Stellaris

Stellaris

Perked Up Perks [3.14]
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Update: 23 Feb, 2022 @ 12:01pm

v1.4
Adapted perks to changes in Stellaris 3.3 patch.
- Imperial Prerogative: +10 Stability, -50% sprawl from colonies and systems (unmodded: -50% sprawl from colonies)
- Executive Vigor: +100 Edict Fund, -30% Edict Cost, -30% Edicts Upkeep (unmodded: +100 Edict Fund)

Other modified perks:
- Consecrated Worlds: added +20% Priest Output
- Enigmatic Engineering: increased bonus from +2 Encryption to +4 Encryption
- Galactic Force Projection: restored +20 Command Limit
- Mastery of Nature: reverted back from -50% to -33% Clear Blocker Cost, added -25% Terraforming Cost
- Hive Worlds: added -25% Terraforming Cost
- Machine Worlds: added -25% Terraforming Cost
- Mind Over Matter: gives Telepathy as a free technology instead of adding it as a research option
- Transcendence: added +100% Telepath Output, gives Zro Distilation as free technology instead of giving Psionic Shields

Update: 23 Nov, 2021 @ 7:44am

v1.3.4
- Made compatible with 3.2 Herbert update.
- Hydrocentric requires one other perk to be selected first

Update: 16 Sep, 2021 @ 8:33am

1.3.3
- Executive Vigor effect changed from +4 Edict Cap and -20% Edict Cost to +2 Edict Cap, -50% Edict Cost, and +100% Edict Duration.
- AI now takes fleet strength and alloy production into account when choosing whether to become the crisis.

Update: 24 Jul, 2021 @ 11:46pm

1.3.2
- Bugfix: Enigmatic Engineering actually requires Self-Evolving Logic.
- All advanced perks now require only 2 other perks to be selected first, instead of 3. This is largely because technological development in the unmodded game has been too fast ever since they introduced jobs that give Administrative Capacity and sprawl can be fully negated. If PDX fixes that I will revert this change.
- AI will only take Become the Crisis if it has Fanatic Xenophobe ethic or is a genocidal Gestalt to make up for the fact that it can now get it as the 3rd perk.
- Galactic Contender damage bonus now also works against marauders and the Great Khan.
- Mastery of Nature Clear Blocker Cost reduction changed to -50% (from -33%). In addition it now also gives you all blocker clearing technologies.
- Master Builders now also gives 50% progress in all megastructure technologies.

Update: 29 Apr, 2021 @ 9:53am

v1.3.1

- Become the Crisis is now considered to be an advanced perk and requires 3 other perks before it can be selected. Modified AI weights so that AI will only take it if it controls 20% of the galaxy or more and no regular empires it has contact with are superior to it. AI will also not take the perk if there is an active khan, a War in Heaven is in progress, the endgame crisis has happened, or a human player became the crisis first.

- Transcendent Learning no longer gives +5 leader level cap. Instead it gives +2 leader level cap and +2 leader minimum level so that any new leaders start at level 3. Any already hired leaders and leaders in the pool who are below level 3 will also be instantly promoted to level 3. The leader experience gain bonus remain unchanged.

Update: 16 Apr, 2021 @ 12:32pm

v1.3

Changes:
- Transendence, Enigmatic Engineering and Shared Destiny modified to match the changes they recieved in the Stellaris 3.0 patch.
- Enigmatic Engineering also again requires 1 other perk to have been selected first. It now additionally requires the Self-Evolving Logic technology and gives Positornic AI/Implants as a permanent research option instead of Gravitic Sensors.
- Technological Ascendancy now gives Self-Evolving Logic (+1 research alternative) as a permanent research option instead of the techs required for upgraded labs. This allows you to chain it into Enigmatic Engineering.
- Executive Vigor has been promoted to an intermediate perk, so it now requires 1 other perk to be selected. It also requires Autonomous Agents/The Living State. But instead of +2 edict cap it now gives +4 edict cap and -20% edict cost. It still gives Colonial Centralization as a permanent research option, but if you already researched it you get Colonial Administration as a permanent research option instead.
- One Vision now again gives +50% governing ethic attraction, as in the unmodded game. It also gives Autonomous Agents/The Living State (the tech that gives extra influence) as a permanent research option instead of Clustered Synapses/Holographic Rituals/Heritage Sites & Planetary Unification. This allows you to chain it into the new Executive Vigor.
- Fixed an error that made AI pick Xeno Compatibility when it shouldn't.
- Xeno Compatibility no longer requires Genetic Tailoring or gives Xeno Diplomacy as a research option. Instead it now requires Genome Mapping and Xeno Diplomacy and it gives Gene Tailoring as a permanent research option.
- Shared Destiny once again gives you Xeno Diplomacy as a permanent research option instead of Living State/Autonomous Agents. Gestalt empires can also no longer choose it, but if you already picked it in an ongoing game you get to keep it. These changes allow you to chain it into Xeno Compatibility which can then be chained further into Engineered Evolution.
- Galactic Force Projection now also gives a flat +20 naval capacity in order to make it more useful when taken early.
- Imperial Prerogative no longer reduces claim and starbase influence cost, but it now gives a flat +20 administrative capacity bonus in adition to +20% administrative capacity. This was done in order to make it more useful when taken early.
- Universal Transaction now gives Interstellar Economics (unlocks Commerce Megaplex) as a permanent research option.

Bugfixes:
- Reduced the cost the AI pays to transform its capital planet into an Ecumenopolis because otherwise it just doesn't do it at all.
- World Shaper, Hive Worlds, and Machine Worlds perks no longer give you Ecological Adaptation and Climate Restoration as research options if you already researched the technologies.
- Taking The Flesh is Weak first and doing the cyborg project no longer prevents you from taking Engineered Evolution or Mind Over Matter.

Update: 5 Nov, 2020 @ 6:47am

I noticed the game won't accept 2.8 as a version number and insists on 2.8.0, so I uploaded a fix for that.

Update: 5 Nov, 2020 @ 4:13am

1.2.2
- AI with Arcology Project now pays normal cost to turn its capital into an ecumenopolis instead of half the normal cost.
- AI can now also turn any relic world into an ecumenopolis using the same special decision.

Update: 19 May, 2020 @ 3:47am

1.2.1
- Xeno Compatibility no longer ignores the game setting that is supposed to control it.
- One Vision no longer reduces edict cost. It's powerful enough without it.
- Mind Over Matter no longer gives bonus unity or reduces edict cost. Instead it now gives +10% happiness.

Update: 15 May, 2020 @ 12:25am

1.2
- Executive Vigor brought in line with the 2.7 update for Stellaris and now gives +2 edict capacity instead of +50% edict duration.
- Voidborn brought in line with the 2.7 update for Stellaris. The one difference from the unmodded game is that it still requires another perk to be selected first. Compared to previous version of the mod it now has Orbital Habitats as a mandatory requirement and adds one habitat upgrade technology as a permanent research option.
- Grasp the Void now adds Orbital Habitats technology as a permanent research option instead of Modular Engineering technology. You can now use it to qualify for Voidborne as your second perk.