Traditions represent the socio-cultural evolution of an empire as it expands and develops and consist of abilities, edicts, or bonuses unlocked with the unity resource. Traditions are a key mechanic for tailoring the playstyle of an empire by allowing the player to reinforce the empire's strengths or lessen its weaknesses. Completing a tradition tree unlocks a slot for an ascension perk, which provides even further enhancements.
Tradition cost[edit | edit source]
The cost of unlocking a tradition depends on how many traditions the empire has already unlocked, as well as the Empire Size cost. Adopting and completing a tree both increase the unlocked traditions factor by 1. The tradition cost formula is the following:
Tradition trees[edit | edit source]
Traditions are grouped into tradition trees with 5 traditions each, as well as a bonus for adopting the tradition tree and one for finishing it. Each empire can select up to 7 tradition trees.
Discovery[edit | edit source]
The Discovery tradition tree focuses on exploration and research and is available to all empires.
Domination[edit | edit source]
The Domination tradition tree focuses on better managing planets and is available to all empires.
Expansion[edit | edit source]
The Expansion tradition tree focuses on the expansion of territory and colonies and is available to all empires.
| +1 Max districts for all non-artificial planets|
Void Dwellers: −20% Habitat Build Cost instead
Prosperity[edit | edit source]
The Prosperity tradition tree focuses on various empire-wide bonuses and is available to all empires.
| +5% Resources from Jobs|
+5 Stability on all colonies
Supremacy[edit | edit source]
The Supremacy tradition tree focuses on fleets and armies and is available to all empires.
| Unlocks War Doctrine policies |
Unlocks the Supremacist diplomatic stance
Diplomacy[edit | edit source]
| +10% Diplomatic weight |
+1 Available envoys
Adaptability[edit | edit source]
| Unlocks Planetary Prospecting Decision |
Void Dwellers: Unlocks Orbital Surveying Decision instead
Harmony[edit | edit source]
|−10% Empire Size from Pops|
Mercantile[edit | edit source]
Synchronicity[edit | edit source]
|Available only with the Utopia DLC or the Synthetic Dawn DLC enabled.|
| −10% Empire Size Empire Size from Pops |
Machine Intelligence: Unlocks the Industrial Maintenance edict
Unyielding[edit | edit source]
|Available only with the Apocalypse DLC or the Overlord DLC enabled.|
The Unyielding tradition tree focuses on defense and is available to all empires.
Subterfuge[edit | edit source]
|Available only with the Nemesis DLC enabled.|
The Subterfuge tradition tree focuses on espionage and counterespionage and is available to all empires.
|+50% Infiltration Level refund for successful Operations|
Versatility[edit | edit source]
|Available only with the Synthetic Dawn DLC enabled.|
|50% Refund per demolished building or district|
Ascension perks[edit | edit source]
Finishing an entire tradition tree or acquiring the Ascension Theory technology unlocks an ascension perk slot. Ascension perks can be viewed as defining characteristics that emerge as a product of the socio-cultural evolution represented by the traditions intertwining with the empire's identity (its Origin, Ethics, Civics, Government and Population). Ascension perks represent the empire's greater-scope ambition(s) and, in the case of the three ascension paths, its ultimate final fate.
Ascension perks often favor either a tall or wide gameplay, with some that allow access to gameplay mechanics not available through traditions alone. This includes the three ascension paths, the ability to build deep-space megastructures, the ability to use terraforming to create special planets, and becoming a Galactic Nemesis. An empire can have up to 8 Ascension perks.
Due to the difficulty of unlocking an ascension perk slot, it is prudent to delay making a choice, especially if the desired perk cannot be selected because the required technologies have not been researched yet. In addition, once chosen, an ascension perk is permanent and cannot be changed.
Tier 0 ascension perks can be taken from the start. Tier 1 perks require 1 previous ascension perk to be taken, tier 2 perks require 2 previous ascension perks, and tier 3 perks require 3 previous ascension perks. The higher the AI weight, the more likely an AI empire will select enact that ascension perk.
|Ascension perk||Tier||Effects||Prerequisites||AI weight||DLC|
|Consecrated Worlds||0||Consecrate World decision||Spiritualist||10|
|Eternal Vigilance||0||Star Fortress technology||10|
|Executive Vigor||0||+100 Edict fund||30|
|Imperial Prerogative||0||−50% Empire size from colonies||10|
|Mastery of Nature||0||
|Lord of War||0||5|
|Nihilistic Acquisition||0||Unlocks the Raiding bombardment stance||10|
|One Vision||0||Machine Intelligence||10|
|Voidborne||0||Orbital Habitats technology||10|
|Grasp the Void||1||3|
|Mind over Matter||1||20|
|The Flesh is Weak||1||20|
|Arcology Project||2||Arcology Project decision||10|
|Galactic Force Projection||2||10|
|Hive Worlds||2||Hive World terraforming option||20|
|Machine Worlds||2||Machine World terraforming option||20|
Special Project to turn the empire synthetic
|Become the Crisis||2||Unlocks Menace and the Crisis tab||
|Colossus Project||3||Titans technology||10|
|Defender of the Galaxy||3||20|
|Galactic Contender||3||Communications with a fallen or awakened empire||10
References[edit | edit source]
- Shattered Ring World Trade Districts do not gain a clerk
- Possible bug: Gestalt Consciousness empires do not gain this bonus
- Leader malfunction events are triggered on a decade pulse. With this tradition, each bad event has a 50% lower weight. Since the weight for no event is unchanged, the probability of a bad event is actually reduced to 53.17% of normal.
- Currently bugged; this has no effect.