![]() ![]() (5 worlds at x0.5, 10 worlds at x1.0, 20 worlds at x2.0 and so on, rounding up so that x0. scaling with the habitable worlds multiplier.The 10+ worlds requirement for AI empires takes these settings into account by I see two alternative solutions, one conservative and one radical. I am very inclined to attribute this to the 10-world rule not taking the habitable worlds settings into account. ![]() I play almost exclusively with x0.25 and 0 guaranteed habitable worlds, for game performance and micromanagement reasons, and I cannot recall ever having seen an AI empire ascend psionically, genetically or mechanically. If you reduce the setting from 2 to 0, the AI will at the same time go from needing 7 new worlds to needing 9.Ī direct consequence of the second and third points is that AI ascension empires become much, much rarer in game settings with low habitable worlds multipliers and few or no guaranteed habitable worlds. The number of guaranteed habitable worlds setting also has no such self-balancing effect.Similarly, if the habitable worlds multiplier is raised to a high number, AI ascension empires should become much more common. If the habitable worlds multiplier goes down, so does the chances of reaching 10 worlds - for every AI empire in the game (barring Void Dwellers). The habitable worlds multiplier setting has no such self-balancing effect.This gives a certain stability to the prevalence of ascension empires in the game - if you reduce the number of chances at ascension, the size of each chance goes up at the same time. In Stellaris, choosing the best Ascension Perks can help players a lot. When the number of empires goes down, the expected number of worlds per empire goes up - and so does the share of ascension empires. The latter may actually be in line with the intended design.I suspect this is the intended design and unlikely to change, even if I disagree with it.Ī secondary effect, however, is that the 10+ worlds requirement directly ties the frequency of AI ascension empires to the habitable worlds multiplier setting and the number of guaranteed habitable worlds setting, as well as to the number of empires (relative to the galaxy size) and the number of guaranteed habitable worlds. This video is spread over several categories Vanilla, Expansion, Special. Considering how strong the ascension path perks are, the 10+ worlds requirement is an artificial dulling of the AI. Stellaris - Ascension Perks Tier List (2.7) Youve asked for it, and here it is the 2.7 power ranking for the Ascension Perks. In other words, this limits the frequency of AI ascension empires (on top of AI empires being less likely than human empires to pick an ascension path due to the AI's random selection of ascension perks). The primary effect is that AI empires are prevented from picking an ascension path before they have grown big enough, even if they meet the other requirements and are ethically inclined towards them. I haven't tried with any other set-ups.AI empires are currently scripted to not pick the psionic, genetic or mechanical ascension path perks unless they possess 10+ worlds. While in-game, look at Ascension perks list. Nihilistic Acquisition for (1) and Xeno-Compatibility for (2)), appear. (2) Avian Xenophobe Egalitarian Materialist Democracy with Parliamentary System & Shadow Council civicsīut it seems strange that other unavailable perks that I can't possibly use with these set-ups (e.g. (1) Avian Xenophile Egalitarian Materialist Democracy with Meritocracy & Mining Guilds civics, and Please explain your issue is in as much detail as possible.Ĭomparing the Ascension Perks list on with the in-game list, the following perks don't appear at all in the in-game list, even as unavailable: Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations Dick v3.0.3 (d281) Some ascension perks are missing ![]()
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