Traditions
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. The tradition cost formula is the following:
"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.
Several of these parameters are controlled by defines.[1]
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.
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Supremacy[edit | edit source]
The Supremacy tradition tree focuses on fleets and armies and is available to all empires.
Diplomacy[edit | edit source]
The Diplomacy tradition tree focuses on improving the benefits an empire can gain through diplomacy and is not available to empires with the Inward Perfection or
Devouring Swarm civics.
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Entente Coordination | Direct Diplomacy | ![]() ![]() |
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Adaptability[edit | edit source]
The Adaptability tradition tree focuses on using planets more efficiently and is not available to Machine Intelligence empires.
Harmony[edit | edit source]
The Harmony tradition tree focuses on better managing the empire and is not available to Gestalt Consciousness empires.
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The Greater Good |
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Harmonious Directives | Utopian Dream | |
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Mercantile[edit | edit source]
The Mercantile tradition tree focuses on trade and is not available to Gestalt Consciousness empires.
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Trickle Up Economics | ![]() ![]() | |
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Commercial Enterprise | Marketplace of Better Ideas | Insider Trading |
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Synchronicity[edit | edit source]
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Available only with the Utopia DLC or the Synthetic Dawn DLC enabled. |
The Synchronicity tradition tree focuses on better managing the empire and is only available to Gestalt Consciousness empires.
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Synchronized Agents | ![]() ![]() |
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Collective Reasoning | |
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Unyielding[edit | edit source]
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Available only with the Apocalypse DLC or the Overlord DLC enabled. |
The Unyielding tradition tree focuses on defense and is available to all empires.
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Defensive Zeal |
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Subterfuge[edit | edit source]
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Available only with the Nemesis DLC enabled. |
The Subterfuge tradition tree focuses on espionage and counterespionage and is available to all empires.
Versatility[edit | edit source]
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Available only with the Synthetic Dawn DLC enabled. |
The Versatility tradition tree focuses on various empire-wide bonuses and is only available to Machine Intelligence empires.
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Universal Compatibility | Spatial Optimization | |
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Adaptive Programming | Material Analysis | Operational Proxies |
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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 | |
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Consecrated Worlds | 0 | ![]() |
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10 | |
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Eternal Vigilance | 0 | ![]() |
10 | ||
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Executive Vigor | 0 | ![]() |
30 | ||
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Galactic Wonders | 0 | 10 | |||
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Hydrocentric | 0 | 40 | ![]() | ||
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Imperial Prerogative | 0 | ![]() |
10 | ||
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Interstellar Dominion | 0 | 10 | |||
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Mastery of Nature | 0 |
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10 | ||
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Lord of War | 0 | 5 | ![]() | ||
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Nihilistic Acquisition | 0 | ![]() |
10 | ![]() | |
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One Vision | 0 | ![]() ![]() |
10 | ||
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Shared Destiny | 0 | 5 | |||
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Technological Ascendancy | 0 | 30 | |||
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Transcendent Learning | 0 | 10 | |||
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Universal Transactions | 0 | ![]() |
10 | ![]() | |
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Voidborne | 0 | ![]() |
10 | ![]() | |
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Xeno-Compatibility | 0 |
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10 | ![]() | |
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Enigmatic Engineering | 1 | 2 | ![]() | ||
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Grasp the Void | 1 | 3 | |||
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Engineered Evolution | 1 | 15 | ![]() | ||
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Mind over Matter | 1 | 20 | ![]() | ||
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The Flesh is Weak | 1 | 20 | ![]() | ||
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World Shaper | 1 | 5 | |||
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Arcology Project | 2 | ![]() |
10 | ![]() | |
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Galactic Force Projection | 2 | 10 | |||
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Hive Worlds | 2 | ![]() |
20 | ![]() | |
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Machine Worlds | 2 | ![]() |
20 | ![]() | |
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Master Builders | 2 | 10 | ![]() | ||
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Synthetic Age | 2 | 20 | ![]() | ||
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Evolutionary Mastery | 2 | 100 | ![]() | ||
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Synthetic Evolution | 2 |
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100 | ![]() | |
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Transcendence | 2 |
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100 | ![]() | |
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Become the Crisis | 2 | ![]() |
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Colossus Project | 3 | ![]() |
10 | ![]() | |
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Defender of the Galaxy | 3 | 20 | |||
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Galactic Contender | 3 | ![]() |
10
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References[edit | edit source]
Governance | Empire • Ethics • Government • Civics • Policies • Edicts • Leader • Factions • Population • Species rights • Economy • Technology • Traditions • Crime |
Exploration | Exploration • Map • Species • Anomaly • Events • FTL • Fallen empire • Pre-FTL species • Precursors • Spaceborne aliens |
Colonization | Colonization • Celestial body • Planetary features • Planetary management • Districts • Buildings • Ship • Starbase • Megastructures |
Diplomacy | Diplomacy • Trade • Subject empire • Federations • Galactic community • AI personalities • Intelligence |
Warfare | Warfare • Space warfare • Land warfare • Ship designer |
Others | Traits • Terraforming • Pop modification • Slavery • Crisis • Preset empires • AI players • Easter eggs |
- ↑ Specifically:
- The base cost of 300 is controlled by
TRADITION_COST_AMOUNTS
- The cost per tradition of 8 is controlled by
TRADITION_COST_TRADITION
- The exponent of 1.8 is controlled by
TRADITION_COST_TRADITION_EXP
- 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
EMPIRE_SIZE_COST_TRADITION_PENALTY
- The full formula also contains a multiplier term for number of tradition groups unlocked (
TRADITION_COST_MULT_TRADITION_GROUP
. ). 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.