If you are aiming for a species that doesn’t need terraforming and can just live anywhere, The Flesh is Weak can help you with that, and that isn’t even considering what happens if you follow its Ascension Path through to the end. Traditions can increase that by another 10%, bringing it to 90%, and certain empire modifiers or traits from anomalies or events can increase it even further, to 95% or even 100%. Technologies give your empire an additional 20% habitability, bringing that 60% to 80%, which is in the green zone. In addition to more army damage and longer-lived leaders, the Cyborg trait gives a whopping +20% habitability, which when combined with the “Extremely Adaptive” trait comes to a built-in +40% habitability for your species.įor perspective, that brings a 20% habitability planet to 60% habitability, which is a massive decrease in the food and consumer goods upkeep of those pops, and also a massive decrease to the habitability growth penalty slowing down pop growth on such a planet. The Flesh is Weak is one of the most useful perks in the game, even if you don’t complete its Ascension Path and just take it for the Cyborg trait. Make upgrading your habitats an option much sooner in the game than normalįrom the moment I understood the weakness of my flesh, it disgusted me.Make living on habitats less expensive, creating more economic advantage.Amplify the economic potency of your habitats.For this reason, this perk is a must-have if you plan on building more than 5 habitats in a playthrough.
Stellaris apocalypse capture starbase upgrade#
Voidborne makes habitats even more of a viable strategy than they were before, giving them additional building slots, more habitability to ease the cost of your pop upkeep, and gives you access to the technologies that allow you expand and upgrade your habitats making them even more powerful. Habitats can be used to produce everything from food to strategic resources, and their flexibility in terms of being constructed rather than discovered and exploited means they are a snowball strategy that doesn’t need a lot of territory to get rolling. Habitats can be built over any independent (is not orbiting another stellar body) planetary body except for a star, meaning there is a LOT more space within any given star system for habitats than for planets, unless you can somehow turn all planetary bodies in a system habitable. Voidborne is on this list because it empowers one of the best economic strategies in the game: habitats. It can be rough living in deep space, lightyears away from the closest Denny's Helps you take over the Fallen Empires earlier, so you can harness their resources and technology to better face future challenges.Help you maneuver yourself into a position of power within the Galactic Community, the galaxy will only stay saved if you are the one running it after all.
![stellaris apocalypse capture starbase stellaris apocalypse capture starbase](https://i.imgur.com/kBJz1UC.png)
![stellaris apocalypse capture starbase stellaris apocalypse capture starbase](https://i.redd.it/d0l8bwkd8vx11.png)
Help you weather the Gray Tempest mid-game crisis.After all, the galaxy will need a strong leader like you in order to weather this Crisis, the other nations just don’t understand that it’s for their own good. The additional 20% Diplomatic weight also helps you in dominating the Galactic Community to pass that Custodian nomination in the Senate. In this case, Galactic Contender helps you tremendously, while also preparing you for the inevitable confrontation with the Fallen Empires later on.
![stellaris apocalypse capture starbase stellaris apocalypse capture starbase](https://forumcontent.paradoxplaza.com/public/499775/Score.jpg)
![stellaris apocalypse capture starbase stellaris apocalypse capture starbase](https://i.imgur.com/UPTBlnj.png)
Fallen Empires are not necessarily an existential threat like the Crisis factions, but the Gray Tempest Crisis is, and the Tempest often emerges at a time quite early on when you and everybody else isn’t quite ready for it. Galactic Contender is one of the more underrated perks on this list, primarily because it not only buffs your damage against Fallen and Awakened Empires, but also against the Gray Tempest in any of its forms. Do you find yourself stumped on which Ascension Perks to choose to maximize your enjoyment of Stellaris? Do you feel overwhelmed with the number of choices you're presented with when you go to fill that Ascension Perk slot? Do you need an idea what Ascension Perks give the best value and in which situations? Do you need some help figuring out which Perks best fit with the theme of your empire? If you answered "yes" to any of these questions, then this list is for you.