
If you want to focus on edicts, get this perk, otherwise it can easily be skipped. Edicts can be really good, but their usage often comes down to personal preferences. This perk is very straight-forward, and I can’t really give it much of grading. Still won’t make your starbases strong enough to defend choke points on their own.Fleets are generally a better use of alloys than starbases, and alloys are seldom an abundant resource.Situational, there are almost always better options available.Can be really useful early game for protection and useful mid/late game for some extra firepower when guarding against crises.THE turtle ascension perk, with good choke points can compensate for an under-developed or crippled fleet.Good synergy with the Unyielding tradition, can provide enough of a boost to fend of small to medium fleets even in the late game with little to no fleet support.It doesn’t actually give anything “new” to your empire, like many of the others at this level, and the boosts don’t really put starbases at a level where they can really hold their own. This Perk gets a lot of flak, and the reasons are clear. One Vision provides similar bonuses, but without any costs or ethic requirements.Unity, Amenities and Spiritualist Attraction are already pretty easy for Spiritualist empires to get, with their access to Priests and certain events.Generally speaking, good Consecrated Worlds are also good for colonization, and can directly compete with your growth options.Have to be some degree of Spiritualist, restricting your robotic/synthetic options.Easy way to grow the Spiritualist Faction, if you’re wanting them to become more dominant in your Empire.Extra useful if you start near the Spiritualist Fallen Empire and have a sacred world in your borders consecrating a sacred world gets you Holy World bonuses on a planet you are unlikely to be able to colonize for long early game.

Amenities boost can offset some of the penalties from the Repugnant trait, early development of Specialists, and lack of entertainment buildings, in addition to acting as a boost to happiness (and overall productivity).For only 50 influence, can get solid bonuses out of planets that would otherwise make bad colonization choices due to habitability.In exchange for some influence and making a world de facto uninhabitable, you get some bonuses based on the “holiness” of the world. Managing a Galactic Empire is never easy, but crushing other empires en route to world domination is fun.Solid Ascension Perk only available to Spiritualists.

We hope this list is helpful for all you governors out there.
#STELLARIS ASCENSION PERKS IN GAME FREE#
Feel free to experiment with different perks, as some may be better than others in certain situations. Stellaris is a game about planning, and whether you succeed or fail is based on how well you connect the dots of galactic management. Also, certain perks have prerequisites, so read up on them as you plan out your strategy. Remember, some of these perks require DLC, so remember that when choosing the right perks for you. This perk may seem useless at first due to how fast growth works in this game, but that early boost can be used to jump the curve faster than the other competitors, which can cause a snowball for later on. Take the Ascendant Learning perk, for example, it gives your commander a boost for the early game.

Tier C is the worst of the bunch, but in the hands of a veteran, it can be quite rewarding once you get into the flow of things.
