Stellaris

Stellaris

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Expanded Stellaris Ascension Perks
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17.750 MB
Jul 16, 2017 @ 7:43am
May 13 @ 7:04am
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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 Temporarily since the main mod is outdated, please check Ben_D⚜ and Kroun updated version instead.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)
40
May 13 @ 8:24am
PINNED: Ascension Perk List - (WIP)
ArutamSartek
565
May 18 @ 1:47pm
PINNED: Bug Report
Private Feelings
99
Jun 24, 2023 @ 10:27pm
PINNED: Balance Input
Private Feelings
1,979 Comments
Samuel L May 18 @ 12:48am 
@ArutamSartek
Oh, thanks!
ArutamSartek  [author] May 17 @ 8:52am 
@Samuel L That is an issue that was introduced in Vanilla Stellaris around version 3.8 and both mods (Expanded Traditions or Expanded Ascensions) have nothing to do with this and when you were told it could cause incompatibilities, they were 100% correct. However this is fixed in another one of my mods that gets rid of the limit and helps with compatibility:

https://steamcommunity.com/sharedfiles/filedetails/?id=2821711162
ArutamSartek  [author] May 17 @ 8:45am 
@Darrow O' Lykos You might want to resubscribe to the mod because this mod (Expanded Stellaris Ascension Perks) does have the "modifier_category = pop". In fact, it should look like this (currently looks like this):

planet_managers = {
parent = planet_administrators
modifier_category = pop
generate_mult_modifiers = {
produces
upkeep
}
generate_add_modifiers = {
produces
upkeep
}
# Inherited Modifiers
triggered_produces_modifier = {
key = planet_administrators
modifier_types = {
mult
add
}
trigger = {
always = yes
}
use_parent_icon = yes
}
}

My advice is to set this mod below the Traditions mod since the economic categories is something that I constantly update not just in this mod but in my economic merger mod found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2877750087
Samuel L May 17 @ 8:19am 
can't pick modular, virtual, and nanotechnology ascnesion perk if alraedy have more than 7 traditions researched.... expanded tradition slot mod maker says they will not fix, because this will cause incompatibility with other tradition mods... so that means tradition mod must fix this?

https://steamcommunity.com/sharedfiles/filedetails/?id=2608299248 :
⚠️ Warning ⚠️
Be advised that vanilla ascension paths are coded to be picked within the 7 first tradition categories. If you surpass this number, the ascension perk will be unavailable. This won't be fixed, as it will create compatibility issues with other tradition mods.
Darrow O' Lykos May 17 @ 7:20am 
So I'm checking and trying to resolve some conflicts. This is with using both this mod and expanded stellaris traditions 3

In common/economic_categories
- planet_managers

Traditions has the line "modifier_category = pop", which ascensions doesn't have
Ascensions has the line "mult" in the "modifier_types ={} bit, but traditions doesn't.

How do I go about "merging" these two? Should I copy both of those lines in the irony conflict patcher or neither?
Thanks in advance for any insights!
ArutamSartek  [author] May 14 @ 5:30pm 
:LIS_pixel_heart:
Ethric May 14 @ 7:57am 
Thanks for the quick reply. Good mods you make by the way. Thank you.
ArutamSartek  [author] May 13 @ 9:00am 
@Ethric For any mod is the id= in the URL, this one in particular is 1067631798.
Ethric May 13 @ 8:55am 
Great mod but a little help please. What's the mod id number to delete it? Got more then a few mods.
ArutamSartek  [author] May 13 @ 7:43am 
@Guilliman Yea, that is really odd but hey thanks for the report because I want this mod to work for everyone.
:lilimok: