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]
"Tech/tradition cost" refers to the game setting. "Empire size effect" is a modifier to the effect of empire size on its associated penalties, including tradition cost; it is affected by certain authorities. The adoption and finisher effects both count as traditions in their own right, so starting a group counts as one tradition, and unlocking the last tradition in a group counts as two.
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.
Prosperity[edit | edit source]
The Prosperity tradition tree focuses on various empire-wide bonuses and is available to all empires.
|Administrative Operations / Superconductive Power Transmission / Chitinous Architecture||Standard Construction Templates / Prefabricated Buildings|
|The Pursuit of Profit / Creative Collectives / Peak Performance / Neural Signal Boosters||Interstellar Franchising / Efficiency Algorithms / Efficiency Instincts||Public Works Division / Modular Superstructures / Optimized Nexus / Extended Hives|
| +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.
Diplomacy[edit | edit source]
|The Federation||Diplomatic Networking / Diplomatic Networking|
|Entente Coordination||Direct Diplomacy||Eminent Diplomats / Improved Envoy Drones|
| +10% Diplomatic weight |
+1 Available envoys
Adaptability[edit | edit source]
|Dietary Enrichment / Enhanced Recycling||Environmental Diversification|
|Survival of the Fittest||Adaptive Ecology||Appropriation|
| Unlocks Planetary Prospecting Decision |
Void Dwellers: Unlocks Orbital Surveying Decision instead
Harmony[edit | edit source]
|Mind and Body / Unity of Self||Kinship / Kinship||The Greater Good|
|Harmonious Directives||Utopian Dream|
|−10% Empire Size from Pops|
Mercantile[edit | edit source]
|Trickle Up Economics||Adaptive Economic Policies / Federal Trade Fleets|
|Commercial Enterprise||Marketplace of Better Ideas||Insider Trading|
Synchronicity[edit | edit source]
|Available only with the Utopia DLC or the Synthetic Dawn DLC enabled.|
|Self-Preservation Protocols / Cloned Organs / Unity of Mind||Synchronized Agents||Integrated Preservation / Instinctive Synchronization|
|Flexible Governing Algorithms / Flexible Thought Routines||Collective Reasoning|
| −10% 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.
|Resistance is Frugal / Resistance is Frugal / Resistance is Frugal||Defensive Zeal|
|Never Surrender / Never Surrender||Fortress Doctrine / Guardian Subroutines / Vigilant Thought Processes|
|Bulwark of Harmony / Bulwark of Harmony / Bulwark of Harmony|
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.
|Information Security||Operational Security / Subterfuge Drones|
|Non-Disclosure Agreement / Updated Security Algorithms / No Loose Ends||Double Agents||Shadow Recruits|
|+50% Infiltration Level refund for successful Operations|
Versatility[edit | edit source]
|Available only with the Synthetic Dawn DLC enabled.|
|Universal Compatibility||Spatial Optimization|
|Adaptive Programming||Material Analysis||Operational Proxies|
|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 advanced 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|
|Detox||0||Can terraform worlds with the Toxic Terraforming Candidate modifier||Climate Restoration technology||20|
|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|
|Voidborn||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|
|Become the Crisis||2||Unlocks Menace and the Crisis tab||
|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
|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]
- The base cost of 300 is controlled by
- The cost per tradition of 8 is controlled by
- The exponent of 1.8 is controlled by
- The empire size threshold below which no penalties apply (100 in the above formula) is controlled by
EMPIRE_SIZE_BASE(this also affects technology cost)
- The magnitude of the effect of empire size (0.002 in the above formula) is controlled by
- The full formula also contains a multiplier term for number of tradition groups unlocked (). The multiplier of 0 is controlled by
- The base cost of 300 is controlled by
- 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.