Stellaris

Stellaris

Ascension Perks Broadened 3.12
146 Comments
Lucasif  [author] 21 Sep @ 1:05pm 
I can almost guarantee that this still works in 3.13. I'm getting around to coming back to stellaris decently soon, but for now you can relatively safely assume that it'll work just fine.
Zanz5798 21 Sep @ 8:44am 
Can I ask if this mod is still compatible with version 3.13?
Lucasif  [author] 8 Sep @ 12:49am 
Yeah I removed it because it was causing issues with virtual worlds or something like that. Infinite pops type of issues.
Pan Mikser 7 Sep @ 4:58am 
Did the job creation perk get removed?
Lucasif  [author] 2 Jul @ 3:33pm 
Yeah so it's an issue with how they changed version files. I'll change it whenever 3.13 comes out and it shouldn't be an issue again. For now, ignore the !, it's still compatible.
MajorGeneralPike 2 Jul @ 3:01pm 
No I mean I still get an ! when I play this mod on my playlist.
Lucasif  [author] 27 Jun @ 7:11pm 
Updated? You mean when I'll add new perks? AFAIK it's fully compatible with 3.12.5
MajorGeneralPike 27 Jun @ 5:52pm 
Any idea when this will be updated?
Lucasif  [author] 1 Jun @ 1:51am 
It has required genetic ascension since at least 3.6 version.
tesla133 31 May @ 10:29am 
I know I asked but I don't see my comment... fountain of youth in the past did not require you take genetic ascension? Can it go back to not requiring that maybe...
Lucasif  [author] 31 May @ 12:44am 
Also that's why there's the option to disable tiered perks. If you don't like the OP perks, disable them or just don't use them.
Lucasif  [author] 31 May @ 12:40am 
It's intended that the bonuses stack, they're basically meant to reward you for sticking with a specific specialisation with increasing rewards that stack and even increase per tier. If you play without a mod that adds slots then you're basically dedicating half of your slots to one aspect of the game and thus should expect massive gains in that specific area.
kaipo1968 30 May @ 7:50pm 
When I look around a little, I see I have 14 tech choices. The technological revolution bonuses must be cumulative also. I guess this is intended then? Could I suggest maybe you point this out in the mod description? Being cumulative takes these from strong bonuses to a little too much OP. I like the mod but would have turned off the tiers if I knew they were that strong.
kaipo1968 30 May @ 7:08pm 
The Engineering Paradigm Shift bonuses are cumulative rather than as stated. For example, it doesn't go from 200% megastructure build speed bonus to 400% to 600% at tiers 1-3, it goes from 200% to 600% to 1200%. All the other bonuses are the same way. Is this intentional?
Lucasif  [author] 21 May @ 3:39pm 
@Mr. I probably won't re-add the job creation perk unless I can figure out how to fix the issues introduced. Job creation was always the least interesting perk for me so I don't feel too bad if it's not in there.

@Kavvan I'm for sure going to add something for machines, right now though I'm just a bit busy with other things to work on the mod. It's coming though.
Kavvan Shrike 20 May @ 6:45pm 
Engineered Excellency is great but now that machines are available for non gestalt's its made me keely aware that there isn't one for robots, don't suppose you could make a version of this for machines. Synthenic ascensions, cybernetics and machine intelligence gestalts would feel alot better with an equivalent ascension that gives trait points/picks for robotic pops.
Mr. 16 May @ 10:13pm 
Are there plans to readd the job creation perk?
Lucasif  [author] 16 May @ 1:44am 
I removed the job creation perk so I don't know how it could be affecting that. Maybe because I removed it you had it mid game and it didn't fix the jobs. When did you start your current game? You might need to start a new game.
Gwennein0619 16 May @ 1:34am 
So i started to have an issue half way through my current game after adding this mod to my playset. new game not continued. but about 90 years in for seemingly no reason my virtual pops just halve every 3 montsh then come back then disapeer so on and so forth causes immense lag and killed the save cause it was unplayable.
Lucasif  [author] 12 May @ 2:56pm 
Updated the mod to 3.12, removed the job creation perks as they're causing issues with the virtual pop generation. Please let me know if anyone else has issues with any of the perks interacting strangely with new mechanics.
Lucasif  [author] 12 May @ 4:26am 
I saw your reddit post but wasn't notified about your comments here for some reason shadow. I might just disable that entire ascension perk as I currently have no idea how I would limit it based on what I'm reading about what it does.
Tanrice 12 May @ 1:13am 
@shadowtheimpure it is the same while you dont have virtual ascension. Try to turn off jobs then everything is fine. The real problem is for the new became-crisis megastructural, where pop might increase and crash your PC.
shadowtheimpure 12 May @ 12:49am 
A warning. The perk that gives jobs per number of pops is able to create a feedback loop when used in conjunction with Virtual Ascension. I ended up with a planet that had 16,000 pops on it because I didn't keep an eye on it.
Lucasif  [author] 7 May @ 2:15pm 
Yup. It's also extremely likely it still works just fine in 3.12. Almost every Stellaris update when I update my mod I'm just changing the mod's metadata from being 3.11 to 3.12 for instance because the updates almost never interact with any of the things in my mod and remain 100% functional.
TheRealBlazing 7 May @ 1:50pm 
will this mod be updated to 3.12?
Lucasif  [author] 28 Apr @ 1:16pm 
They will lose some building slots as the perk itself grants building slots, but they won't lose any of the district slots gained from the actual expansion. Personal buffs don't translate to vassals so anything that grants additional building slots for just you (tech, civics, etc) will end up with your vassals having a wrecked building or two if you transfer it over to them.
Lordlony 28 Apr @ 5:46am 
So just noting Expand planet does not work well if you make vassals, they lose the additional building slots and everything gets wrecked. Either that I'm doing something wrong.
Lucasif  [author] 27 Apr @ 9:43pm 
Not sure why that's happening, I've used this mod with mods that expand orbital rings. None of my perks alter data on any of the megastructures, just boost output and decrease time taken. This mod shouldn't have any possibility to break orbital rings. Have you turned every other mod off besides this mod and Skogen's mod?
just a person ? 27 Apr @ 8:35pm 
hi there, I use your mod and found out that the perk "Engineering Paradigm Shift" all tier make the mod "More Starbase Slots for Expanded Starbases" by Skogen break that guy orbital ring. Is there any solution?
Lucasif  [author] 13 Apr @ 1:58pm 
No worries my dude, glad to hear you figured out what the issue was though.
Tyrantosaurex 13 Apr @ 12:19pm 
"Decaying Hyperstructure -%1,000" wasn't showing up for me before for some reason, I changed an unrelated mod and now it does so I'm going to assume that a display error made a mockery of me :cozyspaceengineersa:
Tyrantosaurex 13 Apr @ 12:07pm 
I'm starting to think it's a separate issue, I tried reproducing it with stacking modifiers without your mod and it was still happening on the precursor birch world so I have to test a bit more, I probably have too many wrenches in the works. I'll get back to you if I can figure it out (I have doomsday approaching fast and might have to make a cheat save to test).
Lucasif  [author] 12 Apr @ 7:29pm 
Weird because when I stacked a whole bunch of perks when I last played it in gigastructural I never hit the overflow. Try turning off one of the unity edicts that add speed and see if that fixes it. I'll tweak the values a bit when I next update it.
Tyrantosaurex 12 Apr @ 6:32pm 
I ran into construction speed overflow leading to a negative construction speed and thus never being able to finish constructions on some gigastructural engineering worlds like the birch world.
Lucasif  [author] 4 Apr @ 3:50pm 
Uhhh well I imagine if you copy the english local file and create a copy and then rename that copy's title from english to german and then edit the first line of the english local files and change them to say german instead it should work.
Aerror_404 4 Apr @ 3:09pm 
is it possible to set the english localisation for german? so i can read everthing in english even if i play in german?
Lucasif  [author] 29 Mar @ 8:08pm 
Sorry, I have no idea how I would do that. I'd suggest anyone seeking to play this in multiplayer agree upon rules from the getgo. Anyone wishing to create a patch that makes it work in MP is free to do so and if it works I'll probably implement it into the main mod.
Lodo 29 Mar @ 7:49pm 
Played MP games with this and everyone has to toggle it. Could you perhaps change it to make it so only the host decides?
Lucasif  [author] 29 Mar @ 12:20am 
I'm sorry I can pretty much guarantee I'll never test it in multiplayer as I never play Stellaris in Multiplayer, you can feel free to test it though and report back here and I can update the page to reflect its compatibility in multiplayer.
KoriksFlameKell 29 Mar @ 12:13am 
Okay. For safety I guess this stays out of multiplayer then, lol. At least my single-player games can keep it around
If you ever get around to testing it (or if anyone has tested it/knows themselves) please do let me know!
Good mod!
Lucasif  [author] 29 Mar @ 12:05am 
I honestly have no idea, I've never tested it in multiplayer.
KoriksFlameKell 29 Mar @ 12:02am 
Question.
If I were to use this in Multiplayer, and disable tiered perks, would that stay that way for all players, with only the Host (for this scenario, me) allowed to change it, or would it be able to be altered by everyone?
Lucasif  [author] 10 Mar @ 10:42pm 
Sure go ahead
Anton Rabe 10 Mar @ 10:42pm 
I want make russian loc. for your mod. Can i?
lazybones535 22 Jan @ 10:06am 
i love the planetary development perk, but the build cost reduction feels too op. The perk is plenty strong without it.
Figaround 9 Jan @ 3:50pm 
Russian and Chinese localizations were updated on December 24, English and Japanese on January 9.
Lucasif  [author] 7 Jan @ 7:31pm 
Ah lemme fix that. I've been tinkering a bunch with it and adding some more perks too and I keep forgetting to add that check to the new tiered perks
Lodo 7 Jan @ 6:45pm 
Hey man,first of all thanks for giving the option for disabling the Tiers! However,even with tiers disabled the next tiers of imperial basis still show up,
WiseMaster 25 Dec, 2023 @ 12:13pm 
Ah man thanks so much