![]() One that gives megastructure build speed and habitat size as separate nodes, and the other that gives you resource storage before letting you pick which of the megastructures you intend to build. At first, it would give you a small perk for engineering research, then buildings, and upkeep, and voidborn before splitting off into two branches. I've never been much of a fan of it, personally, but I can see a good system being one where you have a perk tree with nodes that grant the bonuses we're used to that end with us unlocking the ability to make habitats.Īn example of this would be choosing a line that ends in master builders. This would probably necessitate a change to the tradition system, though. Make players pick the perk they want first, then spend the time unlocking it. Remember when I said perks are at their best when you already know which one you're going to pick? I think we should emphasize that. While I don't know how true that is, I do have fun suggesting solutions anyways. If you want to be the defenders of the galaxy, it shouldn't be something your civilization wakes up and decides to do one day because it had enough unity stockpiled, it should be something they woke up a generation ago and decided, "We well be the ones who take care of you if the galaxy becomes dark."Ī few great heads of productions studios have said that the best teams only need to understand the problem, once they do, they'll come up with the best solution themselves. This is bad because there's no good roleplay reason for your civ to be able to suddenly gear itself towards a single ideal. When I'm nearing the end game and I just leave a slot open in case either a war in heaven breaks out, a crisis begins, or I just want to war/defend a bit better. ![]() ![]() What really bothers me is the worst part: They provide a very definitive mid and late game for you empire while giving you this long term payoff resource (unity) to either focus on or rush past. Perks and their slots are paced out fairly well. And machines just shouldn't start out being able to make machine worlds (or squishy organics, the upcoming ecumonopolis) until at least the mid-game. Similarly, some things are just overpowered if you can pick them as a first perk: enigmatic engineering (+2 sensor range) could easily render the first sensor tech meaningless if you're making enough unity. You can't (or at least shouldn't) try to stockpile the minerals to build a ringworld when you're only just setting out into space. It's good gameplay balance not to have the coolest perks available in the early game. And it will help me unlock the stuff I need for mind over matter / the flesh is weak / voidborn / whatever later." In nearly all my games I just pick technological ascendancy or one mind first because, "I might as well, it's not bad. In game, this usually is what happens when you get a perk slot and immediately spend it on something without even considering the alternatives.Īt its worst, a perk slot is something you don't know what to do with, or something you're saving until either a crisis or a fallen empire wakes up, or you just spend because it's better to spend than not. You stare at you future and you see your people doing great things. Living in space as the voidborn, building structures that rival the stars themselves, dethroning those sometimes fallen kings and queens of the galaxy. Let me explain.Īt its best, a perk is the final proof that you've managed to gear your entire culture around a single idea. On the other, it's gamified in a way that makes very little sense to the world of Stellaris. On one hand, they're this great way to specialize your civilization towards something cool and spacey. Kinda a hot topic and has been since they first came out.
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