There's a significant chance that they're simply overkill and you would have had an easier time early on by investing in perks with shorter-term returns. Galactic Wonders, Defender of the Galaxy, and Galactic Contender all shoot towards the same direction of lessening late game challenges. They're inefficient ways to spend influence and should only be used if you're completely boxed in for some reason, or are roleplaying. Mastery of Nature and Voidborne are noob traps. A 10% bonus is fairly trivial with how the science math works, and the +50% chance to roll rare techs can actually be harmful if you're trying to prioritize essential engineering techs like thrusters, strategic resource buildings, ship hulls, spaceport sizes, and anti-grav engineering. Tech Ascendancy is the most overrated perk in the game. Synth ascension requires a rather massive investment of 2 ascension perks and a boatload of engineering research, but gives you unparalled pop growth that can be 3-5x what organics can achieve. Colossi give access to the Total War CB which means you no longer have to pay influence for conquest, and can essentially just blob infinitely as long as you have the economy to support it. Outside of the thematic aspects, am I wrong? Are my chosen perks decent or bad? Are there others I should be considering?Īrcology Project, Colossus Project, and the two Synth Ascension ones are the best 4 ascension perks in the game by a rather significant margin.Įcus completely revamp your economy and greatly alleviate building slot issues. Mastery of Nature: not as many bonus districts as a Habitat, but it did help that time I took it. World Shaping: Great for playing as a benevolent faction, but is how often are gaia worlds good once you can qualify for this tech in the first place?Ĭonsecrated Worlds: I guess, they double down on unity? I'm not sure, given how rarely I use SpiritualistsĬolossus Project, Galactic Contender: Powerful options, but competition for the spots. Voidborne: Seems a logical extension of expanding into space, and the 33% size increase lets me go from 50ish pops to 75ishĭefender of the Galaxy: Diplomatic Boost and an easier endgame (after the Unbidden managed to end my CoM playthrough by fighting me to a standstill despite my having this) Galactic Wonders: Finally stop worrying about minerals and energy. One of each, and I can build the city to almost anything I want with no effort Technological Ascendancy: early permanent +10% research speedĪrcology Project: The districts are just so powerful. My list, not counting the Ascension paths: I have a small list of my favorites, that I think are both thematic and useful. Mastery of Nature is good but not much use early so you might take it if you have higher priority things planned for the next couple of perks.I saw a debate on Nihilistic Acquisition, and that got me wondering what the best Ascension Perks are. However, I think Transcendent Learning and Executive Vigor are both worth considering. The value of Imperial Prerogative tends to zero as the game progresses so would only be worth it as an early bonus. So Imperial Prerogative is not quite as much tech bonus but gives unity and cost bonuses but gives up on the bonus to rare tech option. if it went from 80 to 50 that would only be a 6% tech cost saving. These though are reduced by the amount of remaining sprawl e.g. Why? Typically you will have a 30% or better bonus to tech (from specialisation, level, and techs) so the +10% is actually more like +8% or less.Ī swarm always has sprawl penalties so a +30 to admin is -7.5% to tech costs, -15% to unity costs, -30% to leader and campaign costs. Originally posted by the sandwich:IMO Tech acendency is always the best 1st pick No matter what you are playing as.
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