Fleshing out one of the most important aspects of the game, which went unloved for nearly half a decade, Stellaris: Federations is all about the eponymous diplomatic bodies and the addition of a proper United Nations in Space™. Now that we answered the question of how do you get ascension perks in Stellaris, let's see what are the top 10 Stellaris ascension perks in 2020! Stellaris. As the name suggests, Federations is very much focused on federations – intergovernmental bodies that unite two or more empires towards a common cause. provide relevant advertising. It will always use the best possible tech from all given empires in the Federation[I think, don't quote me on that]. While in the Federation any tech you and other players/ai have researched will be easier/faster to research for others that don't have it. Federations, envoys, and origins were an important step in the road for a better game with more player agency, yet the the inability to actually create your initial Federation charter – arguably one of the most important aspects of the foundation of such an organisation – or the inexplicable absence of a Galactic Senate headquarters building somewhere in the galaxy make the expansion feel that much more incomplete in the details. As always, Stellaris’ latest DLC is a mix of much needed additions and some blatantly missed opportunities. Moving my Juggernaut and Federation fleet in a joint attack on those freaking tentacle dudes. Stellarisused to have pretty weak negotiation systems. While this fleet changes hands with every Federation president switch [roughly about every 10 or so years] it can be controlled, upgraded and added to by the person in charge of it. And in stellaris, you can have up to 8 armies as your frontline in a world of the size of Earth, and up to 10 in a 25 size world. Press question mark to learn the rest of the keyboard shortcuts. The AI is as intractable as ever, but the ability to send envoys to improve or harm relations is a major boon – gone are the days of pure player passivity; we now get a tiny bit of agency when dealing with computer empires. Let’s get one thing out of the way first - this isn’t a diplomacy fix. In a glaring and rather bad omission, you are unable to set the law charter when creating the Federation, and are instead burdened with a cookie-cutter group that requires you to put effort (and deal with your partners) to change any setting past the default – a consistently problematic proposition when playing with AI. The final DLC feature is actually part of the free patch: the replacement of some starting position civics for the new Origins mechanic. Active Sensors. Boooooo), Envoys and small diplomacy polishing was needed, Federations start with a cookie-cutter default set of laws instead of letting you draft it from the start like a real diplomatic corp, Galactic senate can be more of a nuisance than a boon, and lacks any real, physical seat of power to give it grounding. The base game ships with around half a dozen origins, but the DLC adds up to 18 of them, allowing you a very interesting degree of customisation. Alongside research and military unions, these options give you a broad range of backgrounds to base your new alliance upon. Similar to the Federation structure, you will still be dealing with logical-yet-insensible AIs, but the addition of the new tradeable “Favours” currency gives you an extra tool to tip the scales in the direction you want them to go. See, Stellaris still has a skeleton of a diplomacy, but now there’s a tiny bit of meat in those bones. Passionate, handsome, and just a tiny bit cocky, our resident Time Lord loves history, science, and all things that fall from the sky.