
Galactic Force Projection - Decent early as its a nice fleet/naval capacity bonus.

Close to a must have as you transition into mid/late game to build up your planets. Must have researched Anti-Gravity tech and can only transform planets with all district slots filled with City Districts and costs a significant amount of minerals. Arcology Project - Enables Ecumenopolises which transform planets to allow very strong specialty districts including +10 alloy/CG jobs per district. Extra ship sensor range and hyperlane detection range is rarely ever needed. Can always use extra starbases for extra naval capacity but have the flexibility to use them as needed.ģ. Grasp the Void - Solid choice especially into mid/late game where every starbase counts. Useful all game but becomes weaker as you go further over the admin cap.Ģ. Imperial Prerogative - Good early choice especially for decreased tech and tradition cost. Only useful if you need to increase max leader level.ġ. Shared Destiny - Only useful if focusing on vassalization as saves time and influence for integrating them. Provides unity/amenity/ethic attraction empire wide boost based on the spiritual significance of 3 planets. Consecrated Worlds - Only for Spiritualists. Universal Transactions - Only get if you are committed to branch offices and have lots of potential commercial pacts. Allows you to use bombardment to abduct pops instead of killing them. Nihilistic Acquisition - Only get if you are going to play very aggressively and steal pops from enemies rather than outright conquering them. Voidborne - Only get if you are going to focus on building habitats which are currently considered a bit weak. One Vision - Decent unity boost and governing ethics attraction can help with happiness and faction influence generation. Technological Ascendancy - Decent research boost useful throughout the game.Ħ. Cheaper clear blocker saves energy but generally you aren't clearing many blockers early game and the energy savings aren't as meaningful mid/late game.ĥ. Mastery of Nature - Kind of weak early but can be good mid/late game for more max districts especially if you have lots of planets with low max districts. Xeno-Compatibility - Great if you have multiple species on each planet for growth boost and good with lots of migration treaties. Tends to become stronger later on if your expansion slows and you have some influence to put into edicts.ģ. Decent early though you rarely have the influence to use many edicts but also extends campaigns to save a significant amount of energy. Executive Vigor - Significant bonus to edict/campaign duration. Saves a significant amount of influence especially the wider you play.Ģ.

Interstellar Dominion - Should almost always be first selection. Psionic (Mind over Matter, Transcendence)ġ. Biological (Engineered Evolution, Evolutionary Mastery) Synthetic (The Flesh is Weak, Synthetic Evolution) Don't necessarily have to get immediately when they are available or at all but they provide solid bonuses around pop traits/modding. Generally all 3 paths are pretty good and depends on what type of empire you are playing and play style. You can choose one of the following and select the tier 1 and 3 perks. Each tier number indicates how many previously taken Ascension Perks are required. I think the best way to cover Ascension Perks is by separating ascension paths and then their tiers since this is what you'll have to choose from at each stage. I'm open to feedback and contributions and hope this will help others understand some of the more standard Ascension Perk choices. This will focus on fairly standard strategic gameplay and going wide to at least some extent (don't need to be conquering half the galaxy but assuming you'll be expanding early game to as many systems as possible).

So I decided to take a run at making a short guide on Ascension Perks in 2.2.
