Traditions

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Version

Outliner top.png
This article has been verified for the current PC version (3.0) of the game.

Traditions are abilities or bonuses unlocked with the Unity.png unity resource. Traditions can be seen as a representation of the socio-cultural evolution of the empire as it expands and develops. Traditions help define an empire by allowing the adoption of traditions trees that suit its particular play-style. Completing a tree allows the empire to pick an Ap slot available.png ascension perk to further enhance themselves.

Properties[edit]

Traditions tab.

Traditions are grouped into 7 Tradition Trees.

  • Each tree must be adopted before the individual traditions can be adopted. Adopting the Tradition Tree grants the Adoption Effect.
  • Adopting a Tradition grants its abilities and bonuses and unlocks the Traditions it linked to.
  • Adopting all 5 Traditions in a tree grants the Finisher Effect, as well as an Ap slot available.png Ascension Perk slot.

Tradition swaps[edit]

Some empires have some traditions, or even entire tradition trees, that don't fit the empire by flavor and/or playstyle, swapped into other traditions. Authorities and Civics that can cause tradition swapping can normally only be picked during the empire creation phase and cannot be removed or replaced after the game starts by usual means.

For example, the Tradition expansion a new life.png A New Life tradition grants Mod pop growth req.png +10% Pop growth speed, but Auth machine intelligence.png Machine Intelligence empires makes little or no use for this effect and will have it swapped into Mod pop robot build speed mult.png +10% Pop Assembly Speed that better fit their playstyle.

This page does not show tradition swaps that involve only narrative changes to the names and flavor texts.

Cost[edit]

The cost of unlocking a tradition depends on how many traditions the empire has already unlocked as well as whether the Empire sprawl.png Empire Sprawl is larger than Mod country admin cap add.png Administrative Capacity. Adopting and completing a tree both increase the unlocked traditions factor by 1. The tradition cost formula[1] is the following:

Example
An empire has completed one tradition tree and opened another, for a total of 8 unlocks (5 + 2 opens + one extra for finisher) and 2 open trees. Their empire size is 3 over their limit.

Tradition trees[edit]

There are 7 Tradition trees and each of them has a theme.

Expansion[edit]

Expansion traditions are themed around colonizing faster, growing the population faster, and generally expanding the empire.

Adoption effect: Mod planet colony development speed.png +25% Colony development speed
Tradition expansion reach for the stars.png
Mod country starbase influence cost mult.png −10% Starbase influence cost
Tradition expansion colonization fever.png
Pop.png +1 Pop on new colonies
Tradition expansion courier network.png
Empire sprawl.png −25% Empire Sprawl from Systems and Planets
Tradition expansion galactic ambition.png
Spaceport 1.png −20% Starbase upkeep
Tradition expansion a new life.png
Mod pop growth req.png +10% Pop growth speed

Menu icon traditions.png Tradition Swaps:
Auth machine intelligence.pngMod pop robot build speed mult.png +10% Pop Assembly Speed

Finisher effect: Mod planet max districts add.png +1 Max District for all non-artificial planets

Menu icon traditions.png Tradition Swaps:
Origin void dwellers.png Orbital Habitat cost −20%

Domination[edit]

Domination traditions were originally focused around Diplomacy isvassal.png subject empires, but are now focused around strengthening the empire's governance through reducing crime, improving the performance of workers and slaves, and gaining better rulers and governors.

Adoption effect: Mod planet clear blocker cost mult.png −33.3% Clear Blocker cost

Menu icon traditions.png Tradition Swaps:
Origin void dwellers.png Orbital Habitat Alloys.png upkeep −20%

Tradition domination colonial viceroys.png
Leader skill levels.png +2 Governor level cap
Tradition domination protection racket.png
Housing.png +1 Housing from upgraded planetary capitals, all habitat capitals, and all residence buildings excluding slave huts and overseer residences

Menu icon traditions.png Tradition Swaps:
Auth hive mind.pngHousing.png +2 Housing from Synaptic Nodes
Auth machine intelligence.pngMod country admin cap add.png −25% Empire Sprawl from Districts

Tradition domination fleet levies.png
Job criminal.png +5 Crime reduction from jobs
Menu icon policies and edicts.png Unlocks Enhanced Surveillance edict

Menu icon traditions.png Tradition Swaps:
Gestalt consciousness.pngJob criminal.png −10 Deviancy on all planets

Tradition domination grand council.png
Leader skill levels.png +2 Ruler Level Cap
Tradition domination vassal acculturation.png
Mod pop resource output.png +5% Worker and Slave Output
Slave Slaves benefit twice from this
Menu icon policies and edicts.png Unlocks Extended Shifts edict

Menu icon traditions.png Tradition Swaps:
Gestalt consciousness.pngMod pop resource output.png +5% Menial Drone Output
Menu icon policies and edicts.png Unlocks Drone Overdrive edict

Finisher effect: Influence.png +1 Monthly influence

Prosperity[edit]

Prosperity traditions are focused on improving the empire's economy by improving planets and improving the work performance of specialists.

Adoption effect: Minerals.png +20% Mining Station output
Tradition prosperity administrative operations.png
Upkeep −10% Building and District upkeep
Tradition prosperity sct.png
Mod planet building cost mult.png −10% Building and District Cost
Mod planet building build speed mult.png +25% Planet Build Speed
Tradition prosperity pursuit of profit.png
Mod pop resource output.png +5% Specialist and Complex Drone Output
Tradition prosperity trans stellar corporations.png
District city.png City Districts: Get an extra +1 Job clerk.png Clerks
Planet ringworld.png City Segments: Get an extra +5 Job clerk.png Clerks
Planet city.png Residential Arcologies: Get an extra +6 Job clerk.png Clerks

Menu icon traditions.png Tradition Swaps:
Gestalt consciousness.pngEnergy.png +5% Monthly Energy Credits

Tradition prosperity public works.png
District city.png City/Hive/Nexus Districts: Get an extra +1 Housing.png Housing
Planet ringworld.png City/Hive/Nexus Segments: Get an extra +5 Housing.png Housing
Planet city.png Residential Arcologies: Get an extra +3 Housing.png Housing

Menu icon traditions.png Tradition Swaps:
Origin void dwellers.pngBuilding +1 Building slot for Orbital Habitats

Finisher effect: Job merchant.png +1 Merchant Job per 50 Pops

Menu icon traditions.png Tradition Swaps:
Auth hive mind.pngJob synapse drone.png +1 Synapse Drone Job per 20 Pops
Auth machine intelligence.pngJob maintenance drone.png +1 Maintenance Drone Job per 20 Pops

Harmony[edit]

Harmony traditions are focused on improving the empire's population by increasing leader lifespan, reducing their food consumption and sprawl, and improving stability.

Adoption effect: Food.png −10% Organic Pop Food Upkeep

Menu icon traditions.png Tradition Swaps:
Trait lithoid.pngMinerals.png −10% Lithoid Pop Minerals Upkeep

Tradition harmony mind and body.png
Mod leader age.png +20 Years leader lifespan

Menu icon traditions.png Tradition Swaps:
Origins necrophage.pngUnity.png +1.5 months Unity per necrophaged Pop
(up to a maximum of +100 or a minimum of +5)

Tradition harmony kinship.png
Time −25% Pop Demotion Time
Tradition harmony the greater good.png
Mod pop government ethic attraction.png +25% Governing Ethics Attraction
Tradition harmony bulwark of harmony.png
Mod ship fire rate mult.png +15% Fire Rate within the empire's borders (both ships and starbases)
Mod ship build speed mult.png +33% Ship Build Speed while in a defensive war
Tradition harmony utopian dream.png
Stability.png +5 Stability on all planets
Finisher effect: Empire sprawl.png −10% Empire Sprawl from Pops

Synchronicity[edit]

Gestalt consciousness.png Gestalt Consciousness empires have their Harmony tradition tree replaced by Synchronicity. Despite the change in name, Synchronicity is still based around improving the empire's population along with a bonus to defense.

Adoption effect: Food.png −10% Organic Pop Food Upkeep

Menu icon traditions.png Tradition Swaps:
Trait lithoid.pngMinerals.png −10% Lithoid Pop Minerals Upkeep
Auth machine intelligence.pngEnergy.png −10% Robot upkeep

Tradition synchronicity self preservation.png
Mod leader age.png +20 Years leader lifespan

Menu icon traditions.png Tradition Swaps:
Auth machine intelligence.pngMod leader age.png −50% Leader accident chance[2]

Tradition harmony kinship.png
Mod leader influence cost.png −20% Leader upkeep
Tradition harmony the greater good.png

Job coordinator.png Coordinators: Mod country admin cap add.png +3 Administrative Capacity
Job coordinator.png Coordinators: Job criminal.png −2 Deviancy

Menu icon traditions.png Tradition Swaps:
Job synapse drone.png Synapse Drones: Job maintenance drone.png +2 Amenities

Tradition harmony bulwark of harmony.png
Mod ship fire rate mult.png +15% Fire Rate within the empire's borders
Mod ship build speed mult.png +33% Ship Build Speed while in a defensive war
Tradition harmony utopian dream.png
Stability.png +5 Stability on all planets
Finisher effect: Empire sprawl.png −10% Empire Sprawl from Pops

Supremacy[edit]

Supremacy traditions are focused on improving the empire's military capabilities, through the ability to field larger fleets, improvements in ship construction and maintenance, better admirals, as well as building stronger and more starbases.

Adoption effect: Spaceport 1.png +2 Starbase Capacity and Mod army damage mult.png +20% Army Damage
Tradition supremacy master shipwrights.png
Mod spaceport ship build cost mult.png −10% Ship Build Cost
Mod ship build speed mult.png +25% Ship Build Speed
Tradition prosperity fleet logistical corps.png
Mod ship upkeep mult.png −10% Ship Upkeep
Mod fleet size add.png +20% Naval Capacity
Tradition supremacy overwhelming force.png
Mod ship fire rate mult.png +10% Ship Fire Rate
Mod ship orbital bombardment mult.png +20% Bombardment Damage to Enemy Planets
Tradition supremacy war games.png
Fleet Size.png +20 Fleet Command Limit
Leader skill levels.png +2 Admiral Level Cap
Tradition supremacy great game.png
Damage +20% Starbase Damage
Mod country spaceport cost mult.png −33% Starbase Upgrade Cost
Defense platform build cost −33% Defense Platform Build Cost
Finisher effects: Menu icon policies.png War Doctrine policies and Supremacist diplomatic stance unlocked

Diplomacy[edit]

Diplomacy traditions are, as the name says, focused around diplomacy with other empires. This is done through the introduction of Diplomacy federation.png federations, improvements to the galactic market and trade.

Adoption effect: Influence.png −50% Diplomatic Influence Cost and unlocks the Menu icon policies and edicts.png Diplomatic Grants edict
Tradition diplomacy the federation.png
Diplomacy federation.png Can create Federations
Envoy.png +1 Available Envoys
Tradition diplomacy open markets.png
Trade value.png +10% Trade Value
Tradition diplomacy entente coordination.png
Mod fleet size add.png +100% Federation Naval Capacity Contribution
Tradition diplomacy federal unity.png
Navbar icons market.png −10% Market Fee
MegaCorp.pngAuth corporate.png +1 Branch office building slots
(This will add a corporate slot to your planets when taken)

Menu icon traditions.png Tradition Swaps:
Yes.pngAuth corporate.png Corporate authority gives +5% branch office trade value
and Navbar icons market.png −10% Market Fee

Tradition diplomacy secure shipping.png
Trade protection.png +5 Trade Protection for all trade routes
Finisher effect: Trust growth +33% Trust Growth and Trust cap +50 Trust Cap

Adaptability[edit]

Civic inwards perfection.png Inward Perfection, Civic barbaric despoilers.png Barbaric Despoilers, Civic fanatic purifiers.png Fanatic Purifiers, Auth hive mind.png Hive Mind, and Origins necrophage.png Necrophage empires have their Diplomacy tradition tree replaced by Adaptability. In contrast to Diplomacy, Adaptability traditions are themed around helping their empire achieve self-sufficiency, which is accomplished through improvements to pops, increased habitability and improvements to planetside construction, resettlement and reduction of hostile orbital bombardment damage.

Adoption effect: Pop housing usage −10% Pop housing usage
Tradition diplomacy the federation.png
Food.png +10% Monthly Food output

Menu icon traditions.png Tradition Swaps:
Trait lithoid.pngMod planet building cost mult.png 15% Refund per demolished building
Civic barbaric despoilers.png(Yes.pngFederations),Origins necrophage.png,Auth hive mind.png(No.pngCivic devouring swarm.png) Envoy.png +1 Available Envoys and can create Diplomacy federation.png Federations

Tradition diplomacy dynamic ecomorphism.png
Mod habitability.png +10% Habitability
Tradition adaptability survival fittest.png
Mod ship orbital bombardment mult.png −25% Bombardment Damage from Enemy Fleets
Mod army damage mult.png +25% Defense Army Damage
Tradition adaptability adaptive ecology.png
Building +1 Building slot for all planets

Menu icon traditions.png Tradition Swaps:
Yes.pngAuth corporate.png Corporate authority gives +5% branch office trade value
and Navbar icons market.png −10% Market Fee

Tradition adaptability appropriation.png
Mod pop resettlement cost mult.png −33% Resettlement Cost
Finisher effect: Decision prospect.png Unlocks Planetary Prospecting Decision

Menu icon traditions.png Tradition Swaps:
Origin void dwellers.pngDecision prospect.png Unlocks Orbital Surveying Decision

Versatility[edit]

Auth machine intelligence.png Machine Intelligence empires have their Diplomacy tradition tree replaced by Versatility. Versatility is themed around improving the flexibility of the Machine populations and diplomacy performance with other Machine empires.

Adoption effect: Cost −10% Pop Assembly Cost
Tradition versatility universal compatability.png
Diplomacy federation.png Can create Federations
Trust cap +50 Trust Cap from Machine Intelligence empires
Diplomacy opinion.png +20 Opinion from Machine Intelligence empires
Tradition versatility peak performance.png
Mod pop housing usage.png −10% Pop housing usage
Tradition versatility adaptive programming.png
Navbar icons market.png −10% Market Fee
Tradition versatility material analysis.png
Upkeep −5% Upkeep for all Jobs
Tradition versatility operational proxies.png
Mod pop resettlement cost mult.png −33% Resettlement cost
Finisher effect: Mod planet building cost mult.png 50% Refund per demolished building or district

Discovery[edit]

Discovery traditions are focused around research and space exploration. It grants bonuses to research and improves the performance of scientists and science ships.

Adoption effect: Anomaly research speed.png +20% Anomaly Research Speed and unlocks the Menu icon policies and edicts.png Map the Stars edict
Tradition discovery to boldly go.png
Mod ship science survey speed.png +35% Survey Speed
Mod ship disengagement.png +50% Science Ship Disengage Chance
Tradition discovery science division.png
Mod num tech alternatives add.png +1 Research Alternatives
Leader skill levels.png +2 Scientist Level Cap
Tradition discovery planetary survey corps.png
Research.png +10% Research Station Output
Menu icon policies and edicts.png Unlocks the Research Subsidies edict
Tradition discovery polytechnic education.png
Mod leader species exp gain.png +25% Leader Experience Gain
Leader skill levels.png +1 Leader Level Cap
Tradition discovery faith in science.png
Upkeep −20% Researcher Upkeep
Finisher effect: Mod country all tech research speed.png +10% Research speed

Ascension perks[edit]

Finishing an entire tradition tree or acquiring the Tech ascension theory.png 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 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 other powerful abilities. 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 if any required technologies have not been researched yet. In addition, once chosen, the Ascension perk is permanent and cannot be changed.

Tier 0 ascension perks can be taken from the start. Tier 1 ones require 1 previous ascension perk, tier 2 ones require 2 previous ascension perks and tier 3 ones require 3 previous ascension perks.

Ascension perk Tier Effects Prerequisites AI weight DLC
Ap consecrated worlds.png Consecrated Worlds 0 Decision consecrated worlds.png Consecrate World decision Spiritualist.pngFanatic Spiritualist.png Spiritualist 10
Ap eternal vigilance.png Eternal Vigilance 0
  • Health +25% Starbase Hull Points
  • Damage +25% Starbase Damage
  • Damage +25% Defense Platform Damage
  • Mod starbase defense platform capacity add.png +5 Defense Platform Capacity
Tech starbase 4.png Star Fortress technology 10
  • 15 if Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • 30 if Civic inwards perfection.png Inwards Perfection
Ap executive vigor.png Executive Vigor 0 Edict capacity.png +2 Edict Capacity 10
Ap imperial prerogative.png Imperial Prerogative 0 Mod country admin cap add.png +20% Administrative Capacity
  • No.pngAuth corporate.png Corporate
10
Ap interstellar dominion.png Interstellar Dominion 0
  • Influence.png −20% Claim Influence Cost
  • Mod country starbase influence cost mult.png −20% Starbase Influence Cost
10
  • 20 if Xenophobe.png Xenophobe
  • 30 if Fanatic Xenophobe.png Fanatic Xenophobe
Ap mastery of nature.png Mastery of Nature 0 1
  • 5 if second ascension perk
  • 10 if first ascension perk
Ap nihilistic acquisition.png Nihilistic Acquisition 0 Raiding bombardment.png Unlocks the Raiding bombardment stance
  • Yes.png Is either:
    • Gestalt consciousness.png Gestalt Consciousness
    • Authoritarian.pngFanatic Authoritarian.png Authoritarian
    • Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • No.pngCivic barbaric despoilers.png Barbaric Despoilers
10 if not Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal Apocalypse.png
Ap one vision.png One Vision 0
  • Amenities.png −10% Pop Amenities Usage
  • Unity.png +10% Monthly Unity
  • Mod pop government ethic attraction.png +50% Governing Ethics Attraction
No.pngAuth machine intelligence.png Machine Intelligence 10
  • 20 if Authoritarian.png Authoritarian or Spiritualist.png Spiritualist
  • 30 if Fanatic Authoritarian.png Fanatic Authoritarian or Fanatic Spiritualist.png Fanatic Spiritualist
Ap shared destiny.png Shared Destiny 0
  • Influence.png −50% Subject integration influence cost
  • Trust cap +100 Subject Trust Cap
  • Envoy.png+2 Available Envoys
  • No.pngAuth corporate.png Corporate
  • No.pngCivic inwards perfection.png Inward Perfection
  • No.pngCivic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
5 if has any Diplomacy isvassal.png Vassal
Ap technological ascendancy.png Technological Ascendancy 0
  • Mod country all tech research speed.png +10% Research Speed
  • Diplomacy research agreement.png +50% Rare technology chance
10
  • 20 if Materialist.png Materialist
  • 30 if Fanatic Materialist.png Fanatic Materialist
Ap transcendent learning.png Transcendent Learning 0
  • Leader skill levels.png +2 Leader Level Cap
  • Mod leader species exp gain.png +50% Leader Experience Gain
10
Ap universal transactions.png Universal Transactions 0
  • Cost −15% Branch Office Cost
  • Diplomacy commercial pact.png Commercial Pacts are free
Auth corporate.png Corporate
  • No.pngCivic criminal heritage.png Criminal Heritage
10 MegaCorp.png
Ap voidborn.png Voidborne 0
  • Mod habitability.png +20% Habitat Habitability
  • Building slots +2 Habitat Building Slots
  • Building Can upgrade Housing buildings on Habitats
  • Voidcraft.png Can always research the next tier of Habitat technology
Tech habitat.png Orbital Habitats technology 10
  • 20 if Pacifist.png Pacifist
  • 30 if Fanatic Pacifist.png Fanatic Pacifist or Origin void dwellers.png Void Dwellers
Utopia.png
Ap xeno compatibility.png Xeno-Compatibility 0
  • Mod planet migration all pull.png +33% Immigration pull
  • Mod pop growth req.png +20% Pop growth speed if world has at least 2 different species
  • Feature Hybrid Species
  • Xenophile.pngFanatic Xenophile.png Xenophile
  • Pop.png Any biological alien pop living in empire
  • Tech gene tailoring.png Gene Tailoring technology
  • No.pngGestalt consciousness.png Gestalt Consciousness
10
  • 20 if Xenophile.png Xenophile
  • 30 if Fanatic Xenophile.png Fanatic Xenophile
MegaCorp.png
Ap enigmatic engineering.png Enigmatic Engineering 1
  • Mod found encryption key.png +2 Encryption
  • Feature Destroyed ships don't leave debris
  • Feature Enemy Steal Technology operations fail
10
  • 20 if Materialist.png Materialist
  • 30 if Fanatic Materialist.png Fanatic Materialist
Apocalypse.png
Ap reach for the stars.png Grasp the Void 1
  • Spaceport 1.png +5 Starbase Capacity
10
  • 15 if Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • 30 if Civic inwards perfection.png Inwards Perfection
Ap engineered evolution.png Engineered Evolution 1
  • Trait Point +3 Genetic modification points
  • Building Clone Vats building
  • Mod country modify species cost mult.png −25% Modify Species special project cost
  • Tech gene seed purification.png Gene Seed Purification research option
  • Tech gene tailoring.png Gene Tailoring technology
  • No.pngAp mind over matter.png Mind over Matter
  • No.pngAp the flesh is weak.png The Flesh is Weak
  • No.pngAuth machine intelligence.png Machine Intelligence
10 if at least 10 worlds Utopia.png
Ap mind over matter.png Mind over Matter 1
  • Tech telepathy.png Telepathy research option
  • Building Psi Corps building
  • Army psionic.png Psionic Armies
  • Trait psionic species.png Primary species gains the Latent Psionic trait
  • Leader trait psionic leader.png New leaders have a 20% chance to get the Psychic trait
  • Leader trait psionic leader.png Existing leaders can get the Psychic trait through events
  • Spiritualist.png Increased Spiritualist ethics attraction
  • Tech psionic theory.png Psionic Theory technology
  • No.pngAp engineered evolution.png Engineered Evolution
  • No.pngAp the flesh is weak.png The Flesh is Weak
  • No.pngTrait mechanical.png Mechanical main species
  • No.pngGestalt consciousness.png Gestalt Consciousness
2 if at least 10 worlds
  • 20 if at least 10 worlds and Spiritualist.pngFanatic Spiritualist.png Spiritualist
Utopia.png
Ap the flesh is weak.png The Flesh is Weak 1
  • Mod pop robot upkeep mult.png −10% Robot upkeep
  • Mod pop robot build speed mult.png +10% Pop Assembly Speed
Trait cybernetic.png Special Project to turn all pops into cyborgs
    • Trait cybernetic.png All biological pops gain the Cybernetic trait
    • Leader trait cyborg.png All biological leaders gain the class appropriate Cyborg trait
    • Trait cybernetic.png Assimilation Citizenship option
    • Materialist.png Increased Materialist ethics attraction
    • Synthetic Dawn.png Enslaved robots will never rebel
  • Tech droid workers.png Droids technology
  • No.pngAp engineered evolution.png Engineered Evolution
  • No.pngAp mind over matter.png Mind over Matter
  • No.pngTrait mechanical.png Mechanical main species
  • No.pngGestalt consciousness.png Gestalt Consciousness
2 if at least 10 worlds and not Trait necrophage.png Necrophage
  • 20 if at least 10 worlds and Materialist.pngFanatic Materialist.png Materialist and not Trait necrophage.png Necrophage
Utopia.png
Ap world shaper.png World Shaper 1
  • Mod country terraforming cost.png −25% Terraforming Cost
  • Planet gaia.png Gaia World terraforming option
  • Tech climate restoration.png Climate Restoration technology
  • Yes.png Is either:
    • No.pngGestalt consciousness.png Gestalt Consciousness
    • Civic machine servitor.png Rogue Servitor
    • Civic machine assimilator.png Driven Assimilator
5
Ap arcology project.png Arcology Project 2 Decision arcology project.png Arcology Project decision
  • Tech housing 2.png Anti-Gravity Engineering technology
  • No.pngGestalt consciousness.png Gestalt Consciousness
    No.pngCivic agrarian idyll.png Agrarian Idyll
10
  • 20 if Pacifist.png Pacifist
  • 30 if Fanatic Pacifist.png Fanatic Pacifist
MegaCorp.png
Ap galactic force projection.png Galactic Force Projection 2
  • Fleet Size.png +20 Fleet Command Limit
  • Mod fleet size add.png +80 Naval Capacity
10
  • 20 if Militarist.png Militarist
  • 30 if Fanatic Militarist.png Fanatic Militarist
  • 20 if has Ap become the crisis.png Perk
Ap hive worlds.png Hive Worlds 2 Planet infested.png Hive World terraforming option
  • Auth hive mind.png Hive Mind
  • Tech climate restoration.png Climate Restoration technology
  • No.pngCivic devouring swarm.png Terravore
10 Utopia.png
Ap machine worlds.png Machine Worlds 2 Planet ai.png Machine World terraforming option
  • Auth machine intelligence.png Machine Intelligence
  • Tech climate restoration.png Climate Restoration technology
10 Synthetic Dawn.png
Ap master builders.png Master Builders 2
  • Mod megastructure build speed.png +50% Megastructures build speed
  • Mod megastructure build speed.png +1 Megastructures build capacity
  • Tech mega engineering.png Mega-Engineering Technology
10
  • 20 if Pacifist.png Pacifist
  • 30 if Fanatic Pacifist.png Fanatic Pacifist
Utopia.png
Ap synthetic age.png Synthetic Age 2
  • Trait Point +2 Machine Modification Points
  • Mod country modify species cost mult.png −33% Modify Species special project cost
  • Auth machine intelligence.png Machine Intelligence
  • Tech robomodding.png Machine Template System technology
10 Synthetic Dawn.png
Ap evolutionary mastery.png Evolutionary Mastery 2
  • Trait Point +3 Genetic modification points
  • Mod country modify species cost mult.png −25% Modify Species special project cost
  • Tech genetic resequencing.png Genetic Resequencing research option
  • Hive-minded.png Can add or remove the Hive-Minded trait by assimilation
  • Ap engineered evolution.png Engineered Evolution
  • Tech glandular acclimation.png Glandular Acclimation technology
100 Utopia.png
Ap synthetic evolution.png Synthetic Evolution 2
  • Trait Point +1 Robot Modification Points
  • Mod country modify species cost mult.png −50% Modify Species special project cost
  • Robot resource output.png +10% Robot output
Trait robotic 3.png Special Project to turn the empire synthetic
    • Trait robotic 3.png A new robotic species will be created and can be named.
    • Trait robotic 3.png All organic pops and leaders become that species
    • Trait robotic 3.png All organic pops have their traits replaced with Mechanical
    • Army robotic.png Every organic army is turned into an Android Assault Army.
    • Auth machine intelligence.png Machine Intelligences regard you as a machine empire
    • Diplomacy opinion.png −40 opinion from Spiritualist empires
    • Diplomacy opinion.png −60 opinion from Fanatic Spiritualist empires
    • Diplomacy opinion.png −20 opinion from every empire that is not Materialist, Fanatic Materialist, Machine Intelligence or Synthetic
  • Ap the flesh is weak.png The Flesh is Weak special project
  • Tech synthetic leaders.png Synthetic Personality Matrix technology
  • Tech synthetic workers.png Synthetics technology
  • No.pngTrait mechanical.png Mechanical main species
  • No.pngGestalt consciousness.png Gestalt Consciousness
100 Utopia.png
Ap transcendence.png Transcendence 2
  • Mod found encryption key.png +2 Codebreaking
  • Mod found encryption key.png +2 Encryption
  • Intel.png +10 Base intel level
  • Trait psionic species.png Primary species gains the Psionic trait
  • Trait psionic species.png Assimilation Citizenship option
  • Leader trait psionic leader.png All primary species leaders gain the Psychic trait
  • Mod shroud unavailable.png Special Project to breach the Shroud
  • Ap mind over matter.png Mind over Matter
  • No.pngTrait cybernetic.png Cybernetic main species
  • No.pngTrait mechanical.png Mechanical main species
  • No.pngGestalt consciousness.png Gestalt Consciousness
100 Utopia.png
Ap become the crisis.png Become the Crisis 2 Menace.png Unlocks Menace and the Crisis tab
  • No.pngXenophile.pngFanatic Xenophile.png Xenophile
  • No.pngPacifist.pngFanatic Pacifist.png Pacifist
  • No.pngCivic machine servitor.png Rogue Servitor
  • No.pngDiplomacy hasvassal.png Subject
  • No.pngCivic galactic sovereign.png Galactic Sovereign
  • No.pngCivic galactic sovereign.png Corporate Sovereign
  • No.png Not the Galactic Custodian
7.5 if Militarist.pngFanatic Militarist.png Militarist, Xenophobe.pngFanatic Xenophobe.png Xenophobe or Gestalt consciousness.png Gestalt Consciousness
  • 75 if Civic fanatic purifiers.pngCivic devouring swarm.pngCivic machine terminator.png Genocidal
Nemesis.png
Ap colossus project.png Colossus Project 3
  • Menu icon ship designer.png Colossus ship type
  • World destroyer Colossus Project Special Project
Tech titans.png Titans technology 10
  • 20 if Militarist.pngFanatic Militarist.png Militarist or Xenophobe.pngFanatic Xenophobe.png Xenophobe
  • 100 ifCivic machine terminator.png Determined Exterminator
  • 200 if Civic fanatic purifiers.png Fanatic Purifiers
  • 2.5 if Pacifist.pngFanatic Pacifist.png Pacifist
  • 1 if Xenophile.pngFanatic Xenophile.png Xenophile
Apocalypse.png
Ap defender of the galaxy.png Defender of the Galaxy 3
  • Damage +50% Damage to endgame crisis factions
  • Damage +50% Damage to crisis empires
  • Diplomacy opinion.png +20 Opinion from all empires
20 if any crisis happened (Includes Gray Goo L-gate Outcome)
Ap galactic contender.png Galactic Contender 3
  • Diplomatic weight.png +20% Diplomatic Weight
  • Damage +33% Damage to Awakened Empires
  • Damage +33% Damage to Fallen Empires
  • Damage +33% Damage to The Gate-builders
Yes.png Communications with a fallen or awakened empire 10
  • 20 if an awakened empire exists
Ap galactic wonders.png Galactic Wonders 3
  • Unlocks research options for some Megastructures based on the DLC installed:
    • Utopia.png Tech ring world.png Ring World
    • Utopia.png Tech dyson sphere.png Dyson Sphere
    • MegaCorp.png Tech matter decompressor.png Matter Decompressor
  • Tech mega engineering.png Mega-Engineering technology
  • Yes.png Built or repaired a multi-stage megastructure
10
  • 20 if Pacifist.png Pacifist
  • 30 if Fanatic Pacifist.png Fanatic Pacifist
  • Utopia.png
  • MegaCorp.png

References[edit]

Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs
  1. The formula variables can be found at /Stellaris/common/defines/00_defines.txt under tradition cost, although the formula listed there is depreciated.
  2. 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.