The Ascension perks are a key part of the mid/end game. Most Stellaris games are won by "score", and the Ascension Perks give you a big achievement that helps you cross the finish line, and give you a big late game moment for your civilization's story.
On that note, the "Xeno-Compatibility" Ascension perk seems like a lost opportunity. I'm really into it from a role-playing standpoint, as I tend to play nice with other Xenos (and usually like the Xenophile Ethic). But in practice, I always go with with Engineered Evolution and Evolutionary Mastery (EE+EM), because:
- Power: EE+EM lead to bigger bonuses
- Control: EE+EM let you totally control what bonuses you get
- Synergy: Xeno-Compatibility is for xenophiles, and doesn't synergize with its trade/diplomacy bonuses
- Narrative: EE+EM is just a deeper chain of events with a bigger climax
A lot of the other ascension paths have a bigger climax, really. Not just Evolutionary Mastery.
The Materialists can become perfect machines (Flesh is Weak + Synthetic Evolution). The Spiritualists discover a whole other plane of existence (Mind over Matter + Transcendence). The Militarists and Xenophobes can conquer the hell out of everyone (lots of great ascension perks).
But there's no big achievement for Xenophiles, and players who enjoy a more diplomatic / "get along" play style.
I see potential if Stellaris builds on the idea of Xeno-Compatibility, with a dramatic chain of ascension perks that ends in something big and inspiring. (e.g.: "Transgenetic Marvel", "Cosmic Species", "Universal Being")
A quick fix is to allow Xeno-Compatibility to unlock Evolutionary Mastery. It opens up fairly big perk, it fits with the overall story and theme, and it wouldn't imbalance the game.
If you do develop a full-on ascension path similar to some of the other high-end perks, here's a few ideas:
First Tier / Xeno-Compatibility Substitutes:
- Create a few lesser climate-preference traits for hybrid species (e.g.: Dry-tolerant gives +10% to dry climates)
- Or give hybrid species a general habitability bonus (more robust genes)
- New Edict – "Integrate Xenos": +sprawl from pop, +trade value from pop, +xenophile ethic attraction
- New Planet Decision – "Transgenic Incentives": +33% immigration, immigrants get correct climate-preference
- Free migration treaties
- More diplomatic weight from pop (since your hybrid civilization makes you more relatable
Higher Tier Ascension Perk Ideas (e.g.: "Transgenetic Marvel"):
- Rare tech: "Xeno Genome Project" (can unlock below, to add some research cost)
- New planet: "Cosmopolis" – 100% habitability, +50% immigration, districts favour trade value / research / unity
- New army: "Chimera Soldier"
- Event Chain: "Transgenetic Fitness" – triggers every 75 years. pops become hybrid, and move from non-adaptive, to adaptive, to robust
- Edict: similar to above, but maybe only effects a percentage of pops per year (more gradual)
It feels like a Xenophile / Cooperative / Diplomatic play style is pretty common, and deserves its own climactic achievement. Hopefully some other people feel the same way.
Source: Original link
© Post "Would like to see a more climactic achievement for diplomatic players / xenophile ethics" for game Stellaris.
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