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Traditions

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This article has been verified for the current PC version (2.7) 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.

Contents

PropertiesEdit

 
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   Ascension Perk slot.

Tradition swapsEdit

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 mean.

For example, the   A New Life tradition grants   +10% Pop growth speed, but   Machine Intelligence empires makes little use for this effect and will have it swapped into   +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.

CostEdit

The cost of unlocking a tradition depends on how many traditions the empire has already unlocked as well as whether the   Empire Sprawl is larger than   Administrative Capacity. 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.

 

Note: Adopting and completing a tree both increase the unlocked traditions factor by 1.

Tradition treesEdit

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

ExpansionEdit

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

Adoption effect:   +25% Colony development speed
 
  −10% Starbase influence cost
 
  +1 Pop on new colonies
 
  −25% Empire Sprawl from Systems and Planets
 
  −20% Starbase upkeep
 
  +10% Pop growth speed

  Tradition Swaps:
   +10% Pop Assembly Speed

Finisher effect:   +1 Max District for all non-artificial planets

DominationEdit

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

Adoption effect:   −33.3% Clear Blocker Cost
 
  +2 Governor Level Cap
 
  +1 Housing from upgraded Capitals and Residence buildings

  Tradition Swaps:
   +2 Housing from Synaptic Nodes
   −25% Empire Sprawl from Districts

 
  +20% Crime reduction from Jobs

  Tradition Swaps:
   −10 Deviancy on all planets

 
  +2 Ruler Level Cap
 
  +5% Worker and Slave Output
  Slaves benefit twice from this
  Unlocks Extended Shifts edict

  Tradition Swaps:
   +5% Menial Drone Output

Finisher effect:   +1 Monthly influence

ProsperityEdit

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

Adoption effect: +10% Mining Station Output
 
  −10% Building and District upkeep
 
  −10% Building and District Cost
  +25% Planet Build Speed
 
  +5% Specialist Output

  Tradition Swaps:
   +5% Complex Drone Output

 
  City District:   Clerk +1
  City Segment:   Clerk +10
  Residential Arcology:   Clerk +5

  Tradition Swaps:
   +5% Monthly Energy Credits

 
  City/Hive/Nexus District:   Housing +1
  City/Hive/Nexus Segment:   Housing +10
  Residential Arcology:   Housing +3
Finisher effect:
  +1 Merchant Job per 50 Pops

  Tradition Swaps:
   +1 Synapse Drone Job per 20 Pops
   +1 Maintenance Drone Job per 20 Pops

HarmonyEdit

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

Adoption effect:
  −10% Organic Pop Food Upkeep

  Tradition Swaps:
   −10% Lithoid Pop Minerals Upkeep

 
  +20 Years Leader Lifespan
 
  −50% Pop Demotion Time
 
  +25% Governing Ethics Attraction
 
  +15% Fire Rate within the empire's borders (both ships and starbases)
  +33% Ship Build Speed while in a defensive war
 
  +5 Stability on all planets
Finisher effect:   −10% Empire Sprawl from Pops

Tree Swap: SynchronicityEdit

  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 bonues to defense.

Adoption effect:
  −10% Organic Pop Food Upkeep

  Tradition Swaps:
   −10% Lithoid Pop Minerals Upkeep
   −10% Robot Upkeep

 
  +20 Years Leader Lifespan

  Tradition Swaps:
   −50% Leader accident chance[2]

 
  −20% Leader upkeep
 
  Coordinators:   +3 Administrative Capacity
  Coordinators:   −2 Deviancy
  Synapse Drones:   +2 Amenities
 
  +15% Fire Rate within the empire's borders
  +33% Ship Build Speed while in a defensive war
 
  +5 Stability on all planets
Finisher effect:   −10% Empire Sprawl from Pops

SupremacyEdit

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:   +2 Starbase Capacity and   +20% Army Damage
 
  −10% Ship Build Cost
  +25% Ship Build Speed
 
  −10% Ship Upkeep
  +20% Naval Capacity
 
  +10% Ship Fire Rate
  +20% Bombardment Damage to Enemy Planets
 
  +20 Fleet Command Limit
  +2 Admiral Level Cap
 
  +20% Starbase Damage
  −33% Starbase Upgrade Cost
  −33% Defense Platform Build Cost
Finisher effect:   War Doctrine policies unlocked

DiplomacyEdit

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

Adoption effect:   −50% Diplomatic Influence Cost and unlocks the   Diplomatic Grants edict
 
  Can create Federations
  +1 Available Envoys
 
  +10% Trade Value
 
  +100% Federation Naval Capacity Contribution
 
  −10% Market Fee
 
  +5 Trade Protection for all trade routes
Finisher effect:   +33% Trust Growth and   +50 Trust Cap

Tree Swap: AdaptabilityEdit

  Inward Perfection,   Barbaric Despoilers,   Fanatic Purifiers and   Hive Mind 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:   −10% Pop housing usage
 
  +10% Monthly Food output

  Tradition Swaps:
   15% Refund per demolished building


  Hive Mind, except  Devouring Swarm
   Barbaric Despoilers[3]:
  Can create Federations
  +1 Available Envoys

 
  +10% Habitability
 
  −25% Bombardment Damage from Enemy Fleets
  +25% Defense Army Damage
 
  +1 Building slot for all planets
 
  −33% Resettlement Cost
Finisher effect:   Unlocks Planetary Prospecting Decision

Tree Swap: VersatilityEdit

  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:   −10% Pop Assembly Cost
 
  Can create Federations
  +50 Trust Cap from Machine Intelligence empires
  +20 Opinion from Machine Intelligence empires
 
  −10% Pop housing usage
 
  −10% Market Fee
 
  −5% Upkeep for all Jobs
 
  −33% Resettlement cost
Finisher effect:   50% Refund per demolished building or district

DiscoveryEdit

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:   +20% Anomaly Research Speed and unlocks the   Map the Stars edict
 
  +35% Survey Speed
  +50% Science Ship Disengage Chance
 
  +1 Research Alternatives
  +2 Scientist Level Cap
 
  +10% Research Station Output
  Unlocks the Research Subsidies edict
 
  +25% Leader Experience Gain
  +1 Leader Level Cap
 
  −20% Researcher Upkeep
Finisher effect:   +10% Research speed

Ascension perksEdit

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 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 Description DLC
  Consecrated Worlds 0   Consecrate World decision    Spiritualist The galaxy is home to many holy places, some more obvious than others. As mortals, we still struggle to divine the true nature of the universe.
  Eternal Vigilance 0
  •   +25% Starbase Hull Points
  •   +25% Starbase Damage
  •   +25% Defense Platform Damage
  •   +5 Defense Platform Capacity
  Star Fortress technology To display weakness is to invite attack. The price of invading our space must be so high that as few as possible are prepared to meet it.
  Executive Vigor 0   +2 Edict Capacity There will be no half-measures or compromises when implementing the edicts decided upon by our government. We go all the way, or not at all.
  Imperial Prerogative 0   +20% Administrative Capacity
  •    Corporate
As our civilization continues to grow, so its beating heart must also expand. More systems will be placed under our direct control.
  Interstellar Dominion 0
  •   −20% Claim Influence Cost
  •   −20% Starbase Influence Cost
Our place amongst the stars is assured and irrefutable, and the borders of our nation equally so.
  Mastery of Nature 0 Although we mastered the nature of our homeworld long ago, the alien biomes we have since encountered present new challenges. They too shall be overcome.
  Nihilistic Acquisition 0   Unlocks the Raiding bombardment stance
  •   Is either:
    •   Gestalt Consciousness
    •    Authoritarian
    •    Xenophobe
  •    Barbaric Despoilers
The notion of self-determination cannot be a moral absolute. Holistic goals clearly outweigh individual concerns.  
  One Vision 0
  •   −10% Pop Amenities Usage
  •   +10% Monthly Unity
  •   +50% Governing Ethics Attraction
   Machine Intelligence True unity is achieved only when the ultimate goals of a nation and its people are one and the same. After all, a house divided against itself cannot stand.
  Shared Destiny 0
  •   −50% Subject integration influence cost
  •   +100 Subject Trust Cap
  •    Corporate
  •    Inward Perfection
  •      Genocidal
As we reach for ever greater heights, we must not leave behind those who have loyally served us. The glorious future of our empire was always meant to be a shared destiny.
  Technological Ascendancy 0
  •   +10% Research Speed
  • Rare technologies are now 50% more common
Technologies that would have been indistinguishable from magic mere generations ago are now within our reach. A new age of technology has begun.
  Transcendent Learning 0
  •   +2 Leader Level Cap
  •   +50% Leader Experience Gain
Our society must change its approach towards learning, and by doing so, our best and brightest will be able to reach a completely new level of achievements.
  Universal Transactions 0
  •   -15% Branch Office Cost
  • Commercial Pacts cost no   influence
  Corporate
  •    Criminal Heritage
We shall extend our brand and our business to every solar system in the galaxy. Greed is eternal!  
  Voidborne 0
  •   +20% Habitat Habitability
  •   +2 Habitat Building Slots
  •   Can upgrade Housing buildings on Habitats
  •   Can always research the next tier of Habitat technology
  Orbital Habitats technology The void, once seen as a cold and insurmountable barrier, has become a second home to us. We have adapted to permanent habitation in the depths of space, reducing the infrastructure needs and yielding more room on habitats for other functions.  
  Xeno-Compatibility 0
  •   +33% Immigration Pull
  •   +20% Pop Growth Speed if planet has at least 2 different species
  •   Hybrid Species
  •    Xenophile
  •   At least 1 xeno pop living in empire
  •   Gene Tailoring technology
The invention of universal sexual biology has revolutionized society. Even if it sometimes requires awkward rotations to make a connection.  
  Enigmatic Engineering 1
  •   +2 Sensor Range
  •   +4 Ship Hyperlane Detection Range
  •   Destroyed ships don't leave debris
Technology is simply not a way to solve a problem, but it is a language by which we ascend beyond the mundane. Lesser minds simply fail to understand our advances.  
  Grasp the Void 1
  •   +5 Starbase Capacity
The vast expense of the galaxy holds limitless riches for those empires that understand how to maintain their grasp on the void.
  Engineered Evolution 1
  •   +3 Trait Points
  •   Clone Vats building
  •   −25% Modify species special project cost
  •   Gene Seed Purification research option
  •   Gene Tailoring technology
  •    Mind over Matter
  •    The Flesh is Weak
  •    Machine Intelligence
To leave our genetic destiny in the hands of nature is an inefficient and excruciatingly slow process. Why not jump-start the future of our species?  
  Mind over Matter 1
  •   Telepathy research option
  •   Psi Corps building
  Psionic Ascension Path
  •   Primary species gains the Latent Psionic trait
  •   New leaders have a 20% chance to get the class appropriate Psychic trait
  •   Existing leaders can get the Psychic trait through events
  •   Increased Spiritualist ethics attraction
  •   Psionic Theory technology
  •    Engineered Evolution
  •    The Flesh is Weak
  •    Gestalt Consciousness
Only a fraction of the potential contained within our minds has been unlocked. The latent psionic abilities of our species are only now beginning to manifest in certain individuals.  
  The Flesh is Weak 1
  •   −10% Robot Upkeep
  •   +10% Pop Assembly Speed
  Special Project to turn all pops into cyborgs
  •   All biological pops gain the Cybernetic trait
  •   All biological leaders gain the class appropriate Cyborg trait
  •   Assimilation Citizenship option
  •   Increased Materialist ethics attraction
  •   Enslaved robots will never rebel
  •   Droids technology
  •    Engineered Evolution
  •    Mind over Matter
  •    Gestalt Consciousness
The limits and constraints imposed on us by our feeble organic bodies are simply unacceptable. To reach our full potential, we must turn to cybernetic implants.  
  World Shaper 1
  •   −25% Terraforming Cost
  •   Gaia World terraforming option
  •   Climate Restoration technology
  •    Gestalt Consciousness
  • Unless:    Rogue Servitor or   Driven Assimilator
To carefully shape and alter the ecosystem of an entire planet into something else is not so very different from an artist sculpting a statue out of clay.
  Arcology Project 2   Arcology Project decision
  •   Anti-Gravity Engineering technology
  •    Gestalt Consciousness
       Agrarian Idyll
Thus shall we make a world of the city, and a city of the world.  
  Galactic Force Projection 2
  •   +20 Fleet Command Limit
  •   +80 Naval Capacity
The fleet is the instrument by which the will of our empire is made manifest - we live or die depending on its strength.
  Hive Worlds 2   Hive World terraforming option
  •   Hive Mind
  •   Climate Restoration technology
We shall create living worlds that are every bit as much a part of the Hive as the drones that inhabit them.  
  Machine Worlds 2   Machine World terraforming option
  •   Machine Intelligence
  •   Climate Restoration technology
We shall shape our worlds into a mirror image of ourselves, replacing the fraility of biology with the immutable perfection of metal.  
  Master Builders 2
  •   +50% Megastructures build speed
  •   +1 Megastructures build capacity
  •   Mega-Engineering Technology
Building a Megastructure requires an unprecedented amount of resources and planning. We are breaking new ground in the field of macro-engineering.  
  Synthetic Age 2
  •   +2 Machine Modification Points
  •   −33% Modify species special project cost
  •   Machine Intelligence
  •   Machine Template System technology
The age of organics has come and gone, the future of the galaxy belongs to the machines. This is the dawn of a synthetic age.  
  Evolutionary Mastery 2
  •   +3 Trait Points
  •   −25% Modify species special project cost
  •   Genetic Resequencing research option
  •   Can add or remove the   Hive-Minded trait by assimilation
  •   Engineered Evolution
  •   Glandular Acclimation technology
Evolution is a single-minded beast that follows a single path to its inevitable conclusion. We cannot afford to limit ourselves thus - let us explore all paths simultaneously.  
  Synthetic Evolution 2
  •   +1 Robot Modification Points
  •   −50% Modify species special project cost
  •   +10% Robot Output
  Special Project to turn the empire synthetic
  •   A new robotic species will be created and can be named.
  •   All organic pops and leaders become that species
  •   All organic pops have their traits replaced with Mechanical
  •   Every organic army is turned into an Android Assault Army.
  •   Machine Intelligences regard you as a machine empire
  •   −40 opinion from Spiritualist empires
  •   −60 opinion from Fanatic Spiritualist empires
  •   −20 opinion from every empire that is not Materialist, Fanatic Materialist, Machine Intelligence or Synthetic
  •   The Flesh is Weak
  •   Synthetic Personality Matrix
  •   Synthetics technology
  •   Completed special project The Flesh is Weak
It is time to abandon the flawed organic vessels that imprison our minds. By transferring our neural patterns into synthetic bodies, we will achieve a higher state of being.  
  Transcendence 2
  •   Primary species gains the Psionic trait
  •   Assimilation Citizenship option
  •   All primary species leaders gain the Psychic trait
  •   Special Project to breach the Shroud
  •   Mind over Matter
We stand on the threshold of awakening the true psionic might of our species. Our minds are ready, and we have heard whispers of a psychic realm beyond our own...  
  Colossus Project 3
  •   Colossus ship type
  •   Colossus Project Special Project
  Titans Technology The Colossus Project is where fevered dreams of terror and deterrence meet. A vision of the biggest ship, carrying a weapon capable of devastating entire worlds.  
  Defender of the Galaxy 3
  •   +50% Damage to endgame crisis factions
  •   +20 Opinion from other empires
As star nations vie with one another in petty disputes, sinister forces of unimaginable power are arraying themselves against all sapient life. Who will protect us?
  Galactic Contender 3
  •   +20% Diplomatic Weight
  •   +33% Damage to Awakened Empires
  •   +33% Damage to Fallen Empires
  •   +33% Damage to The Gate-builders
  Established communications with an awakened or fallen empire The Fallen Empires cling to the ruins of their decrepit civilizations, ever fearful of the younger and more dynamic races that surround them. Their time has long since passed.
  Galactic Wonders 3
  • Unlocks research options for some Megastructures based on the DLC installed:
    •     Ring World
    •     Dyson Sphere
    •     Matter Decompressor
  •   Mega-Engineering technology
  •   Has built or repaired a megastructure (not including gateways or habitats)
Megastructures are rightfully regarded as the wonders of our time. The scope of such a project would have been unimaginable mere generations ago.

ReferencesEdit

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.
  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.
  3. If   Federations DLC is installed, Barbaric Despoilers can create federations but limited to Martial Alliance and Hegemony. Otherwise, Barbaric Despoilers will just have the regular variant of this Adaptability tradition and cannot create federations.