My "short list" of stuff that shouldn't be ascension perks at all.
This is also the list of perks I will NEVER pick up even at x25 GA (ALL) difficulty, because they're utterly boring and absolutely not needed.
Are ANY of these perks on anybodys "mandatory" list or can we all agree to just cut them completely?
Executive Vigor
Interstellar Dominion
Technological Ascendancy
Imperial Prerogative
One Vision
Eternal Vigilance
Lord of War
Grasp the Void
Galactic Force Projection
Master Builders
Defender of the Galaxy
Galactic Contender
Your short list includes several highly popular ascension perks.
The following perks from your list are very popular, either because they are decent generic boosts that you can't help benefit from, which is particularly useful for less experienced players, or because they are very strong for particular builds:
- Imperial Prerogative, which is the strongest tech perk by a large margin for a wide empire (5 empire size saved per unascended planet!) and arguably the strongest economic perk as well for wide by providing extra official slots
- Interstellar Dominion for rapid expansion
- One Vision is a popular general purpose perk for its unity/amenities bonus, and the governing ethics attraction comes in handy when civilizing conquered and integrated aliens
- Galactic Force Projection for the +2 influence/mth during the late early game and the midgame AND +50 fleet command; it is a strong perk both for the economy and for the military. You can only get it as the third perk or later, but that's reasonable given how powerful it is. The influence gain is best for unity rush builds since you can get it while sources of additional influence are few and far between and the demand for influence high, but few builds won't find it useful. The fleet command is of high value to everybody
- Grasp the Void for certain Unyielding starbase economy rush builds (rather niche, admittedly, but all extra income helps when you do economic rush builds)
- Master Builders for those who play on running a victory lap mass producing Megastructures after they've by any rational measure already "won" the game
- Technological Ascendancy for newbies, who need something that might not be the most powerful but is guaranteed to help them regardless of what they do, as well as for players doing Disruptor rush, and also (and I suspect this is the largest group), for players who either overestimate the importance of +10% research speed to their research rate long term, or understand very well that +10% from the perk isn't that much when modifiers start stacking up, but simply don't have anything they would rather choose for the first two perk picks (as you can probably guess I don't belong to any of these groups*, but that doesn't change the fact that many people choose it)
* My reasoning is fairly simple. You might well agree with me on the TA issue since you list it in the first place.
Even when I play as an overlord, I tend to play somewhat wide, and when I don't I tend to play extremely wide. Which means Imperial Prerogative is always a much, much, better tech ascendancy perk than Technological Ascendancy is.
I also consider Transcendent Learning to be a much better perk, both for general purposes and for tech long-term.
So if I'm looking for a tech perk before my ascension path, it is never going to be the inferior Technological Ascendancy perk, and after getting my ascension path I am usually looking for something with more oomph than a few percentage extra research speed.
But not all players think like me, and many players like Technological Ascendancy for perfectly valid reasons of their own, and that's just how it is.
