Marik’s Ascension Perks

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Author: Nariko

Last revision: 11 Dec, 2018 at 00:57 UTC

File size: 326.66 KB

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Description:

****With 2.0, some changes have had to be made to various ascension perks. I will be fixing the stats in this description when I can.****

A mod aimed at creating more ascension perks that are available for use. I am not too good at balancing, so many of them may be considered quite powerful.

Not all of them will appear at first – some will be hidden until you have met the minimum number of perks required. I do not know how to make them appear even when unavailable.

Below are the new 25 ascension perks.

Advanced Ship Engineering – A perk to buff the survivability of your fleets. Increases ship hull points by 15%, armor by 15%, and gives a 2.5% monthly hull and armor regeneration bonus to ships. It will however increase ship upkeep by 20%.

Aggressive Intent – Gives a bonus of 25% to army damage, 10% increase to weapon range and damage on ships, and increases max rivalries by 2. Requires at least 3 ascension perks to become available.

Collective Unification – Increases all unity output by 33%.

Distinguished Leaders – Reduces influence cost of leaders by 25%, leader lifespan by +15, leader experience gain by 20%, and leader skill level cap by +2. Also gives +4 to leader capacity.

Farming Mastery – The growth-focused economic perk. Increases growth speed by 10%, and gives a 33% bonus to all food production. Requires at least 2 ascension perks to become available.

Focused Workforce – Adds +2 to research output on all buildings for engineering, society, and physics. Adds +3 to food, energy, and mineral output on buildings. This is a hard increase – say you have a 2 mineral output, first level mine. With this perk, the mine’s production becomes 5, without upgrades or any other modifiers. Requires at least 3 ascension perks to become available.

Galactic Expansion – Increases starting number of pops on new colonies by 1, boosts colony development speed by 50%, and increases core system limit by +2.

Grand Navy – Very similar to Galactic Force Projection, this perk increases naval capacity by 150, 50 less than Galactic Force Projection. However, it also gives a 20% bonus to naval capacity overall.

Hardiness – Increases empire pop habitability by 20%.

Imperial Dominion – Useful for empires that like to vassalize others. Subjects now have bonuses of 25% to Naval Capacity Contribution from vassals, 33% increase to subject Influence gains, and 25% increase to income from tributaries. Subject Integration cost is reduced by 25%, and Protectorates get a 33% bonus from technology sharing. Requires at least 2 ascension perks to become available.

Influential Leadership – Increases monthly influence by 3, raises influence cap by 1000, and increases the core system limit by 2.

Machinations of Creation – Reduces megastructure build cost by 25% and increases megastructure build speed by 50%. Requires at least 2 ascension perks to become available.

Machine Hubs – An organic-capable variant of Machine Worlds, giving organics a means of terraforming worlds, ringworld segments, and planetary ringworlds into machine variants. These MUST be done through terraforming, and machine ringworlds (as well as planetary variants) require their respective mods. Utopia Expanded for machine ringworlds, and Planetary Ringworlds for smaller planetary rings. You will not be able to build machine versions directly. Instead you must terraform them from a normal ringworld into a machine variant.

Manifest Destiny – Increases growth speed by 25%, and reduces growth time by -10. Colony development is 25% faster, and there is +1 to the core system cap. Pops in the empire have a 10% habitability bonus. Requires at least 1 ascension perk to become available.

Mechanical Modification – Increases machine and robot modification points by 3, and reduces the cost of the modification project by 25%.

Military Endurance Training – Increases starting army rank by 1, and increases army health and morale by 25%. Ships also get a bonus 10% modifier to evasion. Requires at least 3 ascension perks to become available.

Planetary Engineering Corps – Increases the build speed of structures by 50%, and reduces build cost by 25%.

Power Overflow – The energy-focused economic perk. Increases max energy capacity by 25000, and gives a 33% bonus to all energy production. Requires at least 2 ascension perks to become available.

Production Efficiency – The mineral-focused economic perk. Increases max mineral capacity by 25000, and gives a 33% bonus to all mineral production. Requires at least 2 ascension perks to become available.

Relations Outreach – Increases Trade Attractiveness and Trust Growth by 25%, improves Trust Cap by +50, and improves unity output while in a Federation. It is supposed to also increase Faction Happiness by 10%, but I can’t confirm if this works or not. Requires at least 2 ascension perks to become available.

Robotic Adaptability – Increases the resource output of robots by 20%, and 20% robot build speed bonus.

Robotic Efficiency – Reduces build cost of robots by 20%, and their upkeep costs by 20%.

Stellar Engineering Corps – Increases max number of starbases by 2, reduces the upgrade cost by 5% for starbases, and increases the build speed for structures, modulles, and ships from the starbase. Also adds 5 to defense station cap.

Technological Mastery – Increases research speed by 20%. Requires Technological Ascendancy, and at least 3 asccension perks to become available.

Visions of Creation – Reduces terraforming cost by 25% and increases terraforming speed by 50%. Requires at least 2 ascension perks to become available.