「Stellaris」 Ascension Perk Tier List 3.0 - All Perks Explained!
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Length: 35min 33sec (2133 seconds)
Published: Sun May 16 2021
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Any tierlists should include game settings they are based on. Having three planets to work with vs ten planets vs twenty will lead to very different picks being strongest, especially after the pop growth rework. Same with mid/late game years and crisis strength.
Also, I just wanna quickly brag about always picking executive vigor before it became s-tier.
Thoughts/Disagreements:
Interstellar Dominion: definitely much more valuable than C-tier. I get where he's coming from, in that you can often get into situations where you're waiting for mega engineering and don't have anything to spend influence on in the mid-game, but if you've got a position with lots of open space or you're going to be going to war and making claims this can easily save you 1000 influence. It's the difference between having a full tank of influence to start building megastructures or running on empty. It's silly to put it lower than B-tier. Not something you'll pick every game, but usually it's a solid option.
Mastery of Nature: gotta disagree; I'd say this is more of a C-tier perk. While some start positions will lack good options to spend influence in the mid-game, almost no planets actually need this and you can hit maximum capacity bonus without it while developing it the way you want. There are just so few planets that need this it's a waste of a perk in my view. C-tier at best.
Grasp the Void: this can be somewhat decent now that starbase buildings have been buffed, but you can't take it in the first slot which kinda ruins it since that's the only place you'd really be inclined to take it. C-tier at best.
World Shaper: World Shaper is easily A-tier material, possibly even S-tier although I'm a bit hesitant to go quite that far (though if you're putting Machine/Hive Worlds in S then this deserves to be there too). This is by far the best "planetary improvement" perk available right now, and is actually even better than Arcology Project. It's just solid economic bonuses everywhere at no influence costs while easily putting every planet into maximum capacity without having to spam city districts.
Xeno-Compatibility: really more of a B-tier perk in my view. It's a solid pick, but it's something you have to commit to pretty early to get it to combo off well and it's not as impactful on your overall economy as the other A-tier perks.
Arcology Project: this perk was nerfed really hard in 3.0; it's not obvious because it's subtle, but if you actually spreadsheet it out, it turns out that the Ecumenopolis actually became less efficient in terms of upkeep per job, and this caused it lose its edge over gaia worlds. If gaia worlds and the ecumenopolis are about equally efficient, then why would you choose the option that's more expensive in both resources and influence and takes longer to set up? The Ecumenopolis isn't unviable, but I'd only ever take the perk as a Lost Colony origin to piggyback off of the Colonial Spirit modifier. In any other case I'd stick to only restoring relic worlds. This is C-tier in my view.
Colossus Project: I'd say that total war casus belli on its own is an S-tier perk.
Technological Ascendancy: this perk is just ludicrously overrated, and it's really just an average B-tier perk. In a typical game, you're looking at being maybe one extra T4 tech ahead in every category by 100 years into the game. That's a solid benefit, but not the game-changing bonus you'd expect coming from an S-tier or even an A-tier option.
Executive Vigor: I'm a bit iffy on putting it in S-tier, but I can see where he's coming from. Personally I'd put it more in A-tier since a lot of the time you can't afford to be running 3 or 4 edicts in the early-game and in the late-game many of those edicts aren't nearly as impactful.
Machine/Hive World: why are these in S-tier when World Shaper is in B-tier? They're if anything worse than World Shaper as they are more expensive, take longer to terraform, and give smaller bonuses. They do open up all building slots, but most planets don't need all their building slots. They're A-tier perks in my view.
These really depend on your playstyle. Interstellar Dominion is great if you are playing a inward perfection/ pacifist run. Where getting a system first may be the only safe way to get it and lets be frank during the first 50 years your influence is your major limit on expansion. If you play a more aggressive playstyle then you can just take the system from them via war.