![]() ![]() Increasing the number of slots alone doesn't change the logic of prioritizing the generally-more-powerful Tier 2 perks over the much-less-powerful Tier 0 perks. This derives from all ascension perks being in direct competition for the slot. I disagree, because the issue isn't 'you can't get them all eventually,' but rather the locked-in order of preference. More Ascension perks = more ascensions, problem solved, right? TL DR: More perk slots isn't a solution, because the problem is the direct competition of perks against eachother.Ī common suggestion in the past, and a work-around via mods, is to just increase the number of ascension slots the player can get. Or- to put it another way- the Tier System dictates the order of 4 of your first 5 ascension perks, and the majority of your game's competitive stage, rendering 17 out of 18 other tier 0 ascension perks completely irrelevant.Ī Solution That Would NOT Work: More Perk Slots This, in turn, renders your first ascension perk to be the only one really competing against the rest of Tier 0, which causes a tension between flavor/role play ascension perks, and strategic benefit perks, that itself leads to pressure for optimization over variety. These first 5 ascensions are not only the most important strategically, but also likely determine if you've won or lost the campaign if the ascensions are decisive. It's almost never a contest outside of pure role-play, but mechanically role-play itself has been pressured against by the power bias.įunctionally, this means that not just half of your total perk choices are committed, but 4 of your first 5 ascension perks can be broadly predicted before the game starts. Remembering that the very point of the tier system was to gate-keep other options from being chosen too early, these too-powerful-to-be-chosen-early ascensions are competing for singular perk slots against weak-enough-to-be-initially-available traits. ![]() Then- having access to the tier- your next two perk choices are going up against Galactic Wonders (truly powerful megastructures) or your Unique World slot (Gaia/Arcology/Hive/Machine). This, in turn, unlocks Tier 2, where the Ascension's culmination is the natural 3rd AP. For Ascension Perk 2, the first tier 1, you can start your Ascension Path. Where this becomes an issue, however, if that most of your most important ascension perks are effectively locked in for ascension perks 2-through-4. While some also require techs (ie, Climate Restoration and unique worlds), once you reach a tier, that tier is now in direct competition for perk slots as all previous tiers. However, tier 2 is where the game's most powerful perks reside- the ascension path final perks, Galactic Wonders, the special mega-worlds, etc.Īs a gating mechanic, the Tier System primarily works to prevent early access to these more powerful perks, requiring you to devote the pops to unity production to unlock them. A Tier 1 ascension perk requires 1 perk be chosen, a Tier 2 requires 2 perks be chosen, etc.Īs you can see, there are double the Tier 0 perks as an empire can take. 'Tiers' broadly relates to the power, but is primarily a gating mechanic to prevent early access. Under the current system, Ascension Perks are broken into tiers that, once unlocked, are all viable choices for the next ascension perk. ![]() While all perks are not available to all empires, even halving the pool is more than double the total Ascension Perk capacity of an empire. Low-tier perks not chosen early only become worse options later on as more powerful tiers are unlocked, rendering many into 'never picks' only taken by the AI.Ĭurrently, there are 37, soon to be 38, Ascension Perks in Stellaris. TL DR: Having 8 perks be mutually exclusive creates an undesirable pressure effect where players feel they have less strategic flexibility when choosing ascension perks because of the ever-higher opportunity costs when picking their options. ![]() This will remove the zero-sum competition of high-tier Ascension Perks being in direct competition with lower-tier perks, while also increasing the value of unity-production by giving more value for unlocking traditions sooner than later. TL DR Proposal: Instead of 1 Ascension Perk slot which can be used for any Ascension Perk, I propose a system where more perk slots are opened, but empires are limited to perks of that tier. I know I am not alone in this pattern, which could be called a self-imposed pattern but also reflects an issue that happens when some things are so good (not just mechanically, but in flavor), why would you choose anything else? This is a bit of brainstorming on how Stellaris gradually keeps adding Ascension Perks I'll almost never use in Vanilla, because of 8 ascension perk slots 4 of them are almost always filled with the same general pattern: 2 for an ascension path, 1 for my special world focus (Arcology or Gaia World), 1 for Galactic Wonders. ![]()
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