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Stellaris does need mutually exclusive choices like Ascension Perks.

Traditions are one source of these choices, and APs are another.

APs could definitely use a balance pass, but they fulfill a need.
 
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But I do wish there were ascension paths that didn't involve physically transforming your species
Isn't it Psionic ascension? You don't change physically, only connecting to some immaterial universe.
Personally, I've always wanted a megastructure ascension path
I think taking 2 existing megastructure perks IS ascention path - you are becoming much better than others at building megastructures and you get more of them.
 
there is a clear reason why we have two systems
I suppose we'll just never agree with each other, because I see no clear reason. Not trying to offend you, we just have different views.

But there is one hidden reason - perks were once a DLC feature, some time later devs included them in the base game.
 
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I suppose we'll just never agree with each other, because I see no clear reason. Not trying to offend you, we just have different views.

But there is one hidden reason - perks were once a DLC feature, some time later devs included them in the base game.
I mean, I literally gave a reason in my post: Ascension Perks are meta-progression for traditions which mostly offer flat progression.

If you don't see that as something worth keeping around, that's fair, but the idea that there is no reason for them to exist (aside from that "hidden reason") is just objectively untrue.
 
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Detox was most likely made specifically for Knights of the Toxic God.
The colossus they can get makes worlds toxic, and as far as I know, gives them the toxic terraforming candidate.
 
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I think taking 2 existing megastructure perks IS ascention path - you are becoming much better than others at building megastructures and you get more of them.
Agreed with this. People forget that an 'ascension path' involves your actual populace, you know, ascending. Same people who want everything to be a 'crisis'.
 
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Detox was most likely made specifically for Knights of the Toxic God.
The colossus they can get makes worlds toxic, and as far as I know, gives them the toxic terraforming candidate.
Exactly this.

Also, occasionally, rarely, admittedly, but it does happen occasionally if you play a large empire, you end up with so many toxic worlds within your borders it can make sense to pay the opportunity cost of spending a perk on Detox. It usually doesn't even if you have many toxic worlds, but that's all right - having a few very situational ascension perks to pick fromm alongside the more generically useful ones is all right in my book.
 
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1. Why? This just sounds like gutting customization options for essentially no reason. What problem exists that this solves?

2. How? Where do you put the effects of all the existing perks? Not all of them make any sense as traditions, and if they're techs they won't be limited in access to them. The third option is to give them their own system. You are here.
 
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Exactly this.

Also, occasionally, rarely, admittedly, but it does happen occasionally if you play a large empire, you end up with so many toxic worlds within your borders it can make sense to pay the opportunity cost of spending a perk on Detox. It usually doesn't even if you have many toxic worlds, but that's all right - having a few very situational ascension perks to pick fromm alongside the more generically useful ones is all right in my book.

Also, Voidworm nests are full of Toxic worlds, all of which can be detoxed. So the Perk isn't even that bad anymore.
 
Also, Voidworm nests are full of Toxic worlds, all of which can be detoxed. So the Perk isn't even that bad anymore.
They're pretty big too. I don't remember the other two, but they're always the same sizes and the largest per system is always size 34.

So it's a lot of planets, but specifically a lot of GOOD planets, if you happen to have two or three such systems it's definitely worth considering.
 
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Some ascension perks, like Detox, definitely feel like they would make more sense as advanced techs.
Sure. Just not the entire concept.

Some need buffs, some need nerfs, some need adjustment in when they can be picked, etc.

For Detox, I'd favor either making it a tech or rolling it into World Shapers.
 
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Some ascension perks, like Detox, definitely feel like they would make more sense as advanced techs.
There are a lot of things in this game that could go in different categories. I like it where it is because its something that you'd generally take as an RP benefit for specific empires, and if you make it into a tech then it becomes both more mundane (anyone can get it) and hard to guarantee that you will at the same time (RNG).

I would like to see something else added to it, along the same lines as Hydrocentric which does a number of different things along with grant you Terraforms. A Toxic missile barrage for a Colossus which makes a nice populated planet into a world of toxic soup thereby removing the population would be amusing to use, and also explains where all that waste you're removing goes to. Who doesn't want to solve their empire's toxic waste issue by making it someone elses problem?
 
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Some ascension perks, like Detox, definitely feel like they would make more sense as advanced techs.
Personally I disagree.

I think the idea behind Detox specifically as an Ascension Perk is great: A situational effect that you take when the galaxy blessed you with a certain opportunity. Whether it works out like that is up for debate, but the potential for this interesting outcome would be removed entirely if colonizing Toxic worlds was just a tech that you always get access to.

In my opinion, we should have more Ascension Perks like this.
 
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Right now the developers are making more flexible traditions with the new bio ascension tree mechanic so I expect the system to get overhauled at some point to have other traditions follow that flexible based on player choice idea. But for the ascension rewards I think they should enhance some aspect of a tradition tree for unyielding unlock mutually exclusive perks for example better star bases vs better ground defensive armies both things invested by the unyielding tradition but up to the player on how they want to prioritise defence.
 
If we are talking adding new bonuses to detox, I'd argue a species or empire trait to give bonuses to production on planets with toxins. Like productivity bonus if you have toxic blockers on your planet--and maybe the ability to add them like ranger stuff--that way you have more RP connections to the perk. its more useful. and you have a reason to take it if you want.
 
Considering the new volcanic worlds, I find it odd that toxic worlds still need to be cleansed before they can be used.
I hope they do whatever they're doing with infernals and molten worlds to toxoids and toxic worlds as well.