Ultimate Stellaris Ascension Perks Tier List (2023) (2024)

Since there are so many playstyles and builds in Stellaris, it’s no wonder there are a lot of unbalanced and downright broken ways of playing the game, hence why we made this Stellaris ascension perks tier list. Ascension perks can make or break your game and it’s hard to experiment with different playstyles and builds since playing one game of Stellaris game can be extremely lengthy. Although we suggest that you play your game without looking up too much information, it’s important to know what thingsare viable and what are boring and useless.

Table of Contents

SS Tier

Colossus Project

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This ascension perk basically gets you the option to build Titans and more importantly, the World Cracker ship. Titans are basically superships that can be a benefit to your fleet, but the real reason why this perk is at the top is because of the ship called World Cracker. If you ever tried to play Stellaris until the end (2500), you know that at around the year 2400, your game starts to get slower. This is the dreaded endgame lag that is inherent in the Stellaris engine. One of the best ways to mitigate this is to destroy every planet you conquer. Basically, it comes down to killing pops since they are the main reason for the lag. If you want to play the game to the year 2500, Colossus Project is a must-pick.

Defender Of The Galaxy

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We find this perk pretty boring, but extremely necessary. If you cranked up the difficulty of the endgame crisis to an x5, x10, or x25, this perk is a must. You get 50% damage to any endgame crisis and get an opinion boost from all empires. Notably, the most important thing against the endgame crisis is the ship designs you’re going to go for. We suggest picking this perk last as it doesn’t have much benefit (only opinion) if the endgame crisis is not close.

Become The Crisis

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Technically, we don’t consider this ascension perk a “perk” since it’s so game-changing. Basically, you get to unlock a different game path that is primarily focused on making you the bad guy. Soon enough, everybody starts hating you and your mission is to build a machine that can wipe the whole galaxy out starts. Again, we don’t consider this a “perk”, it’s more of an alternate way of playing the game.

S Tier

Mind over Matter

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Apart from being one of the most fun roleplays, mind over matter is also extremely powerful. The benefits you get throughout the game are just hard to overlook. Unlocking the path to transcendence is where all the best benefits are. You get job bonuses, leader perks, connection to the shroud, psionic jump drives, immortal leaders (chosen one), and much more. These are bonuses that follow you through the game and mind over matter is considered one of the most reliable choices.

*This is the Psionic Ascension Path, you will not be able to go to different paths after picking this perk.

Technological Ascendancy

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Since one of the most important factors in the game is tech progression, it’s no surprise that Technological Ascendancy is just too good. Even if it’s just a 10% research speed boost and a +50% chance of finding a rare technology (this means a jump from 1% to 1.5%), the benefits are powerful since it can get the ball rolling. This perk is usually the first or second pick and there aren’t better alternatives at the early stage of the game. It may not be ideal if you are going for a specific build, but even then it’s arguably a close second.

One Vision

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Similar to technological ascendancy, this ascension perk can be picked early. It remains one of the most reliable ascension perks since it gives you 10% monthly unity, -10% pop amenities usage, and +50% governing ethics attraction. This gives you a nice boost and it can be very useful throughout every stage of the game. Unity is always welcomed, and sometimes ethical attraction can stabilize your factions and circumvent faction problems.

Executive Vigor

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You can’t go wrong with picking Executive Vigor since the +100 Edict fund is a powerful boost in the early game. Although it can fall off and perhaps be underwhelming in the later stages, the Edict fund that you get in an instant can give you the option to have 2-3 edicts constantly active.

Universal Transactions

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Basically, if you’re playing MegaCorp, this is a must-pick. -15% Branch office cost early in the game with save you a ton of resources and make steamrolling the game easier. Furthermore, commercial pacts are free of charge which means you get to save that precious influence that you need so much if you are playing, for example, a xenophile MegaCorp and making deals with everyone.

A Tier

Arcology Project

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If you are a fan of tall builds, the Arcology Project is a must-pick perk. It gives you the option to build an ecumenopolis which is sort of a superplanet. This planet can be the home to a huge number of pops and with the correct setup, you can get some crazy benefits. Furthermore, if you see that you are stuck with only 3-5 worlds, this is the best way for expanding your empire with the need for acquiring more worlds. In our experience, it worked extremely well with the megacorp tall build.

Galactic Wonders

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If you like cool sci-fi buildings, this ascension perk is a must. It unlocks the option to build Ring Worlds, a Dyson Sphere, and Matter Decompressors. Ring Worlds are a way to further expand your world and give you jobs if your space is too cramped. If you find yourself struggling with energy, Dyson Spheres as they generate huge outputs of it (1000 to 4000), not to mention they look really cool. Matter decompressors basically do the same but for minerals. Besides that these buildings look cool, they provide solid benefits across the board and that’s the main reason why it’s so high up our Stellaris ascension perks tier list.

Galactic Contender

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It gives +20% Diplomatic weight, +33% to awakened, and fallen empires, as well as +33% damage to The Gate-builders. Although it’s somewhat situational, we really love these perks just for the diplomatic weight alone. If you’re going for the Galactic Custodian and want to have all the political power, the Galactic Contender is a great choice in this build. Of course, it will help you defeat Awakened and Fallen empires as well, which is situational, but 33% is good.

Master Builders

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Nothing much to say about this perk. It gives you +50% to Megastructure build speed and +1 to build capacity. If you want to build a lot of megastructures, this is the way to do it. Keep in mind that +50% is a lot and generally if you want to build something like a Quantum Catapult as soon as possible, this can be a game changer. We had one game where we were building the quantum catapult and it was done just in time to launch us to where the Unbidden were spawning. This made the game 10 times easier since the endgame crisis didn’t have time to spread. All thanks to that +50% build speed.

The Flesh is Weak

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To unlock this perk, you must complete the Integrated Cybernetics technology. The starting cybernetic bonuses your population gets are 20% habitability, and +40 years leader lifespan, which is not that impressive. That said, once you turn your population into Cyborgs, you will get around +15% of bonus output from them. All in all, it’s kind of a lite version of going full robot mode with Synthetic Evolution. The main differences are that you get The Flesh Is Weak much earlier and can help you overwhelm other empires sooner than later.

*This is the Cybernetic Ascension Path, you will not be able to go to different paths after picking this perk.

Shared Destiny

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Usually, a must-pick if you’re playing as an Overlord. +2 envoys will boost your relationships throughout the game and having no loyalty loss from subjects is key for keeping your subjects glued to you. Nothing more to say about this one, if you’re going to have many subjects, pick Shared Destiny.

B Tier

Terraforming

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There are a lot of ways to “adjust” worlds to your type of civilization.

  • Machine World=Terraforming for Machines
  • Hydrocentric=Terraforming for Aquatics
  • Hive World=Terraforming for Hive minds
  • Consacrteted Words=Terraforiming for religious races
  • World Shaper=Terraforming for Gaia worlds

Some may have slight advantages but it depends. Generally, they are all pretty good and a viable pickup for every type of empire they are attended to. For example, if you are playing machines, it’s a safe bet to just turn everything into machine worlds since they are much more powerful, except if you’re playing as Rouge Servitor (better aim for Gaia worlds). While these perks can be in different places in our Stellaris ascension perks tier list, they are for specific empires and it just doesn’t feel right to separate them

Interstellar Dominion

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We know that it may not be a popular pick with some people, but we love this perk. When you are playing with a MegaCorp, for example, you will want to preserve as much influence as possible for office branches. Furthermore, there are a ton of playstyles that can chew your influence, and -20% Starbase influence and -20% claim influence cost is generally very beneficial if you feel you need extra.

Nihilistic Acquisition

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Even though it is situational, we really like the idea. This ascension perk unlocks the raiding bombardment stance. This can yield pops by bombarding enemy planets and abducting enemy pops while doing so. As you devastate the planet more and more, you can accumulate a lot of pops in the process and send them to your planet. It’s pretty quirky, but pops are the backbone of a strong empire and Nihilistic Acquisition provides that.

Engineered Evolution

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One of the coolest paths in our opinion. It lets you assemble clones, tailor traits to your liking, and generally play around with different species and attribute bonuses. It excels in pop assembly and with this path, you will probably be the most populated empire in the galaxy. One of the popular builds is to get the Overtuned origin and combine the traits you get from there with Engineered Evolution.

*This is the Biological Ascension Path, you will not be able to go to different paths after picking this perk.

Voidborn

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+20% habitat habitability and +2 habitat building slots and a good way of further upgrading habitats. If you lack worlds and find yourself building a lot of habitats, Voidborn can be a good choice, especially combined with Voidborn origin. Habitats can provide extremely high outputs of research by combining the origin and this ascension perk.

C Tier

Xeno-Compatability

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Interesting in theory, laggy in practice. The majority of Stellaris players disable xeno-compatibility before the game because of the mid-late game lag. It’s a shame since xeno-compatability has some crazy ways of playing. Basically, you get to play around with dozens of species and cross-breed them. While it’s not the most powerful thing, we do appreciate the creativity and options you get from this perk. The main reason it’s not higher in our Stellaris ascension perks tier list is that more species equals more lag.

Synthetic Evolution

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Although it was very popular, as of patch 3.6, it requires you to unlock Synthetics before you can choose this path. Generally, this path is very strong for resource output and maximizing your population potential. Main bonuses: 25% to all pops after upgrading the main synthetic upgrades. There are more bonuses for workers, scientists, fire rate, etc. The main issue with this path is that Sythechic technology is only available later in the game. This can cause other ascension paths to steamroll you before you even start getting the main bonuses from Synthetic Evolution.

*This is a Synthetic Ascension Path, you will not be able to go to different paths after picking this perk.

Mastery Of Nature

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This one is situational. If you find yourself clearing a lot of blockers on worlds, Mastery of Nature can come in handy. It’s good to keep this ascension perk in mind since some custom builds naturally have a lot of added blockers.

Galactic Force Projection

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Adding +80 naval capacity, and a +20 fleet command limit can be useful but ultimately it’s an underwhelming and quick, fixed gain that will later hog one ascension perk slot. If got all your other things in check and just want a stronger fleet, this can be a solid option.

Grasp Of The Void

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Expanding your starbase capacity can be good when you have a lot of choke points that need to be covered. Usually, this comes in handy when you are conquering an empire and find yourself having a lot of weak spots in your empire. Also, more starbases mean faster rebuilding and repairing which is crucial when waging long and exhausting wars.

Lord Of War

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This perk is situational. Having diplomatic weight can make or break some games cause of the federation’s powers and voting. The best thing it gives you is +25% diplomatic weight from fleet power. If you have a huge fleet and need extra diplomatic power, this may be a good choice, otherwise, we suggest you skip it.

D Tier

Imperial Prerogative

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A very short-lived perk that gives you -50% empire size from colonies. So unless you have 5-10 colonies and are struggling for resources, it’s better to pick something that will follow you throughout the whole game, like Technological Ascendancy, One Vision, or Executive Vigor.

Transcendent Learning

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Unless you are going with some crazy “Leader” build, this one is simply not that impactful. +2 Leader level cap and 50% experience gain are always fine, but there are usually much better choices. It can be fun if you want to role-play having 200-year-old Necroid leaders perhaps, but it doesn’t impact the game that much.

Eternal Vigilance

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At the current state of the game, spending extra precious resources to upgrade your starbase defenses generally isn’t an optimal playstyle. Furthermore, it’s very boring and unless you have a huge defense chokepoint, there isn’t any reason to heavily rely on starbase defenses and by extension, this perk is pretty useless.

Enigmatic Engineering

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Unfortunately, everything that has to do with Encryption is very underpowered in Stellaris. +2 Encryption doesn’t do much and the perk that your ships don’t leave space debris isn’t something that will help you. This may be okay in multiplayer, but it’s extremely situational and most of the time useless.

Detox

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You have a chance to transform a toxic world into a “usable” one. You can usually find worlds in Stellaris by exploring or conquering them and just having a chance to turn one toxic world into a non-toxic one seems more like a technology rather than an ascension perk. Pretty underwhelming and a big vast of an ascension perk slot making it one of the worst perks in our Stellaris ascension perks tier list.

Conclusion

It’s important to take this list with a grain of salt. Every Stellaris player has different playstyles and ideas of fun. Furthermore, it’s important for an empire to have a “rich roleplay” story and play by that logic. The best Stellaris games are when you create empires for fun and love, not for maximizing specific outputs, tech, or something else. Do keep in mind that it’s really hard to know what synergies exist because there are so many origins, traits, civics, traditions, and perks. This Stellaris ascension perks tier list isn’t overarching for every build and situation so there are a lot of times when something considered “bad” can be useful. Nevertheless, we hope we gave you an idea of where Stellaris’ perks stand in the current state of the game.

Like Stellaris Ascension Perks Tier List? Up Next:Stellaris DLC Tier List

Ultimate Stellaris Ascension Perks Tier List (2023) (2024)

FAQs

Which ascension is best in Stellaris? ›

Synthetic ascension is the strongest by numbers. Your pops produce the most,all leaders are immortal and any planet can be colonised without issue. Food is no longer needed to be produced,which frees up space for other stuff. The only downside is it unlocks very late in the game after several necessary technologies.

What is the mind over matter perk in Stellaris? ›

Mind over matter unlocks the Psionic Tradition tree. Correct. Also, selecting the Mind Over Matter ascension perk unlocks a Government Agenda which progresses by Psionic Theory 25% and unlocks as a permanent research option. You still need Psionic Theory in order to progress through the Psionics tradition tree.

How to get ascension perks in Stellaris? ›

Once a player finishes any tradition tree, they'll unlock a slot for an ascension perk of their choosing that can define an empire's vision and ambitions, or even the fate of their civilization.

Is Executive Vigor worth it Stellaris? ›

However, I think Transcendent Learning and Executive Vigor are both worth considering. Mastery of Nature is good but not much use early so you might take it if you have higher priority things planned for the next couple of perks.

Which version of Ascension is best? ›

Once you have the base game, I'd move to the second set, Ascension: Return of the Fallen . It gives you just enough extra content to keep the game fresh, without burying you with new concepts. After those two, feel free to explore and target whichever sets you find appealing.

What is the max planetary ascension? ›

Once all eight ascension perk slots have been unlocked, an additional four planetary ascension tiers are unlocked for a maximum of 10, a possible total +250% designation effect increase and −50% reduction in empire size from that planet.

What is the secret fealty in Stellaris? ›

A secret fealty means they switch their alligance over to you and will support you if a war breaks out.

What does Utopia give Stellaris? ›

As the title suggests, Utopia gives you new tools to develop your galactic empire and keep your people (or birdfolk or talking mushrooms) happy. Push your species further out into the galaxy with new bonuses for rapid exploration or stay closer to home before striking out against all who would challenge you.

How to cheat at Stellaris? ›

How to enter cheats. Cheating in Stellaris requires you to open up the console command window. This is done by hitting the Tilde key on a typical keyboard. Once open, simply type or paste any of the cheats below to trigger their effects.

What is the max ascension level in Stellaris? ›

Each additional Ascension Perk you unlock increases the maximum Ascension Tier by 1, with an extra 4 tiers unlocked once you unlock all of the Perk slots. This lets you Ascend planets up to ten times, for a maximum bonus of 250% of the base Planetary Designation effects.

How do you get free perk in ascension? ›

During Space Monkey rounds in Ascension, monkeys will attempt to destroy the Perk-a-Cola Machines. If all of the monkeys are killed without touching a perk machine, the player will be awarded with a Perk Bottle along with Max Ammo.

How many perks can you have on Ascension? ›

Each player can only have four perks at a time, with the exception of already having four and obtaining the Random Perk Bottle to obtain all five (now six) perks at once as viewed here. PhD Flopper; located outside near the "D" Lunar Lander launch pad (Black Ops version only) that has the Fragmentation Grenades.

What is the max planet capacity in Stellaris? ›

Planet capacity is capped at 500.

Is Nemesis worth buying Stellaris? ›

If you want to play an evil empire then it's great since Become the Crisis is fairly intricate. Mind you it's fairly one-note in it's approach, it's a path to only one outcome with no real variance in what kind of evil you want to be.

Does empire sprawl matter? ›

The benefits of "sprawling" your empire far outweigh the costs. It's only there to give a chance to empires that want to play tall. As for fleet size, a lot depends on what difficulty you're on. You usually only want to build fleet size up in preparation for war, though, since the upkeep costs will hurt you otherwise.

Which tradition is best Stellaris? ›

  1. 1 Domination. Subjugate The Neighbors And Make Them Grateful For It. ...
  2. 2 Enmity. Oppose The Entire Galaxy And Gain Benefits From It. ...
  3. 3 Mercantile. Peacefully Grow By Trading With The Galaxy. ...
  4. 4 Synchronicity. Hive Mind Empire's Special And Strong Tradition. ...
  5. 5 Unyielding. ...
  6. 6 Discovery. ...
  7. 7 Supremacy. ...
  8. 8 Prosperity.
Jun 14, 2024

What is the best origin for roleplay in Stellaris? ›

The Scion Origin presents some excellent roleplaying and lore-building opportunities, as the player must eventually make the decision whether to return the favor and reward the trust that the Fallen Empire placed in them, caring for the Empire once the player's own civilization has come into its power.

What is the best planet for trade in Stellaris? ›

Ecumenopolis worlds are by far the best. Ring worlds are actually worse than 2.2. 7 however ring worlds have another advantage.

What does the ascension tier do in Stellaris? ›

Each planetary ascension tier increases the effects of the planet designation by 25% and reduces size from the colony by 5%, which includes pops, districts and the colony itself. Ascension tiers are not lost if the designation is changed. All designations gain +10% pop growth and assembly speed on ringworlds.

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