I'd argue project arcology falls into the situationally useful category. Overwhelmingly powerful in the early game, almost useless otherwise:Īs one might conclude, most Ascension Perks need a balance pass like, yesterday. One vision, Technological ascendancy, Imperial prerogative. Voidborne, Lord of war, Nihilistic acquisition, Machine worlds, Defender of the galaxy (if you like to play against crises) Galactic wonders, Arcology project, Hive worlds, Colossus project, Hydrocentric (if aquatic), Shared destiny (so you can make vassal swarms with any empire), Universal Transactions (if megacorp), Xenocompatibility (if you can deal with the bloated species list). Most ascension perks fall in either of the following categories:ĭetox, Mastery of nature, Transcendent learning, Enigmatic engineering, Grasp the void, World Shaper, Galactic force projection, Master Builders, Consecrated worlds, Eternal vigilance, Galactic contender (perhaps will be useful again once FE becomes powerful again, who knows). Galactic Force Projection does have a small niche when you need that boost in naval cap now and without the investment of having to build and upgrade those 5 extra starbases, but that's a very slim niche. (edit: Actually, it's 6圆 = 36 Capacity per Starbase, 180 total) That's 6x4 = 24 capacity per starbase, a total of 120, plus 15 extra starbase building slots for other things, such as hydro bays. If you really need the extra naval capacity, the perk that gives you 5 extra starbases actually gives you a lot more of it. You use it, it pushes you ahead, it makes you pick up more speed, and even though it's then depleted, you're still further ahead than you would have been, and going faster than you would have been going without it.īy the lategame you will have thousands of fleet capacity. Think of it like nitro in an arcade racer. The actual effect of the perk becomes less and less noticeable as the game goes on, but its effect on your economical and technological development ripples down into the lategame. The perk gives you a much stronger early game by allowing you to run 2 extra edicts for a large part of the most important snowballing phase of the game, that's what makes it strong. The -10% amenities isn't quite as impactful, but actually can be leveraged with various amenity strategies to make negative-amenity or gene-clinic builds a bit better. For spiritualist or faction unity builds who get considerable early-game unity just for existing, this is a solid further bump that just carries forward, and is fine for conquering pops and converting them to your empire's view. 10% unity is considerable both for how it improves all your ruler pops, but also the faction unity economy, which you're getting the major state ethics attraction buff for. The 10% unity in turn is a very nice and appreciated buff that counters the normal gestalt weakness of a lack of innate unity production.įor normal empires, the value is the other way around. Probably for two different reasons depending on if you're a Hive or a normal empire.įor hives, the -10% amenities required is considerable, as this is a direct increase in you effective working population on planets via pops freed up from maintenance drones, especially when considering habitability implications of the upkeep economy. So you're either in a good spot to get the naval capacity without the perk or can just eat the negative modifiers for being over fleet cap. Also the other issue is that you need to come up with the resources to build 80 naval capacity worth of ships in the first place. It just makes more sense to build another fleet to go in. So it's never really, I'll get this perk and I can squeeze another titan and cruiser in this fleet, or two battleships and a cruiser in this fleet or 5 cruisers in a fleet. Generally, you want to smash opponents before they can do much in the way of damage or escape. The 20 fleet cap, is okay but after a point it's not noticeable. There are better ways to get 80 naval capacity. It doesn't really have a niche it shines in. I'd rather see it tweaked to stay relevant, while maybe not being super, duper powerful for early empires that go wide. It's really good if your get really big early game, but by about midgame it's essential dead especially, when you unlock the final set of edicts. I'm not a huge fan of perks that exist the way that Executive Vigor does. Wouldn't mind see the devs look over both again.
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