Stellaris ascension perks ironman11/11/2023 ![]() ![]() ![]() 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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