segments completed while the mod was enabled)
Warriordude118 Oct 9, 2017 @ 5:30pm 
After checking the code and testing ingame, it seems that the mod it mostly stable, although machine empires cannot build machine worlds, or use the ascensions, as they cannot research the required technologies. Otherwise, it seems like it still works for the most part.
dragonmankyle Sep 30, 2017 @ 2:18pm 
Will this be updated for 1.8?
Kserkes Sep 9, 2017 @ 7:18pm 
Could you make submod with habitats limited in park? Otherwise ai just spam its and game is barely playable becaue too much planets :D
severedwind  [author] Sep 2, 2017 @ 1:52pm 
It was the third or fourth level of the Spaceport chain.
Destria Sep 1, 2017 @ 11:01pm 
how to build the habitat?i cant test that feature in my on going game,what tech i should research?