Stellaris

Stellaris

Perked Up Perks [3.14]
Dragatus  [developer] 19 May, 2020 @ 4:05am
In-depth Change List
General changes

This version of the list only lists the actual changes. It also does not list the changes in the number of required ascension perks because that can be discerned from the perk being listed as basic, intermediate, or advanced.
Basic perks have no requirements and add related permanent research options, typically a tier 2 technology. Intermediate perks require you to already have two basic perk and have some technological requirements, but in several cases a basic perk will give you the requirement as a research option. Advanced perks require you to have four basic or intermediate perks selected first. They have technological requirements, but they will often be less strict than in the unmodded game.
Additionally maximum possible leader level cap is no longer limited to 10 like in the base game. There is effectively no more fixed upper limit anymore. This was necessary to make Transcendent Learning actually work properly and as a side effect the Philosopher King civic and Talented species trait should no longer be useless either. This effect is fully compatible with any other mods that also remove the upper limit of the leader level cap.

Unmodded Ascension Perks can be viewed on the wiki: here[stellaris.paradoxwikis.com]

This list has been last updated for v1.10 of the mod.

Basic perks

Consecrated Worlds
New effect: +2 Physics & Society Research from Priests
New tech option: Holographic Rituals

Enigmatic Engineering
New tech option: Basic Cloaking Fields (without First Contact DLC) or Gravitic Sensors (without First Contact DLC)

Eternal Vigilance
Removed effect: +25% Starbase Hull Points, +25% Defense Platform Damage, +5 Defense Platforms Cap
New effect: -50% Defense Platform Cost & Upkeep, +10 Defense Platforms Cap
New tech option: Starhold

Executive Vigor
New effect: -20% Edict Cost and Edict Upkeep
New tech option: Colonial Bureaucracy

Galactic Force Projection
New effects: +1 Max Influence from Power Projection, +25% Ship Build Speed, +1 Alloys from Soldiers
New tech option: Doctrine: Fleet Support

Grasp the Void
New effect: -20% starbase influence cost
Removed effect: +50% chance to discover FTL technologies
New tech option: Stellar Expansion

Imperial Prerogative
New effects: +50% Colony Development Speed
New tech option: Orbital Habitats (with Utopia DLC) or Colonial Centralization (without Utopia DLC or with Void Dwellers or Knights of the Toxic God origin)

Interstellar Dominion
New effect: -50% Empire Size from owned systems, +50% Mining & Research Station Output
New tech option: Zero-G Laboratories, Zero-G Refineries

Lord of War
New tech option: Destroyers

Mastery of Nature
New effect: gives all blocker clearing technologies
New tech option: Weather Control Systems

Nihilistic Acquisition
New effect: +10% Slave Pop Resource Output
New tech option: Neural Implants and Thrall-Worlds (if not Gestalt ethic) or Unity of Purpose (if Gestalt ethic)
Special: with Barbaric Despoilers civic the perk gives an extra +10% Slave Pop Resource Output (+20% total)

One Vision
New tech option: Autonomous Agents (if Gestalt) or The Living State (if not Gestalt)

Shared Destiny
New tech option: Autonomous Agents (if Gestalt) or Xeno Diplomacy (if not Gestalt)
Special: with Feudal Society or Franchising civic the perk gives an extra +1 Available Envoys (+3 total) and +100 Subject Trust Cap

Technological Ascendancy
Removed effect: +10% Research Speed
New effect: +15% Research Speed
New tech options: Self-Evolving Logic

Transcendent Learning
New effect: +4 Leader Level Cap, +2 Leader Starting Level
New tech option: Vitality Boosters

Intermediate perks

Arcology project
New effects: -10% Building & District Cost, -10% Building & District Upkeep, -50% Empire Size from Districts
New tech option: Orbital Rings (with Overlord DLC) or Construction Templates (without Overlord DLC)

Detox
New effect: -50% Terraforming Cost, +10% Habitability
Removed requirement: Climate Restoration technology
New requirement: Terrestrial Sculpting technology
New tech options: Climate Restoration, Ecological Adaptation

Engineered Evolution
The effects of this perk are unchanged.

Galactic Contender
Removed effect: +33% damage vs Fallen Empires, Awakened Empires and The Gate-builders
New effect: +2 Available Envoys, +50% damage vs Fallen Empires, Awakened Empires, The Gate-builders, Marauders and Awakened Marauders (the Great Khan)
New requirements: Destroyers and Xeno Diplomacy technologies
New tech options: Cruisers and either Embodied Dynamism (if Gestalt) or Xeno Relations (if not Gestalt)

Hive Worlds
New effect: -50% Terraforming Cost
Removed requirement: Climate Restoration technology
New requirement: Terrestrial Sculpting technology
New tech options: Climate Restoration, Ecological Adaptation

Hydrocentric
Removed effect: -25% Ocean Terraforming Cost
New effect: -50% Ocean Terraforming Cost
New tech options: Climate Restoration, Ecological Adaptation

Machine Worlds
New effect: -50% Terraforming Cost
Removed requirement: Climate Restoration technology
New requirement: Terrestrial Sculpting technology
New tech options: Climate Restoration, Ecological Adaptation

Master Builders
Removed requirement: Mega Engineering technology
New requirement: Cruisers, Star Fortress, and Anti-Matter Power technologies
New effect: -25% Megastructure Build Cost
New free technology: Mega Engineering
Special:
- With Utopia DLC the perk gives Science Nexus as a second free technology.
- Without Utopia but with MegaCorps DLC the perk gives Strategic Coordination Center or Mega Art Installation as a second free technology, depending on whether the empire is militaristic/genocidal or not.

Mechromancy
New tech option: Kinetic Battery

Mind Over Matter
The effects of this perk are unchanged.

Organo-Machine Interfacing
The effects of this perk are unchanged.

The Flesh is Weak
The effects of this perk are unchanged.

Stellar Travellers (new perk)
Effect: +50% chance to discover FTL technologies, -50% Gateway and Hyper Relay Build Cost
Requirement: Hyperlane Breach Points
Tech option: Hyperspace Slipstreams

Synthetic Age
The effects of this perk are unchanged.

Synthetic Evolution
The effects of this perk are unchanged.

Voidborne
The effects of this perk are unchanged.

World Shapers
Removed effect: -25% Terraforming Cost
New effect: -50% Terraforming Cost
Removed requirement: Climate Restoration technology
New requirement: Terrestrial Sculpting technology
New tech options: Climate Restoration, Ecological Adaptation

Xeno Compatibility
Removed requirement: (Fanatic) Xenophile ethic
New tech option: Morphogenetic Field Mastery
Special: AI empires will only select the perk if they have the Fanatic Xenophile ethic

Advanced perks

Become the Crisis
The effects of this perk are unchanged.

Colossus Project
Removed requirement: Titans technology
New requirement: Battleships and Citadels technologies
New tech option: Titans and Juggernaut (with Federations DLC)

Defender of the Galaxy
New effect: +2 Available Envoys
New requirement: Cruisers and either Embodied Dynamism or Xeno Relations technologies
New tech option: Battleships

Galactic Wonders
Removed tech options: Dyson Sphere, Ringworld, and Matter Decompressor
New free technologies: Dyson Sphere, Ringworld, and Matter Decompressor (if allowed by your DLC)
Last edited by Dragatus; 14 Sep, 2023 @ 9:45am