Stellaris

Stellaris

Expanded Stellaris Traditions for 2.1
Private Feelings  [developer] Dec 10, 2018 @ 8:47am
Tradition List
List of all Traditions, and what they do.

Academy/Shroudborn/Hacking
Academy
Adoption: +2 Leader Capacity
(1) Public Education: +3 Leader Pool Size
(2) Mandatory Higher Education: +1 Leader Level.
(3) Learn, Unlearn, and Learn Again: +20% Leader Experience Gain
(4) Towers of Ivory: lv 3 and lv 4 science lab produce +1 of their main resource (+2 for lv 4).
(5) Military Schools: +100 Starting XP for ships and armies. Admirals and Generals starts with an additional level.
Finisher: When leaders reach lv 5 one of their traits are upgraded to an improved version, providing twice the bonus.

Shroudborn [Swap: Hive Minds]
Adoption: Unity output increased by 10%.
(1) Intrusive Mind: Evasion is increased by 10%.
(2.1) Mind Suppression: Army Morale Damage increased by 15%. Starbase and Claim Influence Cost is increased by +15% for neighbouring empires (empires which we have a federation, defensive pact or which are our subjects are unaffected).
(2.2) Mind Suppression: Army Morale Damage increased by 30%. [Swap: Passive AI]
(3) Everwatcher: Planet Sensor Range increased by 2.
(4) Seventh Sense: Anomaly Discovery Chance increased by 10% and Survey Speed is increased by 10%.
(5) Power Manifestation: Shield HP increased by 15%, Energy Weapon Damage increased by 15%.
Finisher: Leader XP Gain increased by 25%.

Hacking [Swap: Machine Intelligence]
Adoption: Research Speed (Computing) increased by 25%.
(1) System Manipulation: Evasion increased by 10%.
(2.1) Communication Disruption: Ship and Planet Sensor range is reduced by 1 and Starbase Influence Cost is increased by +25% for neighbouring empires (empires which we have a federation, defensive pact or which are our subjects are unaffected).
(2.2) Communication Disruption: Army Morale Damage increased by 30%. [Swap: Passive AI]
(3) Spyware: Planet Sensor Range increased by 75%.
(4.1) Malware: Research Speed is decreased by 10% and Building Upkeep is increased by 15% for all rival empires.
(4.2) Malware: Research Speed is decreased by 10% and Building Upkeep is increased by 15% for all other empires. [Swap: Terminators]
(4.3) Malware: Weapon Damage increased by +5%. [Swap: Passive AI]
(5) Database Mining: Research Speed Increased by 10%.
Finisher: Rivalry Influence Gain is increased by 30%.
Finisher: Army Morale Damage increased by 25%. [Swap: Terminators]


Administratum/Omnipresence
Administratum
Adoption: +4 Leader Capacity
(1) Streamlined Recruitment Processes: -20% Leader recruitment cost.
(2) Meritocratic Promotion Policies: +1 Governor Max Skill Level. Governors start with an additional random trait.
(3) Efficient Bureaucracy: +25% Building Speed, -25% Clear Blocker Time, +10% Ship Build Speed.
(4) Standardized Planetary Administration: Planets with a sector governor and a planetary capital receive +10% unity and -10% Building Cost. The effect is halved for core planets.
(5) Bureau of Oversight: +50% Edict Duration
Finisher: Unlocks an Additional Civics Slot

Omnipresence [Swap: Gestalt Consciousnesses]
Adoption: -20% Leader recruitment cost.
(1) Total Information Processing: +1 Leader Max Skill Level.
(2) Full Drone Presence: +25% Building Speed, -25% Clear Blocker Time, +10% Ship Build Speed.
(3) Increased Capacity: +4 Leader Capacity
(4) Simultaneous Control: Planets with a sector governor and a planetary capital receive +10% unity and -10% Building Cost. The effect is halved for core planets.
(5.1) Advanced Cognitive Synapses: +50% Edict Duration [Swap: Hive Minds]
(5.2) Transmitter Towers: +50% Edict Duration [Swap: Machine Empires]
Finisher: Unlocks an Additional Civics Slot


Aesthetics/Venerability
Aesthetics
Adoption: Government Ethics Attraction increased by +15% on planets with the monument building chain.
Adoption: Government Ethics Attraction increased by +15% on planets with the temple building chain. [Swap: Spiritualist Empires]
(1) Works of Literature: Government Ethics Attraction and Pop Happiness increased by +5%.
(2) Guild of Artists: Unlocks the Guild of Artists Policy which lets you set aside up to 10 leader slots. Every year you have a chance to select one of several bonuses. The chance of gaining to select a bonus, as well as the number of bonuses available to chose from increases with the number of artists recruited.
(3.1) Inspiration of Awe: Trade Attractiveness increased by +5% and foreign empire opinion by 10*.
(3.2) The Art of War: Unity output is increased by 20% while at war.[Swap: Xenophobe, non Pacifist Empires.]
(3.3) Pursuit of Perfection: Unity output increased by +10%. [Swap: Xenophobe, Pacifist Empires.]
(4.1) Grand Architecture: Enables a policy which will increase building build cost by 20/40/60% and reduce build speed by -25/50/75%. Grants various bonuses depending on how severe penalties you accept.
(4.2) Grand Architecture: Building Upkeep Cost reduced by -10%. [Swap: AI Players.]
(5) Galactic Wonders: Unlocks 5 special, expensive, Wonder Buildings. You can only build one of each and only have one on each planet. Each provides planet as well as empire wide bonuses.
Finisher: Unlocks the Gallery Building, producing 2 unity and providing 2 unity adjacency bonus.

Venerability [Swap: Gestalt Consciousnesses]
Adoption: Leader Age Increased by +25.
Adoption: +1 Machine Modification points. [Swap: Machine Empires]
(1) Pride: Unity output increased by 10%.
(2.1) Superiority: Rivalry Influence Gain increased by +25%.
(2.2) Superiority: Increase Society gain from purging by +50%. [Swap: Devouring Swarm]
(2.3) Superiority: Increase Unity gain from purging by +50%. [Swap: Terminators]
(2.4) Superiority: Weapon Damage increased by +5%. [Swap: Assimilators]
(3) Wisdom: +1 Monthly Influence.
(4) Ancient Knowledge: Research Speed is increased by +5%.
(5.1) Passage of the Cycles: Weapon Damage and Evasion is increased by +5%. Foreign empire opinion is increased by +10*.
(5.2) Passage of the Cycles: Weapon Damage and Evasion is increased by +5%. [Swap: Devouring Swarms or Terminators]
Finisher: Leader Maximum Skill Level increased by +2.


Archivist
Archivist
Adoption: We may select 2 research categories, our research speed in these categories is increased by +15%.
(1.1) Primitive Lifeforms Study: Increase society research from alien pets tiles by 5/10/15. Unlocks the Document Civilisation observation mission, yielding 5/10/15 unity and 10/15/20 society research. Later stages unlocked by the Xenobiology/Secrets of Life technologies.
(1.2) Arms Collections: Weapon Damage increased by +5% and Army Damage increased by +15%. [Swap: Fanatic Purifiers, Devouring Swarms or Terminators]
(2.1) The Librarians: New Leaders have a 25% chance to get a Librarian trait, reducing their research speed by -5%, survey speed by -15% and increase their cost by +50%. While this leader is recruited (do not need to be actively researching) our research speed is increased by +10% in either engineering/physics/society research.
(2.2) Information Keepers: New Leaders have a 25% chance to get a Keeper trait, reducing their research speed by -5%, survey speed by -15% and increase their cost by +50%. While this leader is recruited (do not need to be actively researching) our research speed is increased by +10% in either engineering/physics/society research. [Swap: Gestalt Consciousnesses]
(2.3) The Librarians: Research Speed increased by +10%. [Swap: AI Players]
(3.1) Historical Records: Increase Government Ethics attraction by +10% and unity output by +5%.
(3.2) Physical Records: Increase unity output by +10%.
(4) Galactic Records: Anomaly Discovery chance increased by +10%. Gain unity whenever a system is fully surveyed.
(5) Preservation of Knowledge: We gain +1 monthly unity for every technology that we have researched.
Finisher: Unlocks the Planetary Archive building, producing 3 unity and increasing planet engineering/physics/society research by +10%.


Chivalry/The Swarm
Chivalry
Adoption: All leaders gain the Chivalrous trait, giving minor bonuses. Admirals and Generals who win a battle have a small chance to gain the hero trait (chance depends on battle circumstances).
(1) Rules of Engagement: Fire Rate increased by +10%.
(2) Honour: Trust Growth increased by +30% and foreign empire opinion increased by +20*.
(2) Honour: The Happiness of all pops is increased by +5%. [Swap: Inward Perfection and Fanatic Purifiers.]
(3) Work Ethics: Energy, Food and Minerals output is increased by +5%.
(4) A Warriors Valour: Army Moral increased by +25%, Army Recruitment and Upkeep cost is reduced by -15%.
(5) Glorious Battle: Gain unity whenever you destroy a military ship or station in battle.
Finisher: Every new ruler gets to select one of 8 virtues, giving minor bonuses and penalties.

The Swarm [Swap: Gestalt Consciousnesses]
Adoption: Consumer Good Cost and Food Consumption is reduced by -10%.
Adoption: Consumer Good Cost and Robot Upkeep is reduced by -10%. [Swap: Machine Empires]
(1) Hordes: Army Build Speed increased by +50% and Growth Speed increased by +10%.
(1) Hordes: Army Build Speed increased by +50% and Robot Build Speed increased by +10%. [Swap: Machine Empires]
(2) Overwhelming Numbers: Navy Size increased by +15% and Fleet Command Limit is increased by +10%.
(3) Swarming Fleets: Corvette Build Speed Increased by +50% and their build cost is reduced by -10%.
(4) Population Explosion: Colonies start with an additional pop. Colony Growth Speed increased by +25%.
(5.1) Spreading Through the Galaxy: Generates an additional Colony Ship whenever a Colony Ship is built.
(5.2) Spreading Through the Galaxy: Colonies start with an additional pop. Colony Growth Speed increased by +25%. [Swap: AI Player]
Finisher: Tradition Cost penalty due to number of colonies and controlled systems is reduced by -10%.

Commerce/Benevolence
Commerce
Adoption: Trade Attractiveness is increased by +10%.
Adoption: Energy Credit output is increased by +10%. [Swap: Fanatic Purifiers and Inward Perfection]
(1) Economic Boom: Energy Credit output is increased by +15% while Energy Credit gain is positive.
(2) Encourage Local Economies: Unlocks 3 new planetary edicts which will increase either our food, energy or mineral output by +25% while reducing the output of the other 2 by -10%.
(3) Financial Reforms: Energy Credit Storage Capacity is increased by +50%.
(4.1) Trade Routes: For each neighbour we have good relations with energy and mineral output is increased by +2.5% (stacks up to 6 times). Those neighbours receive +5% energy and mineral output.
(4.2) Free Trade: Our unity output is increased by +5% for every unique Strategic Resource (max 30%). [Swap: Fanatic Purifiers and Inward Perfection]
(5) Market Exchange: Unlocks the Market Exchange Building, which increases energy production by 3 for adjacent buildings.
Finisher: Our energy production is increased by 5% for every 3 strategic resource we have (max +25%).

Benevolence [Swap: Gestalt Consciousnesses]
Adoption: Diplomatic Upkeep cost is reduced by -33%.
(1) Trade Deals: +10% Foreign Empire Trade Willingness.
(2) Peaceful Contacts: Reduce Border Friction by -50% and increase trust growth by +20%.
(3) Foreign Embassies: Increase Foreign Empires Opinion of us by +30*.
(4.1) Trade Routes: For each neighbour we have good relations with energy and mineral output is increased by +2.5% (stacks up to 6 times). Those neighbours receive +5% energy and mineral output.
(4.2) Free Trade: Our unity output is increased by +5% for every unique Strategic Resource (max 30%). [Swap: Devouring Swarm and Terminators]
(5) Sharing of Ideas: Increase Research Speed by 5%.
Finisher: Increase Weapon damage against End Game Crisis, Fallen and Awakened Empires by +20%.


Cybernetics/Biogenesis/Serverbound/Shroudborn
Cybernetics
Adoption: +25% Research Speed (Computing).
(1.1) Deep Neural Networks: +10% Energy Output
(1.2) Deep Neural Networks: Energy Production penalty for Robots/Droids/Synths with Positron Inhibitors/Servitude Synths is reduced to -10%/-5%/-5%/-0%. +5% Energy Production from free Synths. [Swap: Have built a robot pop or have the mechanist civic. Is not an AI Player]
(2.1) Unsupervised AI Researchers: Engineering, Physics and Society output is increased by +5%.
(2.2) Unsupervised AI Researchers: Research penalty for Robots/Droids/Synths with Positron Inhibitors/Servitude Synths is reduced to -15%/-10%/-10%/-5%. +5% Research Output from free Synths.[Swap: Have built a robot pop or have the mechanist civic. Is not an AI Player]
(3) Combat Simulations: +10% Ship Accuracy.
(4.1) AI Controlled Ships: +20% Fire Rate and +20% Evasion for Fleets without an Admiral.
(4.2) AI Controlled Ships: +5% Fire Rate and +1 Admiral max level. [Swap: AI Player]
(5.1) Simulated Reality: +5% Happiness, +20% Happiness from Chemical Bliss.
(5.2) Simulated Reality: +5% Happiness, +10% Happiness to Slaves, +20% Happiness from Chemical Bliss. [Swap: Slavery Allowed]
(5.3) Simulated Reality: +5% Happiness. [Swap: AI Player]
Finisher: Unlocks automated Mine, Automated Power Plant and Automated Farm buildings (each producing 1 minerals/food/energy while requiring no pop to work).
Finisher: Building Build Speed +25%, Building Upkeep Cost -10%. [Swap: AI Player]

Biogenesis [Swap: Hive Minds or Empires with the Evolutionary Mastery Ascension Perk]
Adoption: +10% Habitability, +25% Colony Development Speed.
(1) Bio Construction: Building Upkeep and Building Build Cost is reduced by -10%.
(2) Living Ships: Monthly Hull Regeneration is increased by +1%.
(3) Omnivores: Food output increased by +20%.
(4) Spawning Pools: Growth Speed Increased by +20%.
(5) Constant Evolution: +1 Trait Point and -5% Modify Species Cost.
(5) Constant Evolution: Increase Society Research Speed and Research Speed (Biology) by +10%. [Swap: Empires who have not unlocked gene modding]
Finisher: Unlocks a Policy which allows you to turn food into minerals.
Finisher: Increase food and minerals output by +10%. [Swap: AI Player]

Serverbound [Swap: Machine Empires]
Adoption: +2 Core Systems.
(1) Memory Banks: Engineering, Physics and Society output is increased by +5%.
(2) Training Databases: All leaders gain xp at a slow rate.
(3) Data Cores: Energy output increased by +15%.
(4) Coordination Terminals: +4 Leader Capacity.
(5) Signalling Network: Reduce Tradition Cost Penalty for number of systems by -20%.
Finisher: Energy Cap is increased by +50%.

Shroudborn [Swap: Empires with the Transendancy Ascension Perk]
Adoption: Unity output increased by 10%.
(1) Intrusive Mind: Evasion is increased by 10%.
(2.1) Mind Suppression: Army Morale Damage increased by 15%. Starbase and Claim Influence Cost is increased by +15% for neighbouring empires (empires which we have a federation, defensive pact or which are our subjects are unaffected).
(2.2) Mind Suppression: Army Morale Damage increased by 30%. [Swap: Passive AI]
(3) Everwatcher: Planet Sensor Range increased by 2.
(4) Seventh Sense: Anomaly Discovery Chance increased by 10% and Survey Speed is increased by 10%.
(5) Power Manifestation: Shield HP increased by 15%, Energy Weapon Damage increased by 15%.
Finisher: Leader XP Gain increased by 25%


Faith/Purposefulness
Faith
Adoption: +20% Government Ethics Attraction.
(1) One Faith: +10% Unity.
(2) Holy Scripts: -15 Unrest.
(3.1) Places of Worship: Monument Chains produce +1 Unity per building level.
(3.2) Places of Worship: Temple Chains produce +1 Unity per building level. [Swap:Spiritualist Empire]
(4) Preachers: +25% Edict Duration.
(5) Deus Vult: +25% Morale, +5% Weapon damage.
Finisher: +5% Happiness, +10% Spiritualist Ethics Attraction.
Finisher: +5% Happiness, +5% Government Ethics Attraction. [Swap: Not Spiritualist Empire]

Purposefulness [Swap: Gestalt Consciousnesses]
Adoption: Rivalry Influence Gain increased by +25%.
Adoption: +5% Weapon Damage. [Swap: Devouring Swarm, Assimilators or Terminators]
(1) One Purpose: +10% Unity.
(2.1) The Means to Succeed: Monument Chains produce +1 Unity per building level.
(2.2) The Means to Succeed: Uplink Node Chains produce +1 Unity per building level. [Swap: Machine Empires]
(3) The Option of Violence: +20% Army Damage, +5% Weapon damage.
(4) Determination: Ship Speed is increased by +10% and Growth Speed is increased by +15%.
(5) Ingrained Drone Reflexes: +25% Edict Duration.
Finisher: +1 Monthly Influence.

Foundation/Confederacy/Subminds
Foundation
Adoption: +10% Research Output on Core Worlds
(1) A Common Cause: +15% Unity Output on Core Worlds
(2) Centralized Government: +25% Energy, Physics, Society and Engineering Output in Capital. Bonus is increased by to 50%/75% when the Colonial Centralization/Galactic Administration technologies are researched.
(3) The Grand Design: +1 Monthly Influence.
(4) Intelligence Gathering Corps: +1 Ship Sensor Range, +10% Survey Speed.
(5.1) Expanding the Navy: For every core world, increase naval capacity by 1 plus an additional 1 for every doctrine technology researched.
(5.2) Expanding the Navy: Increase Naval Capacity by +20 for every fleet doctrine technology that have been researched. Increase Starbase Capacity by 1. [Swap: AI Player]
Finisher: Core planets +5% Resource Production and Happiness.

Confederacy [Swap: Empires with at least 1 sector.]
Adoption: +10% Minerals and Energy Production in Sectors.
(1) Local Command Structures: -50% Governor Recruitment Cost, +3 Leader Capacity.
(2) Restrict Federal Power: Sectors with Governors: -20 Unrest, +10% Happiness.
(3) National Assembly: +50% Faction Influence Gain.
(4.1) Autonomous States: Subjects Receive +10% Happiness, +20% Naval Capacity, +50 Opinion.
(4.2) Loyalty: Ethics divergence from distance to capital is reduced by -33%. [Swap: Empires without Subject]
(5) The Endless Realm: Outpost Upkeep Cost reduced by -33%.
Finisher: Tradition Cost Penalty from number of planets and systems is reduced by -10%.

Subminds [Swap: Gestalt Consciousness]
Adoption: +10% Minerals and Energy Production in Sectors.
(1.1) Dynamic Mind: -20% Leader Recruitment Cost and -30% Governor Recruitment Cost.
(1.2) Dynamic Mind: -10% Leader Recruitment Cost and +10% Leader Experience Gain. [Swap: Have the Delegated Functions Civic]
(2) Micro Merging: Sectors with Governors: +15% Unity and -15% Consumer Goods Cost.
(3.1) Control Submind Parameters: Unlocks a policy increasing either sector minerals/energy/food/engineering and physics and society/unity output by +15%/+15%/+20%/+10%/+20%.
(3.2) Control Submind Parameters: Unlocks a policy increasing either sector minerals/energy/engineering and physics and society/unity output by +15%/+15%/+20%/+10%/+20%. [Swap: Machine Empire][/i]
(3.3) Control Submind Parameters: Increase energy and minerals output by +5%. [Swap: AI Player]
(4) Drone Independence: Increase Minerals Production by +5%, Army Damage by +10% and Building Build Speed by +15%.
(5) Designate System Minds: Outpost Upkeep Cost reduced by -33%.
Finisher: +3 Leader Capacity, +2 Leader Pool Size.


Friendship/Malice/Perseverance
Friendship
Adoption: No opinion penalty for first contacts. Gain unity whenever we established communications with another empire. +20% Trust Growth.
(1) Foreign Embassies: Foreign empire opinion increased by +30*.
(2.1) The Way of Peace: Reduce Border Friction and Collateral Damage by -50%.
(2.2) Brothers in Arms: Weapon Damage is increased by +10% and Ship Building Speed by +25% while fighting in a war with at least one ally. [Swap: Militarist Empires]
(3.1) Open Society: Foreign Migration Attraction increased by +30% and Xenophile Ethics Attraction increased by +10%.
(3.2) Open Society: Foreign Migration Attraction increased by +40%. [Swap: Non Xenophile Empires]
(4) A Melting Pot of Cultures: Research Speed increased by +5%.
(5) Brotherhood: Energy Credit and Unity output is increased by +10% on planets with at least 3 species.
Finisher: Enables an edict we can use to recruit colony ships from species from empires who have open borders with us.
Finisher: Happiness increased by +5%. [Swap: AI Empires.]

Malice [Swap: Gestalt Consciousness. Countries which either allows purging or which accepts no refugees and either attacks on contact or have slaves. Also xenophobe empires but never xenophile empires.]
Adoption: Reduce the happiness of all empires we have insulted by -10%.
Adoption: +15% Naval Capacity. [Swap: AI players. Empires without diplomacy.]
(1.1) Bread and Water: -50% Slaves Consumer Goods
(1.2) Sadist: Reduce Border Range and Resource Output by 20% for planets we successfully invade for 10 years. Modifier removed if we conquer the planet. [Swap: Empires without Slaves ]
(2.1) Eradication of Hope: -20% Slave Unrest, -25% Slave Relocation cost.
(2.2) Eradication of Hope: Whenever we declare a war, reduce Growth Rate by 20%, Naval Capacity by 15% and Happiness by 10% for our opponents for 10 years. [Swap: Empires without Slaves ]
(3.1) No one’s Friend: +3 Max Rivals
(3.2) Devastation: +20% Army Damage and +33% Collateral Damage. [Swap: Empires without Rivals]
(4.1) Antagonists: +30% Rivalry Influence Gain.
(4.2) Antagonists: +5% Fire Rate. [Swap: Empires without Rivals]
(5) The Joy of Destruction: Gain unity from Destroying ship and stations (more from larger ships).
Finisher: +10% Weapon Damage

Perseverance [Swap: Inward Perfection]
Adoption: Ship Hull Points and Army Health is increased by +10%.
(1) Resilience: Ship Armour by +15%. In addition reduce bombardment damage taken by -60% (only 15% on planets with a planetary shield generator).
(2) Defender: Military Station Hull Points is increased by +50%
(3) Persistence: Ship Speed and Ship Combat Speed is increased by +10%.
(4) Enduring: War Exhaustion Gain is reduced by -20%.
(5) Revanchism: War Exhaustion Fain is reduced by -5%. Whenever we lose a war, our resource output and fire rate is increased by +10% for 10 years.
Finisher: Leader Age is increased by +25 years.


Greed/Desires
Greed
Desires [Swap: Gestalt Consciousnesses]
Adoption: Mineral output increased by +10%.
(1) Hoarders: Gain +0.5/1.0/1.5/2.0 Monthly Influence when we have at least 300/4000/15000/40000 stored Energy Credits.
(2.1) Ruthless Negotiators: Claim Influence Cost reduced by -10%. Unlocks the Ruthless Negotiators edict which increases Trade Attractiveness +5/10/15% while reducing foreign empire opinion by -15/30/45.
(2.2) Land Grab: Starbase Influence Cost reduced by -15%. [Swap: Fanatic Purifiers, Inwards Perfection, Devouring Swarms or Terminators]
(2.1) Ruthless Negotiators: Claim Influence Cost reduced by -10% and Trade Attractiveness increased by +5. [Swap: AI Players]
(3.1) Tight Fisted: Food Consumption and Consumer Good Cost is reduced by -10%.
(3.2) Thrifty: Food Consumption and Consumer Good Cost is reduced by -10%. [Swap: Hive Minds]
(3.3) Thrifty: Robot Upkeep and Consumer Good Cost is reduced by -10%. [Swap: Machine Empires]
(4.1) Extortion: Gain three different Extortion planetary edicts which yields 0.25/0.50/0.75 Energy Credit for every Pop on the planet, in addition they reduces the Happiness of all Pops on the planet by -10%/-20%/-30%.
(4.2) In Search for Betharian: Increase the Energy Credit yield of Betharian Stones tiles by 5. Increase Resource Output by +10% on planets with Betharian Stones. [Swap: Gestalt Consciousness]
(5.1) Bribery: Enables a Empire Edict which lets you pay Energy Credits to increase the Happiness of a selected Faction by +5%.
(5.2) The Great Craving: Gain unity whenever a planet is colonized or conquered. [Swap: Gestalt Consciousness]
Finisher: Energy output increased by +10%.


Industry
Adoption: -25% Mining Network Build Cost.
Adoption: -20% Mining Network Build Cost. Enables the Mining Bot Robot Trait, providing +20% Mineral Output (incompatible with Power Drills). [Swap: Have built a robot pop or have the mechanist civic.]
(1) New Prospecting Techniques: Each Mining STation that produces minerals have a 33% chance to produce an addition Mineral.
(2) Advanced Industries: +15% Research Speed (Industry). Adds several new rare industry related technologies to the tech-deck.
(3) Grand Forgeries: Unlocks the Blast Furnace Building (Produce 1 minerals, 3 minerals adjacency bonus, requires a planetary capital.)
(4.1) Mass Production: +25% Ship Build Speed.
(4.2) Mass Production: +20% Robot Build Speed. [Swap: Have built a robot pop or have the mechanist civic.]
(5) Forge Worlds: Every tile on every owned, colonized and conquered planet have a 20% chance to contain 2 Minerals. Can only happen once to every planet.
Finisher: Reveals Rare Minerals Planet Resource. Can Build Deep Core Excavation on these tiles, producing 11 Minerals. Unlock Mineral Silo Building Chain (stores 1500/2250/3000 Minerals, 1/1.25/1.5 Energy Upkeep. +1 Minerals Adjacency Bonus.
Finisher: Reveals Rare Minerals Planet Resource. Can Build Deep Core Excavation on these tiles, producing 11 Minerals. +5% Mineral Output and +10,000 Mineral Storage Capacity. [Swap: AI Players]

Isolation/Proselytism
Isolation
Adoption: +2 Core Systems
(1) Fortified Borders: -15% Starbase Upkeep Cost and +3 Starbase Defence Platform Capacity.
(2) Fierce Defenders: +20% Fire Rate in Owned Space, +50% Army Morale on defense.
(3) Buffer Zones: Reduce Tradition Cost Penalty from number of systems controlled by -20%.
(4.1) Guarding Against Foreign Influences: +15% Government Ethics Attraction.
(4.2) Eternal Silence: -80% Border Friction. [Swap: Gestalt Consciousness]
(5.1) Closed Society: +20% Unity while no diplomatic relations (except for Non Aggression Pacts).
(5.2) Tranquillity: +20% Unity while no diplomatic relations (except for Non Aggression Pacts). [Swap: Gestalt Consciousness]
Finisher: +10% Happiness while not at war.
Finisher: +1 Monthly Influence while not at war. [Swap: Gestalt Consciousness]

Proselytism [Swap: Empires with default border status set to open, or who have war philosophy is not set to defensive wars only. Not Gestalt Consciousness or Inward Perfection]
Adoption: +15% Unity and +5% Happiness on planets were all non slave pops follow our empires ethics.
Adoption: +15% Unity and +5% Happiness on planets were all pops follow our empires ethics. [Swap: No Slaves]
Adoption: +10% Unity. [Swap: AI Playes]
(1.1) Missionaries: Neighbouring Countries receive +25% Ethics Attraction towards you ethics (double if Fanatic). +5% Government Ethics Attraction.
(1.2) Missionaries: +20% Government Ethics Attraction. [Swap: Passive AI]
(2) Crusades: +10% Fire Rate, +25% Army Morale, +15% Naval Capacity and Ship Build Speed while enemy War leader have at least one opposing ethics to you.
(3) Assimilation Policy: No Recently Conquered Penalty.
(4.1) Ordo Patria: Subjects Receive +25% Attraction Towards your ethics. +15% Edict Duration.
(4.2) Ordo Patria: +15% Edict Duration, -15% Unrest. [Swap: Empires without Subjects, Passive AI]
(5) Exceptionalism: +5% Happiness and 15% Unity Output for 20 years after winning a war (or until war is lost).
Finisher: +15% Government Ethics Attraction.


Justice/Destruction
Justice
Adoption: -25 Unrest
(1) Equals in front of the Law: +5% Happiness, +5% Unity Output.
(2) Adeptus Arbites: -20% Piracy Risk, -10% Tradition Cost from Colonies.
(3) Supreme Court: Edict Cost reduced by -10% and Edict Length increased by +10%.
(4) Constitution: Increase Influence cap by 1000.
(5) Legal Perfection: Influence Output increased by +25%.
Finisher: +15% Unity gain while influence is over 500.

Destruction [Swap: Gestalt Consciousness]
Adoption: +20% Naval Capacity
(1) Task of Destruction: Gain 5 influence from purging pops.
(2) Warborn: Weapon Damage increased by 10%, Army Damage Increased by 10%.
(3) Relentless Pursuit: Reduce the disengagement Chance by -33% for fleets we are fighting.
(4.1) Fear: Neighbours receive -20% Growth Rate and Unity output.
(4.2) Fear: +25% Army Morale Damage. [Swap: Passive AI]
(5.1) Nemesis of the Galaxy: +2 Max Rivalries, +20% Rivalry Influence Gain.
(5.2) Nemesis of the Galaxy: Increase Monthly Influence gain by +2 while we are at war. [Swap: Devouring Swarm, Assimilators and Terminators]
Finisher: Opponents in war receive +20% War Exhaustion.
Finisher: Reduce War Exhaustion Gain by -15%. [Swap: Passive AI]


Liberty/Fury
Liberty
Adoption: +5% pop happiness.
(1.1) Universal Rights: Monthly Influence Gain increased by 1.
(1.2) Justified Rule: -20% Slave Unrest and -10 Unrest on all planets. [Swap: Empires who allows slavery.]
(2.1) Freedom of Speech: +5% Faction Happiness while no factions are suppressed.
(2.2) Freedom of Speech: +3% Faction Happiness. [Swap: AI Player]
(3.1) Frontier Spirit: New colonies starts with an additional pop. In addition, newly colonised planets have their pop happiness increased by 20% for 10 years.
(3.2) Manifest Destiny: New colonies starts with an additional pop. Claim Cost reduced by -10%. [Swap: Empires who allows slavery. Not Fanatic purifiers nor Inward Perfection.]
(4) Dreams of Possibilities: Increase Leader Cap and Pool Size by 2.
(5.1) A Righteous Cause: Increase Weapon Damage by 15% and Army Damage by 25% when fighting an empire which permits slavery or purging,
(5.2) Conviction: Increase Government Ethics Attraction by 20%. [Swap: Permits Slavery or Purging or had the Inward Perfection Civic.]
Finisher: +50% Migration Speed.
Finisher: +10% Energy Output [Swap: Founder species do not have free movement.]

Fury [Swap: Gestalt Consciousnesses]
Adoption: Unlocks the Fury policy which can be set from level 0 to level 5, reducing foreign empire Opinion by -0/-10/-25/-45/-70/-100 respectively. Each level increase the efficiency of the various fury traditions.Increase Fire Rate by +5% and an additional +1% for each Fury Level.
(1.1) Hatred: Rivalry Influence Gain increased by +25% and an additional +5% for each Fury Level.
(1.2) Recklessness: Ship Speed increased by +5% and an additional +3% for each Fury Level. [Swap: Devouring Swarm, Assimilators and Terminators.]
(3) The Spirit of War: War Exhaustion Gain reduced by -5% and an additional -9% for each Fury Level.
(3) Fighting Frenzy: Army Damage increased by +20% and an additional +6% for each Fury Level.
(4) Battle Rage: Whenever a fleet destroys another fleet in battle (small one do not count) its combat speed and fire rate is increased by +10% for 4 months, increased by an addition 4 months for each fury level.
(5.1) Ravager: Whenever we successfully invade a planet every building have a 50% chance to become ruined (+10% for each fury level). Gain unity for every building ruined. This effect can be turned off via a policy.
(5.2) Ravager: Gain unity whenever we successfully invade a planet. Army damage is increased by 10%. [Swap: Passive AI]
Finisher: Weapon Damage increased by +2% for each fury level,

Mechanicum
Mechanicum
Adoption: +5% Mineral Output, +15% Building Speed
Adoption: -20% Robot Maintenance [Swap: Have built a robot pop or have the mechanist civic.]
(1.1) Engineering Corps: -75% Constructor Build Cost and Maintenance, -11% Mining Station Build Cost.
(1.2) The Art of Space Construction: -75% Constructor Build Cost and Maintenance, -11% Mining Station Build Cost. [Swap: Gestalt Consiousness]
(2.1) Automated Production: -15% Pop Consumer Cost, -5% Building Build Cost.
(2.2) Automated Production: +25% Robots Build Cost. [Swap: Have built a robot pop or have the mechanist civic.]
(3) Machines of War: +10% Army Damage. Enable Titan Armies, Enable Mechanical Knights Armies.
(4.1) Grand Designs: +50% Starbase Hull Points.
(4.2) Grand Designs: +25% Megastructure Build Speed, -15% Megastructure Build Cost. [Swap: Have the Galactic Wonders, Voidborn or Circle of Life Ascension Perk. ]
(5.1) Develop new Blueprints: +15% Engineering Research Speed.
(5.2) Develop new Blueprints: +1 Robot Modification Points [Swap: Have built a robot pop or have the mechanist civic.]
(5.3) Develop new Blueprints: +1 Machine Modification Points. [Swap: Machine Empire.]
Finisher: +15% Ship Health.


Militarism/Might
Militarism
Adoption: +5% to all resource production while at or over maximum naval capacity.
(1.1) Conscription: -33% Army recruitment cost, -5% Ship building cost. In addition every pop generates a special militia army (Slaves generate worse armies).
(1.2) Conscription: -33% Army recruitment cost, -5% Ship building cost. In addition every pop generates a special militia army (Slaves generate worse armies). Dorids and Robots do not generate armies. [Swap: Empires which uses robot pops.]
(2) Reform Army Hierarchies: +2 General Skill, -50% General Recruitment Cost, +25% Army XP gain.
(3) The Grand Armada: +10% Naval Capacity and +20% Fleet Size Limit.
(4.1) Fortress Worlds: Enables the Planetary Defence Cannon Building Chain (deals damage to bombarding Ships). Increase Happiness by +2.5/5% on planets with Stronghold/Fortress. Increase Army Defensive Damage and Health by +20%.
(4.2) Fortress Worlds: Increase Army Defensive Damage and Health by +40%. [Swap: AI Player.]
(5) Prestige of the Admiralty: We main maintain up to 5 Admirals without it affecting our leader capacity. Increase Admiral and Ship XP gain by +25%.
Finisher: +25% Weapon Range.

Might [Swap: Gestalt Consciousness]
Adoption: +5% to all resource production while at or over maximum naval capacity.
(1) Natural Warriors: -33% Army recruitment cost and +25% Army XP gain. In addition every pop generates a special militia army.
(2) Cunningness of the Predator: +2 General Skill, -50% General Recruitment Cost, +20% Army Morale Damage.
(3) The Grand Armada: +10% Naval Capacity and +20% Fleet Size Limit.
(4.1) Fortress Worlds: Enables the Planetary Defence Cannon Building Chain (deals damage to bombarding Ships). Increase Happiness by +2.5/5% on planets with Stronghold/Fortress. Increase Army Defensive Damage and Health by +33%.
(4.2) Fortress Worlds: Increase Army Defensive Damage and Health by +40%. [Swap: AI Player.]
(5) Warsene: We main maintain up to 5 Admirals without it affecting our leader capacity. Increase Admiral and Ship XP gain by +25%.
Finisher: +15% Weapon Range, +5% Weapon Damage.


Mystery/Philosophy
Mysticism
Adoption: +2 Planet Sensore Range.
(1.1) Shroud of Secrecy: +1 Ruler Level, +30% Faction Influence Gain.
(1.2) Shroud of Secrecy: -50% Rig Election Cost, +30% Faction Influence Gain. [Swap: Have a government form with elections.]
(1.3) Shroud of Secrecy: +1 Ruler Level, -15% Rig Election Cost and +15% Faction Influence Gain. [Swap: Be a democracy and have the Shadow Council civic.]
(2) Navigators Guild: +50% FTL Speed, -25% Emergency FTL Damage.
(3) Pursuit of the Forbidden Knowledge: +15% Physics Research.
(4) Rituals: +10% Government Ethics Attraction, +10% Edict Duration.
(5) Mystics: All leaders receive the Mystic trait, giving minor bonuses.
Finisher: +15% Shield Strength.

Philosophy [Swap: Gestalt Consciousness]
Adoption: +1 Ship and Planet Sensor Range.
(1) The Nature of the Universe: +20% Physics Research.
(2) The Nature of the Shroud: +50% FTL Speed, -25% Emergency FTL Damage.
(3.1) The Nature of Mortality: Increase Mortal Empires Opinion of us by +20*. Increase Weapon Damage by +10% While fighting Mortal Empires.
(3.2) The Nature of Mortality: Increase Weapon Damage by +15% While fighting Mortal Empires. [Swap: Devouring Swarms and Determined Exterminator.]
(4) The Nature of Ourselves: +10% Unity Output.
(5.1) The Nature of Existence: +15% Growth Rate.
(5.2) The Nature of Existence: +15% Robot Construction Speed. [Swap: Machine Empires.]
Finisher: +33% Influence gain.


Nature
Nature
Adoption: +10% Society Research Speed, +10% Research Speed (Biology).
Adoption: +15% Food output. [Swap: Hive Minds.]
Adoption: +5% Unity output, +50% Colony Development Speed. [Swap: Machine Empires.]
(1.1) Adaptive Society: +10% Habitability.
(1.2) Frugality: -15% Consumer Goods Cost. [Swap: Gestalt Consciousnesses.]
(2) Natural Riches: Each tile one every one of our planets have a 33% chance of getting an additional resource deposit. Includes conquered and colonised planet. Every planet can only be affected once.
(3.1) One with Nature: -50% Tile Blocker Removal Cost.
(3.2) Natural Integration: Unlocks three types of integrated nature buildings (each producing 1 minerals/food/energy while requiring no pop to work, costs 20 unity to build). [Swap: Hive Minds, not AI Player.]
(3.3) Natural Integration: Building Build Speed +25%, Building Upkeep Cost -10%. [Swap: Hive Minds, AI Player]
(3.4) Diametric Strength: Whenever a planet is colonised we receive 33 influence for every tile blocker on it. [Swap: Machine Empires.]
(4.1) Self Sustaining: +15% Food Output
(4.2) One with Nature: -50% Tile Blocker Removal Cost. [Swap: Gestalt Consciousnesses.]
(5.1) Non-Consumerism: -15% Consumer Goods Cost.
(5.2) Preservation: Unlocks the Preservation building (produces 4 unity, +2 society and -5 minerals adjacency bonus. reduce planet minerals production by -5%. We receive +1% unity production for each different planet class with a preservation we control (up to +10%, gaia is counted as one planet class). [Swap: Gestalt Consciousnesses, Human Player.]
(5.3) Preservation: +15% unity, +5% Society Research Speed. [Swap: Gestalt Consciousnesses, AI Player.]
Finisher: Unlocks the Preservation building (produces 4 unity, +2 society and -5 minerals adjacency bonus. reduce planet minerals production by -5%. We receive +1% unity production for each different planet class with a preservation we control (up to +10%, gaia is counted as one planet class).
Finisher: +15% unity, +5% Society Research Speed. [Swap: Not Gestalt Consciousnesses, AI player.]
Finisher: +10% Society Research Speed, +10% Research Speed (Biology). [Swap: Hive Minds.]
Finisher: +20% Society Research Speed. [Swap: Machine Empires.]

Order/Cooperativity
Order
Adoption: -15% Consumer Goods.
(1.1) Ministry of Propaganda: Half Influence cost of Faction Suppression. Half Faction Happiness penalty when suppressed. +5% Government Ethics Attraction.
(1.2) Ministry of Propaganda: +10% Government Ethics Attraction, Monthly Influence Gain is increased by +0.5. [Swap: AI Player.]
(1.3) Prevent Disinformation: +15% Egalitarian Ethics Attraction, reduce planet unrest by -10%. [Swap: Egalitarian Ethic.]
(2.1) State Sanctioned Parties: +3% Faction Happiness.
(2.2) Political Stability: +3% Faction Happiness. [Swap: Egalitarian Ethic.]
(3.1) Standardized Work Schedules: Increase food and minerals output by +5%.
(3.2) Standardized Work Schedules: +15% Slave Mineral Output. [Swap: Slavery Allowed.]
(4.1) Regulated Society: Reduce unrest by -10 and reduce food consumption by -10%.
(4.2) Planned Procreation: +20% Growth Speed. [Swap: Authoritarian Ethic.]
(5.1) A State of Control: Edict Cost reduced by -5%, reduce planet unrest by -10% and Core System Cap increased by 1.
(5.3) Rights and Responsibilities: Increase pop happiness by +5% and increase Naval Capacity by +10%. [Swap: Egalitarian Ethic.]
Finisher: -20% Resettlement Cost.
Finisher: +15% Government Ethics Attraction [Swap: Egalitarian Ethic or Resettlement Forbidden.]

Cooperativity [Swap: Gestalt Consciousness]
Adoption: Increase resource output by +3/6/10% on planets with at least 16/20/24 pops.
(1) Warrior Clusters: Army Damage increased by 20% and Army Upkeep reduced by -10%.
(2.1) Worker Teams: Increase food and minerals output by +5%.
(2.2) Worker Teams: Increase energy and minerals output by +5%. [Swap: Machine Empire.]
(3) Input Sharing: Increase Leader XP gain by 20%.
(4) Cognition Centrals: All leaders receive the Cognition Central trait, giving minor bonuses.
(5.1) Growth Phases: Increase Growth Speed by 5%. Enables the Growth Phase planetary edict increasing Growth Speed by +45%, reducing Resource Output by -10% and increasing Food Consumption by +25%.
(5.2) Growth Phases: Increase Growth Speed by 20%. [Swap: AI Player.]
(5.3) Growth Phases: Increase Robot Build Speed by 5%. Enables the Growth Phase planetary edict increasing Robot Build Speed by +45%, reducing Resource Output by -10% and increasing Robot Maintenance by +25%. [Swap: Machine Empire.]
(5.4) Growth Phases: Increase Robot Build Speed by 20%. [Swap: AI Player and Machine Empire.]
Finisher: All newly colonized planets start with an additional pop.


Piracy/Raiders
Piracy
Raiders [Swap: Gestalt Consciousnesses]
Adoption: Enables The Despoil War Goal. Reduce Piracy Risk by -25%.
Adoption: Enables The Despoil War Goal. Increase Ship Speed by +10%. [Swap: Gestalt Consciousnesses]
Adoption: Mineral output is increased by +20% during wars. [Swap: Fanatic Purifiers, Inward Perfection, Devouring Swarm and Terminators]
(1) Scavenger: Gain minerals from destroying ships and stations, an additional amount of minerals is provided by destroying stations,
(2.1) Raiders: Lets us raid our neighbours, gaining yearly Minerals and Energy Credits (amount increase with the size of our respectively their empires). Raided neighbours have their Energy Credit output reduced by -10% and their Opinion of us reduced by -100. We can select which neighbours to raid using the Raiding policy.
(2.2) Raiders: Energy and Minerals output is increased by +10%. [Swap: AI Players]
(3.1) Saboteur: Reducing food and mineral production for our rivals by -15% and increases their building upkeep by +15%. Maximum Rivals increased by +1.
(3.2) Saboteur: Reducing food and mineral production for our rivals by -15% and increases their building upkeep by +15%. [Swap: Fanatic Purifiers, Inward Perfection, Devouring Swarm, Assimilators and Terminators]
(3.3) Saboteur: Weapon Damage increased by +5% and Maximum Rivals increased by +1. [Swap: Passive AI]
(4) Ruthless Fighters: Weapon Damage and Fire Rate is increased by +5%.
(5.1) Rights of the Strong: The Happiness of pops with full citizenship, or non enslaved pops living in a caste system, is increased by +5%. Slave Food and mineral output is increased by +5%.
(5.2) Free Spirits: Migration Speed is increased by +15% and Ship Speed is increased by +10%.
(5.3) Xenophage: [Swap: Hive Minds] Gain 10 food for every pop on a planet which we successfully invade. The Raider tradition generates food as well. Processing output is increased by +30%.
(5.4) Repurposed Machines: Gain 3 machine pops on any conquered planet.[Swap: Machine Empires]
Finisher: Army Damage is increased by +15%. Gain minerals whenever we successfully invade a planet. Reduce the Resource Output of that planet by 25% for 10 years (modifier removed if we conquer it).
Finisher: Army Damage is increased by +25%. Gain minerals whenever we successfully invade a planet. [Swap: Passive AI]


Spaceborn
Spaceborn
Adoption: Increase Starbase Capacity by +20%.
(1.1) Yearning for the Void: Navy Size is increased by +15% and Ship Build Cost reduced by -5%.
(1.2) The Call of the Void: Navy Size is increased by +15% and Ship Build Cost reduced by -5%.
(2) A Life in Space: Reduce the Upgrade and Build Cost for Starbases by -25%.
(3) Void Walker: FTL Speed and Ship Speed is increased by +25%.
(4) Stargazer: Stars in systems were we control a planet produces +5 energy.
(5.1) Spaceborn: Reduce Starbase Building Build cost by -25% and increase Starbase Building Build Speed by +50%. Reduce Starbase Module Build cost by -25% and increase Starbase Module Build Speed by +50%.
(5.2) Spaceborn: Reduce Starbase Building Build cost by -25% and increase Starbase Building Build Speed by +50%. Megastructure Build Speed is increased by +33%. [Swap: has either the ring of life or galactic wonders ascension perk]
(5.3) Spaceborn: Reduce Starbase Module Build cost by -25% and increase Starbase Module Build Speed by +50%. Habitats produce an additional +15% resources.. [Swap: has the voidborn ascension perk]
(5.4) Spaceborn: Megastructure Build Speed is increased by +33% and habitats produce an additional +15% resources. [Swap: has the voidborn ascension perk and either the ring of life or galactic wonders ascension perk]
Finisher: Reduce the build cost of Mining and Research Stations by -22%.


Collectivism/Individualism/Perseverance
Collectivism
Adoption: Unity output is increased by +10%.
(1) Part of the Puzzle: Consumer Goods Cost and Resettlement Cost is reduced by -10%.
(2) United We Stand: Government Ethics Attraction increased by +10% and unity output increased by +5%.
(3) Cooperation: Resource Output is increased by +5% on planets without any unrest.
(4) Ready to Serve: Navy Size increased by +15% and Army Cost reduced by -15%.
(5) Self Sacrifice: Army Morale increased by +20% and unrest is reduced by -10 on all planets.
Finisher: Edict Duration is increased by +25%.

Individualism
Adoption: Gain 10 influence whenever a leader gains a level.
(1) Cult of Ingenuity: Scientist max level increased by +1. Whenever a Scientist levels up they gain the inspiration trait for 1 year, increasing anomaly generation chance by +25% and increasing their research bonus by +50% in one category.
(1) Cult of Ingenuity: Scientist max level increased by +2. [Swap: AI Player]
(2) Promotion of the Talented: Admiral max level increased by +1. Whenever an Admiral levels up they gain the inspiration trait for 1 year, increasing their bonus to FTL Speed, Ship Speed and Fire Rate by +25%.
(2) Promotion of the Talented: Admiral max level increased by +2. [Swap: AI Player]
(3) Rule of the Accomplished: Ruler max level increased by +1. Whenever our Ruler levels up they gain the inspiration trait for 1 year, reducing our cost for new ships, building, armies, starbases, as well as the cost for clearing tile blockers by -15%.
(3) Rule of the Accomplished: Ruler max level increased by +2. [Swap: AI Player]
(4) Career Pursuit: Leader Capacity increased by +3.
(5) Personal Ambitions: Migration Speed increased by +25% and Leader Experiance Gain by +15%.
Finisher: All leaders start with skill level 2.

Perseverance [Swap: Gestalt Consciousnesses]
Adoption: Ship Hull Points and Army Health is increased by +10%.
(1) Resilience: Ship Armour by +15%. In addition reduce bombardment damage taken by -60% (only 15% on planets with a planetary shield generator).
(2) Persistence: Ship Speed is increased by +15%.
(3) Defender: Military Station Hull Points is increased by +50%
(4) Enduring: War Exhaustion Gain is reduced by -20%.
(5.1) Revanchism: Rival Influence Gain is increased by +10%. Whenever we lose a war, our resource output and fire rate is increased by +10% for 10 years.
(5.2) Revanchism: War Exhaustion Fain is reduced by -5%. Whenever we lose a war, our resource output and fire rate is increased by +10% for 10 years. [Swap: Devouring Swarm, Assimilators and Terminators]
Finisher: Leader Age is increased by +25 years.
Finisher: Ship Hull Points is increased by +15%. [Swap: Machine Empires]

*Opinion Modifiers is halved with respect to Fallen Empires.

Last edited by Private Feelings; Dec 10, 2018 @ 8:49am