![]() ![]() This effectively becomes mastery of nature as well as getting more planets. * Add "toxic" blockers to piles of planets, averaging +2 districts (over the entire galaxy) when you clear them, that requires Detox to clear. Just the first step is discounted, so you can scatter first-tier bases around even early on. 50% cost similarly lets you get in the game of mercs earlier. The +fleet cap makes this not a trap as an early pick (getting 50 fleet cap to found an enclave is hard early game). * +1 leader special feature on all leaders This helps you punch above your weight in another of fights. ![]() * +100% war exhaustion caused by your actions. * Increase Culture Worker ethics-specific effects by 50%. In Stellaris, choosing the best Ascension Perks can help players a lot. * Change to producing a super-rural planet, like how econompolis is a super-urban one. The goal is that whatever tech path you pick is going to be rare(r) in the Galaxy. * Any technology card you have researched has a 50% reduced weight (less likely it is randomly selected by other civilizations). * +1 tech pick, always the least known technology in the galaxy you could roll (weighted if there is a tie). I get that this is a somewhat popular pick in multiplayer games. Having a defensive ground army is rewarded, and fighting at starbase chokepoints as well. * Increase effectiveness of defensive starbase buildings, like command center and listening post, by x2. Starbases are extremely difficult to make worthwhile, and this isn't all that huge a buff to them. Your fleets can retrofit while in the field, and you get influence from a larger navy. * Allow ships to self-retrofit without returning to a starbase. Same relic can be added multiple times.This flat bonus to naval capacity is only going to be noticed in the early game, and then getting the alloys is usually harder than getting the naval cap. Grants, writing all instead of the ID grants all relics. Increases the empire's Opinion of the empire by, default 40Ĭreates of pops from on the selected celestial body, entering without ID reveals all species IDs If a modded starting system was not used, the player's pops will always be 0 to 32.Ĭheats are console commands that can be used to give unfair advantages as opposed to sole testing purposes.Īctivates the specified Ascension Perk, pressing tab reveals all IDsĪctivate_ascension_perk ap_mind_over_matterĪctivates the triumph effect of Īctivates the specified Tradition, pressing tab reveals the namesĪdds to the selected celestial bodyĪdds of intel towards, default 10Īdds of loyalty from, default 10 Pop IDs can be read by hovering over a pop in the population tab.If a modded starting system was not used, the player's starting science ship will always be 0. Ship IDs can be read by hovering over a ship in the fleet window.If a modded starting system was not used, the player's empire will always be 0. Empire IDs can be read by hovering over an empire's flag in the contacts menu or its borders on the galaxy map.If a modded starting system was not used, the player's starting leaders will always be 0 (ruler) and 1 (governor). Leader IDs can be read by hovering over a leader in the leaders or empire menus.I've removed all the tile blockers on all three of my worlds, it's just so useful. If a modded starting system was not used, the player's species will always be 1 for the main species and 2 for the syncretic/cyborg/bio-trophy/prepatent species. 1 Fourthspartan56 12:23pm I chose Master of Nature (or whatever it's called) the perk that reduces the cost of removing tile blockers by 100 and makes most tile blockers removeable, it's just so amazing. Species IDs can be read by hovering over a species in the species menu.Species, leader, empire and pop IDs however are defined when the game is created and have to be found with the debugtooltip command. Most IDs are predefined and can be found on the ID page. ![]()
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