![]() There's no reason for it to be a 'decision'. I have tried to keep away from 'Boring' stuff (like +5 Starbase Capacity). Designate your planets as Forge Worlds our garden worlds, find new mineral deposits and unlock special rare technologies to be discovered. Remove Galactic Wonders as perk, and just make it a standard content by default, unlocked by research. This mod adds 45 new Ascension Perks to the game. ![]() Voidborne gives mid-game bonus planets for cheap mineral cost, and Master Builders supports the existance of megastructures (+ gives the research immediately). What it does will likely determine whether or not I get this ascension perk, so I'd really like to know. I looked around trying to figure out exactly what this stat did, but can't seem to find any mention of it online. (Or at least, I've never seen anyone that prefers any other ascension perk above Galactic Wonders in ALL 8 slots.) Why is this a perk? Why is a whole endgame stage of the game locked behind an Ascension Perk? If EVERYONE takes this perk, then why is it a perk? What defines it being an 'optional' path? Voidborne and Master Builders are unique on their own. I'm trying to decide what Ascension Perks to get, and I noticed that Master Builders provides a +1 to Megastructure Build Capacity. Galactic Wonders is THE endgame decision to pick. However, there is one ascension perk that does not do this.Īnyone who owns and uses the Utopia DLC is able to agree with me on this one You ALWAYS pick Galactic Wonders. ![]() Something new or different than others, that defines a unique playstyle, that's different each game or each combination. Why is Galactic Wonders an Ascension Perk?Īs I kept learning about Stellaris, I've always taken the impression that Ascension Perks were designed to offer a new 'path' for your empire to take. Over the course of many, many games, I have wondered one major thing.
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