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What I am surprised is why you don't have Xeno-Compatibility on your list. Like we really need half-breeds cluttering our Species list and no matter what they do, it slows/kills CPU's in the mid to late game. Archaeo-Engineers needs its Minor Artifact cost reduction bumped from 10% to 20% since it's not the damage they deal but the cost that holds people back from using Ancient weapons and the only way to get more cost reduction is via Scientists with Archaeostudies Trait.
Xeno comp is not on the list because it actually alters your play options.
How it is implemented has no bearing on what the perk is supposed to do mechanically.

If tech ascendancy crashed your game when you ran out of rare techs to draw, you'd ask for a fix not a removal, i suppose?

Ed: For clarity, I play with xeno-comp turned off right now due to the lag issues, so the tech complaint is VERY valid.
 
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Xeno-compatibility is getting a complete rework along with the pop rework, which is great, because I love its theme and concept. If devs fear that it might turn out to be too much of a "must pick" for all non-xenophobes, you can always up its prerequisites to mitigate its strength (say, making it a tier 2 or 3 AP).

Regarding the "never picks", if a perk (or civic, or tradition tree, or whatever) is rarely picked up, that indicates a problem with game balance, rather than a case of rare tastes of a select few.

I mean, yeah, I, too, make some suboptimal choices for role-playing purposes, but that doesn't mean that I wouldn't like said RP choices to be at least moderately competitive or viable strategies. The harder, interesting choices, the better.

That being said, outright removal (or merging) of APs could be too much of a harsh solution (even if it is the one that I would personally pick). But I certainly would like to see the "never picks" getting some love, at the very least. Will see which ways they could be improved upon!
 
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I had an idea regarding Executive Vigor. Ever since Galactic Paragons granted our Ruler Edict Fund per level, the AP has basically been relegated to gather dust. Right now, all it does is basically grant +100 Edict Fund, which is effectively a drop in the bucket. Therefore, my redesign is as follows:

+15 Edict Fund per Ruler level
-20% Edict Cost + Upkeep
+1 Council slot

So firstly, instead of a flat +100, I opted to greatly increase the Edict Fund generated from our Ruler. The initial impact isn't as large in the early game but at level 10, it increases it from 50 to a whopping 200, an increase of 150 or 50% more than what it currently does(and can be more with any +Ruler/Councilor level bonuses). I then added -20% Edict Cost and Upkeep which gives it some staying power since not everyone rolls Spiritualist, utilizes Cutthroat Politics or opts to ascend Psionically. The last perk is unique and rather powerful as it'll expand the Council from the current cap of 6 to a ruling council of 7. This will permit you to use all 3 Civic posts at the same time as opposed to having to choose which ones to utilize and the extra Council post means extra Councilor traits you can benefit from. It can be one more Commander with Genius Armorer or another slot for a Paragon Leader. Not everyone has to take Executive Vigor, but if you run a build with an emphasis on Councilors, then this Perk will be extremely valuable.
 
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Got another "buff" for Transcendent Learning. It presently provides a nice +25% Leader Experience gain along with +2 Science Leader Capacity but I feel that unless you have an Empire with Scientist-Only Councilor positions or intend to go crazy with Scientist Governors(w/ Planetary Analyst Destiny Trait to squeeze Research out of your Worker pops or Bot Lord(which you get from Officials too)), then the Ascension Perk feels rather lackluster as a result. My redesign is as follows:

+25% Leader Experience Gain
+2 Leader Capacity
+2 Max Leader Level

I made two changes. The first change is increasing Leader Capacity across the board since we utilize Officials and especially Commanders a whole lot more than we do Scientists(its just a fact). The other change is rather radical but insanely strong as it increases the maximum level of all Leaders by 2. Normally you're capped to level 10 but with Transcendent Learning AP, your cap will become level 12. An additional two levels means stronger Councilor post effects but also two more Veteran Trait picks for all Leaders that happen to reach Level 12. This last perk would make Transcendent Learning a very powerful Leader Perk and if combined with my Executive Vigor tweak would make the Council that much stronger.
 
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Got another "buff" for Transcendent Learning. It presently provides a nice +25% Leader Experience gain along with +2 Science Leader Capacity but I feel that unless you have an Empire with Scientist-Only Councilor positions or intend to go crazy with Scientist Governors(w/ Planetary Analyst Destiny Trait to squeeze Research out of your Worker pops or Bot Lord(which you get from Officials too)), then the Ascension Perk feels rather lackluster as a result. My redesign is as follows:

+25% Leader Experience Gain
+2 Leader Capacity
+2 Max Leader Level

I made two changes. The first change is increasing Leader Capacity across the board since we utilize Officials and especially Commanders a whole lot more than we do Scientists(its just a fact). The other change is rather radical but insanely strong as it increases the maximum level of all Leaders by 2. Normally you're capped to level 10 but with Transcendent Learning AP, your cap will become level 12. An additional two levels means stronger Councilor post effects but also two more Veteran Trait picks for all Leaders that happen to reach Level 12. This last perk would make Transcendent Learning a very powerful Leader Perk and if combined with my Executive Vigor tweak would make the Council that much stronger.
Buffing a strong situational ascendancy perk which is available from the very start with no preconditions into an extremely strong ascendancy perk with Galactic Paragons, changed to be both extremely powerful early game from the leader capacity, and late game from the max leader level, seems a bad idea to me.

The game has a +2 +1 perk for commanders (Galactic Force Projection EDIT and Eternal Vigilance, not +2 from GFP as I wrote first), +2 for officials (Imperial Prerogative), and +2 scientists (Transcendent Learning). All three are strong, but not every build needs them all.

Also, I beg to differ. It is not "just a fact" that "we" utilize commanders and officials more than scientists. It depends entirely on the playing style of a player in a given game. So if you do so in all your games, I am certainly not going to say that you are doing things wrong because presumably it is either great fun for you or the best thing to do given your playing style, or perhaps it is both, but generalizing to the entire player base is: This is a YOU issue. :)

If, for instance, you play mostly peacefully and occasionally steamroll an AI, you are highly unlikely to need more commanders than scientists. Sure, you'll probably end up with more fleets than commanders, but that's not an issue as the few times they are called on to fight they'll be doomstacking with one of the fleets that has a commander or you'll be throwing them at enemies that are so much weaker that the absence of a leader has negligible impact.

Officials, you are going to want up to two for Federation and Community, if you've got the former and care about the latter, but since they can work council positions at the same time and the delegate veteran class is awful, this does not necessarily require you to increase your cap. Apart from that, you'll want one for every important sector that isn't predominantly a research sector and, possible, a specialized one for some planetary governors.... How many this adds up to depends to a large degree on how wide direct control you play.

As for TL itself, it is probably rather less situational than you think. The reason I say this is that amongst the few reasons you can think of for picking it, you leave out the main reason that I pick it most games, because I am a compulsive optimizer. :D

For my own part, I consider Transcendent Learning to be one of the most attractive ascendancy perks in the game for the two first perk choices, because the experience bonus is huge and will aid throughout the game, and more importantly the +2 scientist cap is great in the early game as your very first perk, increasing your scientist cap from 3 to 5. So you can have 5 scientists out surveying and finding anomalies without a loss of experience or paying a unity upkeep surcharge, or 6 or 7 with only fairly small penalties compared to having more scientists with a cap of 3

That does, of course, have something to do with my settings. I play large or huge galaxies, usually with the default number of opposing empires, which means lots of space to explore and survey for goodies if you get there first. Somebody playing smaller galaxies or greatly increasing the number of enemy empires to cut down on the room for exploration might well have a very different experience.
 
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As for ideas for touching up some APs:

> Executive Vigor:
+100 edict fund
-1.5% edict cost per empire ruler LV
---> A way to make this pick useful both in the early and the late game, in addition to pairing well with edict builds, this version of executive vigor would have good synergies with dictatorships and leader builds in general too, which fits quite well thematically

> Imperial Prerogative:
−50% Empire's size from planets
-25% Empire size from colonies
+2 official capacity
---> Because good ideas are worth adopting. Also, it would be nice to have some way of mitigating the empire size from colonies, indeed

> Technological Ascendancy:
+10% Research Speed
+50% chances of rare techs appearing
+1 research option in one area of expertise of your choice (physics, engineering, or sociology)
---> While it preserves its appeal for newbies, it introduces a unique bonus that would help to differentiate both this AP and the empires that take it

> World Shapers:
Gaia planets come with their own unique, powerful zones/districts (related to organic pop growth, unity & basic resource gathering via wardens)
---> An attempt to make Gaias have their own unique niche that would allow them to coexist or even compete with Ecus. Not to mention that it always felt bad to pave paradise planets with strip mines.

----> Musings about other APs

Hydrocentric & Detox:
If merging them with World Shapers is not an option, they would certainly benefit from much more beneficial "post-toxic" planet features, and far stronger effects from flooding via ice stations (and include the aquatic trait bonus from the get to go)

Galactic Wonders:
Rather than requiring Mega-engineering, I would do it backwards: It would both unlock megastructure techs and grant you megastructure-related research options, following the whole tech chain and allowing you to unlock megastructures much earlier than usual. That increase in power, however, would have to be balanced with far higher unity requirements (say, demanding other 5 APs be picked before you could pick this one).

Consecrated Worlds:
I would like to see more different effects and possible targets for consecration, of course. There are a ton of new, unique systems that would be awesome if they came paired with their own bonuses if granted a holy status

Enigmatic engineering:
At some point, I thought about making it an AP related to Fallen Empire tech, but since Cosmogenesis already does this far better, I guess we would have to wait for an eventual espionage rework to see this AP shine.

Galactic Contender, One Vision, Master Builders & Grasp the Void:
No idea of what could be done with those. Better left untouched, I guess? While each have its own particular niche, I really think that Grasp the Void is the weakest link here.
 
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> Imperial Prerogative:
−50% Empire's size from planets
-25% Empire size from colonies
+2 official capacity
---> Because good ideas are worth adopting. Also, it would be nice to have some way of mitigating the empire size from colonies, indeed
Colonies and planets are synonymous for empire size calculations. I presume you meant systems?
 
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Buffing a strong situational ascendancy perk which is available from the very start with no preconditions into an extremely strong ascendancy perk with Galactic Paragons, changed to be both extremely powerful early game from the leader capacity, and late game from the max leader level, seems a bad idea to me.

The game has a +2 perk for commanders (Galactic Force Projection), officials (Imperial Prerogative), and scientists (Transcendent Learning). All three are strong, but not every build needs them all.

Also, I beg to differ. It is not "just a fact" that "we" utilize commanders and officials more than scientists. It depends entirely on the playing style of a player in a given game. So if you do so in all your games, I am certainly not going to say that you are doing things wrong because presumably it is either great fun for you or the best thing to do given your playing style, or perhaps it is both, but generalizing to the entire player base is: This is a YOU issue. :)

If, for instance, you play mostly peacefully and occasionally steamroll an AI, you are highly unlikely to need more commanders than scientists. Sure, you'll probably end up with more fleets than commanders, but that's not an issue as the few times they are called on to fight they'll be doomstacking with one of the fleets that has a commander or you'll be throwing them at enemies that are so much weaker that the absence of a leader has negligible impact.

Officials, you are going to want up to two for Federation and Community, if you've got the former and care about the latter, but since they can work council positions at the same time and the delegate veteran class is awful, this does not necessarily require you to increase your cap. Apart from that, you'll want one for every important sector that isn't predominantly a research sector and, possible, a specialized one for some planetary governors.... How many this adds up to depends to a large degree on how wide direct control you play.

As for TL itself, it is probably rather less situational than you think. The reason I say this is that amongst the few reasons you can think of for picking it, you leave out the main reason that I pick it most games, because I am a compulsive optimizer. :D

For my own part, I consider Transcendent Learning to be one of the most attractive ascendancy perks in the game for the two first perk choices, because the experience bonus is huge and will aid throughout the game, and more importantly the +2 scientist cap is great in the early game as your very first perk, increasing your scientist cap from 3 to 5. So you can have 5 scientists out surveying and finding anomalies without a loss of experience or paying a unity upkeep surcharge, or 6 or 7 with only fairly small penalties compared to having more scientists with a cap of 3

That does, of course, have something to do with my settings. I play large or huge galaxies, usually with the default number of opposing empires, which means lots of space to explore and survey for goodies if you get there first. Somebody playing smaller galaxies or greatly increasing the number of enemy empires to cut down on the room for exploration might well have a very different experience.
You make valid arguments but I must point out that Galactic Force Projection is +1, not +2. Eternal Vigilance provides the other and Commander Capacity is much harder to come by compared to the other two. My idea was to make Transcendent Learning attractive in the early game with the Leader XP boost and really attractive in the mid to late game when the Leader Capacity would have an impact. The Max Leader level cap would give you a unique edge over those who opt not to take it. How much of an edge is predicated largely on what Traits that respective Leader has but in a general sense, it yields a bit more productivity from your Pops, Diplomatic Weight, Federation Cohesion, Ship Fire rate and a slight boost to your Councilor effects. Also, I generally have three Scientists on any given playthrough since my limiting factor isn't how fast I explore but rather how quickly I can claim territory.

As for Doomstacking, while that is a problem right now, I wholly expect that to be addressed at some point. Be it through the new Logistics(impractical imo) or via changing how certain Weapons operate(like Area of Effect to deal Collateral Damage to nearby ships!!). If they were to do the latter, I think G-Slot weapons would be the prime candidate for it and would certainly breathe new life into Neutron Launchers in that respect.
 
You make valid arguments but I must point out that Galactic Force Projection is +1, not +2. Eternal Vigilance provides the other and Commander Capacity is much harder to come by compared to the other two.
Thanks for the correction. Now fixed.