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.