Stellaris

Stellaris

Expanded Stellaris Traditions
Private Feelings  [developer] Jun 13, 2017 @ 5:05pm
Tradition List
List of all Traditions, and what they do.

Academy
[Non gestalt empires only.]

Adoption: Provide 1 additional Researcher Job on each planet.
(1) Public Education: +3 Leader Pool Size
(2) Mandatory Higher Education: +1 Leader Starting Level.
(3) Learn, Unlearn, and Learn Again: +33% Leader Experience Gain
(4) Towers of Ivory: Provide one Research Director Job on planets with a level 3 research lab.
(5) Military Schools: +200 Starting XP for ships and armies. Admirals and Generals max level increased by 1.
Finisher: When leaders reach lv 5 one of their traits are upgraded to an improved version, providing twice the bonus.


Administratum
[Non gestalt empires only.]

Adoption: Empire Size from districts -20%.
(1) Streamlined Recruitment Processes: -25% 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: Developed planets with a sector governor receive -25% District Build Cost.
(5) Bureau of Oversight: +30 Edict Fund.
Finisher: Unlocks an Additional Civics Slot


Aesthetics
[Non gestalt empires only.]

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]
Adoption: Government Ethics Attraction increased by +15% on planets with the Corporate Culture Site building chain. [Swap: Megacorps]
(1) Works of Literature: Amenities is increased by +15%.
(2) Guild of Artists: Gain 1 Culture Worker job and 1 Entertainer job for every 40 pops on a planet.
(3.1) Inspiration of Awe: +20% Envoy improve relations 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: Each City District produce +0.5 unity..
(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. A planet must have 100 pops for you to build a wonder on it.
Finisher: Cultural Workers provides +2 Society Research.
Finisher: Entertainers provides +2 Unity. [Swap: Spiritualists, Megacorps.]


Archivist
Adoption: Anomaly Discovery chance increased by +20%.
(1.1) Primitive Lifeforms Study: All our planets have a 10% to gain an alien pet deposit (includes new planets we acquire, one planet can only be affected once). Observation Stations produce 5 unity, and their missions produce +50% Society Research.
(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 and upkeep 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 and upkeep 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: Gain 10 influence 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%.

Benevolence
[Gestalt consciousness, non devouring swarm, terminators, and assimilators empires only. Incompatible with Destruction and Fury traditions.]

Adoption: Gain an additional Envoy.
(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) Gentle Ways: Stability increased by 5.
(5) Sharing of Ideas: Increase Research Speed by 5%.
Finisher: Increase Weapon damage against End Game Crisis, Fallen and Awakened Empires by +15%. Increase diplomatic weigth by 15%.


Biogenesis
[Hive minds and empires having completed the genetics tradition tree only.]

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 +2%.
(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: Agri-Drone produces +1 minerals.


Chivalry
[Non gestalt empires only.]

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 produced by jobs 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.


Collectivism
[Non gestalt empires only. Incompatible with Individualism traditions]

Adoption: Planet Housing increased by 15%.
(1.1) Part of the Puzzle: Consumer Goods Cost reduce by -10% and Resettlement Cost is reduced by -15%.
(1.2) Part of the Puzzle: Consumer Goods Cost reduce by -15%. [Swap: Resettlement Disallowed]
(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 crime.
(4) Ready to Serve: Navy Size increased by +15% and Army Cost reduced by -15%.
(5) Self Sacrifice: Army Morale increased by +20% and the happiness of worker pops is increased by +5%.
Finisher: +30 Edict Fund.


Commerce
[Non gestalt empires only.]

Adoption: Provides 3 Clerk Jobs on every Planets.
(1) Economic Boom: Energy Credit output is increased by +15% while Energy Credit gain is positive.
(2) Encourage Local Economies: Enables 3 planet decision, each increasing either energy, food or minerals production by 20% and reducing the other two by -15%.
(3) Financial Reforms: Trade Value increase by +20%.
(4.) Trade Routes: Trade Protection increased by 5 throughout our empire.
(5.1) Master Merchants: +5% Trade Attractiveness and -5% Market Fee.
(5.2) Fluid Economy: -10% Market Fee. [Swap: Fanatic Purifiers and Inward Perfection]
Finisher: Gain one executive job for every 50 pops on a planet.


Confederacy
[Non gestalt empires only. Incompatible with Foundation traditions]

Adoption: Reduce penalty from empire size by -25%.
(1) Local Command Structures: -33% Governor Recruitment Cost and -15% Leader Upkeep.
(2) Restrict Federal Power: Provides governors with a trait, reducing crime by -15 and increasing their xp gain by +20%.
(3) National Assembly: +33% Faction Unity Gain.
(4.1) Autonomous States: Subjects Receive +10% Happiness, +20% Naval Capacity, +50 Opinion.
(4.2) Loyalty: Government Ethics Attraction increased by +15%. [Swap: Empires without Subject]
(5) The Endless Realm: Outpost upkeep cost is reduced by -50%.
Finisher: Empire Size -10%.


Cooperativity
[Gestalt consciousness empires only.]

Adoption: Increase resource output by +3/6/10% on planets with at least 25/50/100 pops.
(1) Warrior Clusters: Army Damage increased by 20% and Army Upkeep reduced by -10%.
(2.1) Worker Teams: Simple Drone food and minerals output is Increased by +10%.
(2.2) Worker Teams: Simple Drone energy and minerals output is Increased by +10%. [Swap: Machine Empire.]
(3) Input Sharing: Increase Leader XP gain by 25%.
(4) Cognition Centrals: All leaders receive the Cognition Central trait, giving minor bonuses.
(5.1) Growth Phases: Unlocks the Growth Phase planet decision which increases Growth Speed and Food Consumption by 50%, and reduces Resource Output by -25%.
(5.2) Growth Phases: Increase Growth Speed by 15%. [Swap: AI Player.]
(5.3) Growth Phases: Unlocks the Growth Phase planet decision which increases Robot Build Speed and Energy Consumption by 50%, and reduces Resource Output by -25%. [Swap: Machine Empire.]
(5.4) Growth Phases: Increase Robot Build Speed by 15%. [Swap: AI Machine Empire.]
Finisher: All newly colonized planets start with an additional pop.


Cybernetics
[Non gestalt empires only.]

Adoption: +25% Research Speed (Computing).
(1.1) Deep Neural Networks: +10% Jobs Energy Output.
(1.2) Deep Neural Networks: +15% Robots Energy Output. [Swap: Have built a robot pop or have the mechanist civic.]
(2) Unsupervised AI Researchers: Engineering, Physics and Society output is increased by +5%.
(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.
(5.2) Simulated Reality: +5% Happiness, +5% additional Happiness for Slaves. [Swap: Slavery Allowed]
Finisher: Building Build Speed +25%, Building Upkeep Cost -10%.


Desires
[Gestalt consciousness empires only.]

(1) Hoarders: Gain +0.5/1.0/1.5/2.0 Monthly Influence when we have at least 500/6000/25000/80000 stored Energy Credits.
(2.1) Ruthless Negotiators: Trade Fee reduced by -5%. Unlocks the Ruthless Negotiators policy 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]
(2.3) Ruthless Negotiators: Trade Fee reduced by -5% and Trade Attractiveness increased by +5%. [Swap: AI Players]
(3) Thrifty: Job Resource Consumption is reduced by -10%. [Swap: Gestalt Consciousnesses]
(4) In Pursuit of Treasures: +33% Advanced Strategic Resource production. [Swap: Gestalt Consciousness]
(5) The Great Craving: Gain unity whenever a planet is colonized or conquered. [Swap: Gestalt Consciousness]
Finisher: Energy output increased by +10%.


Destruction
[Gestalt consciousness, non servitor, empires only. Incompatible with Benevolence traditions]

Adoption: +20% Naval Capacity
(1) Task of Destruction: Purge speed increased by +100%. Also, gain 2 influence from purging pops.
(2) Warborn: Weapon Damage increased by 10%, Army Damage Increased by 10%.
(3.1) Relentless Pursuit: Reduce the disengagement Chance by -33% for fleets we are fighting.
(4.2) Relentless Pursuit: Weapon Damage increased by 5%, Army Damage Increased by 20%. [Swap: AI]
(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]


Faith
[Non gestalt empires only.]

Adoption: +5% Happiness.
(1) One Faith: +10% Unity.
(2) Holy Scripts: +5 Stability.
(3.1) The Clergy: Provide one Priest Job for every 35 pops on a planet.
(3.2) The Clergy: Priests produce +1 unity and consume one less consumer goods. [Swap:Spiritualist Empire]
(4) Preachers: +20% Tradition cost penalty from empire size.
(5) Deus Vult: +25% Morale, +5% Weapon damage.
Finisher: We may select one ethic which attraction is increased by 50%.


Foundation
[Non gestalt empires only. Incompatible with Confederacy traditions]

Adoption: +15% Government ethics attraction and ?5% Research speed. Increase penalty for going over the administrative capacity by +50%.
(1) A Common Cause: +15% Unity Output from jobs.
(2) Centralized Government: +10% Energy, Physics, Society, Engineering Output, and Trade Value in Capital. Bonus is increased by to 20%/30% when the Colonial Centralization/Galactic Administration technologies are researched.
(3) The Grand Design: +1 Monthly Influence.
(4) Intelligence Gathering Corps: +10 Base intel, +20% Survey Speed.
(5) Progressive Economy: +10% Resource production from specialists.
Finisher: +1 Codebraking, +25% Infiltration Speed.


Friendship
[Non gestalt, non xenophobe, non fanatic purifiers, barabric despoilers, and inward perfectionists empires only. Must have disallowed purging. Incompatible with Malice traditions]

Adoption: No opinion penalty for first contacts. Gain unity whenever we established communications with another empire. +25% Envoy improve relations.
(1) Foreign Embassies: Foreign empire opinion increased by +30*.
(2) A Melting Pot of Cultures: Research Speed increased by +5%.
(2) Kindness: Provides 1 Medical worker job oine each planet and medical workers provides +2 Society Research.
(4.1) The Way of Peace: Reduce Border Friction and Collateral Damage by -50%.
(4.2) 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]
(5.1) Open Society: Foreign Migration Attraction increased by +30% and Xenophile Ethics Attraction increased by +10%.
(5.2) Open Society: Foreign Migration Attraction increased by +40%. [Swap: Non Xenophile Empires]
Finisher: Energy Credit and Unity output is increased by +10% on planets with at least 3 species.


Fury
[Gestalt consciousness, non servitor, empires only. Incompatible with Benevolence traditions]

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.]
(2) 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 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, there is a 5% chance for every pop on the planet that we kill it. Chance to kill a pop is increased by 3% for each Fury Level. Gain a small amount of unity for every pop killed. Each planet can only be affected once every 10 years. The effect can be turned off using 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.


Greed
[Non gestalt empires only.]

Adoption: Mineral output increased by +10%.
(1) Hoarders: Gain +0.5/1.0/1.5/2.0 Monthly Influence when we have at least 500/6000/25000/80000 stored Energy Credits.
(2.1) Ruthless Negotiators: Trade Fee reduced by -5%. Unlocks the Ruthless Negotiators policy 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]
(2.3) Ruthless Negotiators: Trade Fee reduced by -5% and Trade Attractiveness increased by +5%. [Swap: AI Players]
(3) Tight Fisted: Food Consumption and Consumer Good Cost is reduced by -10%.
(4) Extortion: Unlocks the Extortion policy, allowing us to increase our energy output by 15%/30%/45%, while reducing the happiness of all £pops by 10%/20%/30%.
(5) Bribery: Enables a Empire Edict which lets you pay Energy Credits to increase the Happiness of a selected Faction by +5%.
Finisher: Energy output increased by +10%.


Hacking
[Machine empires and having completed the synthetic tradition tree only.]

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 2.
(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]


Individualism
[Non gestalt empires only. Incompatible with Collectivism traditions]

Adoption: Gain 10 influence whenever a leader gains a level.
(1) Cult of Ingenuity: Scientist starting level increased by +1. In addition, whenever a scientist have surveyed 300 planets they get an expertise research trait.
(2) Promotion of the Talented: Admiral starting level increased by +1. In addition, ship experience gained is increased by 50%.
(3) Rule of the Accomplished: Ruler max level increased by +1. In addition, Ruler Political Power and Resource output increased by 50%.
(4) Career Pursuit: Leader Upkeep increased by -20% and Max Level increased by 1.
(5) Personal Ambitions: Growth from Migration and Leader Experience Gain increased by +25%.
Finisher: Specialist happiness increased by 50%.


Industry
Adoption: Planets may all have an additional 2 mining districts.
(1) New Prospecting Techniques: Mining Station Mineral output increased by 20%.
(2) An Industrial Revolution: +15% Research Speed (Industry). Adds several new rare industry related technologies to the tech-deck.
(3) Grand Forgeries: Unlocks the Blast Furnace Building, increasing Metallurgist Alloy production by 1 and energy consumption by 2.
(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.]
(5.1) Forge Worlds: Enables the Designate Forge World decision, increasing planet Minerals, Alloy, and Consumer Goods output by +20%, while reducing planet Food output, growth speed, and migration pull by -20%, in addition Happiness is reduced by -10%.
(5.2) Forge Worlds: Enables the Designate Forge World decision, increasing planet Minerals, Alloy, and Consumer Goods output by +20%, while reducing planet Food output and growth speed by -25%. [Swap: Hive Minds.]
(5.3) Forge Worlds: Enables the Designate Forge World decision, increasing planet Minerals, Alloy, and Consumer Goods output by +20%, while reducing planet energy output and robot assembly speed by -20%. [Swap: Machine Empires.]
(5.4) Advanced Industries: Reduce Mineral upkeep for Chemists, Translucers, and gar refiners, by -50%. [Swap: Expanded Stellaris Ascension Perks Active.]
Finisher: Reduce upkeep for Metallurgists and Artisans by -25%.


Isolation
[May not be Xenophile, fanatic purifiers, barbaric despoilers, devouring swarm, terminators, or assimilators. Incompatible with Proselytism traditions]

Adoption: Empire Size from Pops -10%.
(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: Outpost Influence cost is reduced by -10% and Alloy cost 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]


Justice
[Non gestalt empires only.]

Adoption: -25 Crime
(1) Equals in front of the Law: +5% Happiness, +5% Unity Output.
(2) Adeptus Arbites: -33% Piracy Growth, -15% empire size from colonies, +1 Hostile Operation Difficulty.
(3) Supreme Court: Edict Cost reduced by -10% and +15 Edict Funds.
(4) Constitution: Increase planet stability by 5.
(5) Legal Perfection: Influence Output increased by +25%.
Finisher: +10%/20% Unity gain while influence is at least 750/1000.


Liberty
[Non gestalt empires only.]

Adoption: Pop growth from migration increase by +25%.
Adoption: +10% Trade Value [Swap: Founder species do not have free movement.]
(1.1) Universal Rights: Monthly Influence Gain increased by 1.
(1.2) Justified Rule: Slave Happiness is increased by 20%. [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 start with an additional pop. In addition, newly colonized planets have their pop happiness increased by 20% for 10 years.
(3.2) Manifest Destiny: New colonies start with an additional pop. Claim Cost reduced by -10%. [Swap: Empires who allow slavery. Not Fanatic purifiers nor Inward Perfection.]
(4) Dreams of Possibilities: Increase Leader Pool Size by 2 and reduced leader recruitment cost by -15%.
(5.1) A Righteous Cause: Increase Weapon Damage by 15% and Army Damage by 25% when fighting an empire that 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: -10% Specialist Jobs resource consumption.


Malice
[Non gestalt, non xenophile empires only. Must either be xenophobe, gestalt consioussnes, barbaric despoilers, or have either slavery or purging allowed. Incompatible with Friendship traditions]

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% Slave Upkeep.
(1.2) Sadist: Reduce Stability by 20 for planets we successfully invade for 20 years. Modifier removed if we conquer the planet. [Swap: Empires without Slaves]
(1.3) Sadist: Increase army damage by 25%. [Swap: Passive AIs without Slaves]
(2.1) Eradication of Hope: -50% Slave Political Power, -25% Slave Relocation cost.
(2.2) Shroud of Terror: Whenever we declare a war, reduce Growth Rate by -20%, Naval Capacity by -10% and Happiness by -10% for our opponents for 10 years. [Swap: Empires without Slaves]
(2.3) Shroud of Terror: Increase Weapon Damage by +5% [Swap: AI empires with slaves, or passive AI with 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


Mechanicum

Adoption: +10% Ship Hull and Armor Points.
Adoption: -15% Robot Maintenance. [Swap: Have built a robot pop or have the mechanist civic.]
(1.1) Engineering Corps: -50% Constructor Maintenance, -20% Mining Station Build Cost.
(1.2) The Art of Space Construction: -50% Constructor Maintenance, -20% Mining Station Build Cost. [Swap: Gestalt Consciousness]
(2.1) Develop new Blueprints: +15% Engineering Research Speed.
(2.2) Develop new Blueprints: +1 Robot Modification Points [Swap: Have built a robot pop or have the mechanist civic.]
(2.3) Develop new Blueprints: +1 Machine Modification Points. [Swap: Machine Empire.]
(3) Machines of War: +10% Army Damage. Enable Titan Armies, Enable Mechanical Knights Armies.
(4.1) Grand Designs: +33% Starbase Hull Points.
(4.2) Grand Designs: +20% Megastructure Build Speed, -10% Megastructure Build Cost. [Swap: Have the Galactic Wonders, Voidborn, or Circle of Life Ascension Perk. ]
(5.1) The Guild of Engineers: Unlocks Engineers Guildhall building, providing Master Engineer and Technician Jobs, as well as boosting planet engineering output by 10%. Require Planetary Capital building and can be upgraded.
(5.2) The Guild of Engineers: Unlocks Engineers Guildhall building, providing Master Engineer and Technician Jobs and a Robotocist job, as well as boosting planet engineering output by 10%. Require Planetary Capital building and can be upgraded. [Swap: Have built a robot pop or have the mechanist civic.]
(5.3) Self Reparation Protocols:+0.5% Daily Armor and Hull regeneration. [Swap: Gestalt Consiousness]
Finisher: Technicians produce +1 Energy.


Might
[Gestalt consciousness empires only.]

Adoption: +5% to all resource production while at or over maximum naval capacity.
(1) Natural Warriors: -10% Army recruitment cost and +25% Army XP gain. Provide 1 Warrior Drone job for every 25 pops on a planet.
(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) Master Arms Makers: Reduce Special Resource Cost of Ship Components by 25%.
(5) Warsene: Increase Admiral and Ship XP gain by +25%. Admirals start with an additional trait.
Finisher: +15% Weapon Range, +5% Weapon Damage.


Militarism
[Non gestalt, non fanatic pacifist, empires only.]

Adoption: +5% to all resource production while at or over maximum naval capacity.
(1) Conscription: -20% Army recruitment cost. Provide 1 Soldier job for every 25 pops on a planet.
(2) Reform Army Hierarchies: +2 General Skill, -50% General Recruitment Cost, +50% Army XP gain.
(3) The Grand Armada: +10% Naval Capacity and +20% Fleet Size Limit.
(4) Master Arms Makers: Reduce Special Resource Cost of Ship Components by 25%.
(5) Prestige of the Admiralty: Increase Admiral and Ship XP gain by +25%. Admirals start with an additional trait.
Finisher: +25% Weapon Range.


Mystery
[Non gestalt empires only.]

Adoption: +2 Encryption.
(1.1) Shroud of Secrecy: +20% Faction Unity Gain and +1 Hostile Operation Difficulty.
(1.2) Shroud of Secrecy: +1 Hostile Operation Difficulty and -25% Rig Election Cost. [Swap: Be a democracy and not have the Shadow Council civic.] [/i]
(1.3) Shroud of Secrecy: +1 Hostile Operation Difficulty and -50% Rig Election Cost. [Swap: Be an oligarchy and not have the Shadow Council civic.] [/i]
(1.4) Shroud of Secrecy: +1 Hostile Operation Difficulty and -75% Rig Election Cost. [Swap: Be a dictatorship and not have the Shadow Council civic.] [/i]
(2) Covert Assets: +33% Advanced Strategic Resource production.
(3) Pursuit of the Forbidden Knowledge: +15% Physics Research.
(3) Pursuit of the Forbidden Knowledge: +15% Physics and Psionics Research. [Swap: Not materialist.]
(4) Navigators Guild: -33% Emergency FTL Damage.
(5) Mystics: All leaders receive the Mystic trait, giving minor bonuses.
Finisher: Every planet receives a Shadow Administrator Job for every 50 pops.


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: Jobs resource Consumption decreased by -10% [Swap: Gestalt Consciousnesses.]
(2) Natural Riches: All our planets generate +2 features (includes new planet we acquire).
(3.1) One with Nature: -30% Blocker Removal Cost and time.
(3.2) Natural Integration: Increase max districts on a planet by 1 [Swap: Hive Minds]
(3.3) Diametric Strength: Whenever a planet is colonized we receive 4 influence for every tile blocker on it. [Swap: Machine Empires.]
(4.1) Self Sustaining: Provide one farmer job for every 25 pop on a planet. Reduce pop food consumption by -10%.
(4.2) One with Nature: -30% Blocker Removal Cost and time. [Swap: Gestalt Consciousnesses.]
(5.1) Non-Consumerism: -5% pop food, consumer goods, housing and amenities requirement.
(5.2) Preserves: Unlocks the Preserve building (produces 12 unity, increase planet society output by 20%. Reduce planet minerals production by -20% and max districts by 2. Planet stability is reduced by -10 for 20 years if a preserve is destroyed.) [Swap: Gestalt Consciousnesses, Human Player.]
(5.3) Preserves: +15% unity, +5% Society Research Speed. [Swap: Gestalt Consciousnesses, AI Player.]
Finisher: Unlocks the Preserve building (produces 12 unity, increase planet society output by 20%. Reduce planet minerals production by -20% and max districts by 2. Planet stability is reduced by -10 for 20 years if a preserve is destroyed.)
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.]


Omnipresence
[Gestalt consciousness empires only.]

Adoption: -20% Drone Deviancy.
(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: Empire Size -10%.
(4) Simultaneous Control: Developed planets with a sector governor receive 25% District Build Cost.
(5.1) Advanced Cognitive Synapses: +25% Edict Duration, +1 Edcit Cap [Swap: Hive Minds]
(5.2) Transmitter Towers: ?30 Edict Funds [Swap: Machine Empires]
Finisher: Unlocks an Additional Civics Slot


Order
[Non gestalt empires only.]

Adoption: -20% Resettlement Cost.
Adoption: +15% Government Ethics Attraction [Swap: Egalitarian Ethic or Resettlement Forbidden.]
(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 crime 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: Food and Minerals output from workers is increased by +10%:
(3.2) Standardized Work Schedules: Food and Minerals output from slaves is increased by +15%: [Swap: Slavery Allowed.]
(4.1) Regulated Society: -10% Job resource consumption.
(4.2) Planned Procreation: +20% Growth Speed. [Swap: Authoritarian Ethic.]
(5.1) A State of Control: Provide 1 enforcer job for every 35 pops on a planet.
(5.2) Rights and Responsibilities: Increase worker pop happiness and increase Naval Capacity by +10%. [Swap: Egalitarian Ethic.]
Finisher: Reduce pop consumer goods and housing usage by -10%.


Perseverance
Adoption: Ship Hull Points and Army Health are increased by +10%.
(1) Resilience: Ship Armour by +15%. In addition, reduce bombardment damage taken by 15%.
(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 -25%.
(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 20 years.
(5.2) Revanchism: War Exhaustion Gain is reduced by -5%. Whenever we lose a war, our resource output and fire rate is increased by +10% for 20 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]


Purposefulness
[Gestalt consciousness empires only.]

Adoption: Rivalry Influence Gain increased by +25%.
Adoption: +5% Weapon Damage. [Swap: Devouring Swarm, Assimilators or Terminators]
(1) One Purpose: +10% Unity.
(2) The Means to Succeed: Amenities increased by +20%.
(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 Funds.
Finisher: +1 Monthly Influence.


Philosophy
[Gestalt consciousness empires only.]

Adoption: +1 Sensor Range
(1) The Nature of the Universe: +20% Physics Research.
(2) The Nature of the Shroud: -33% 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: +1 Spawning Drone Job per planet.
(5.2) The Nature of Existence: +1 Replicator Job per planet. [Swap: Machine Empires.]
Finisher: +20% Influence gain.


Piracy
[Non gestalt empires only.]

Adoption: Reduce Piracy Growth by -25%. Mineral output is increased by +20% during wars.
(1) Scavenger: Gain minerals from destroying ships and stations, an additional amount of minerals is provided by destroying stations.
(2.2) Raiders: Unlocks a policy increasing Trade Value by 10%/20%/30% while reducing foreign empire opinion of us by -15/-30/-50.
(2.3) Raiders: Energy and Minerals output is increased by +10%. [Swap: AI Players]
(3.1) Saboteur: Reducing food and mineral production for our rivals by -10% and increases their building upkeep by +10%. Maximum Rivals increased by +1.
(3.2) Saboteur: Weapon Damage increased by +5% and Maximum Rivals increased by +1. [Swap: Passive AI, Fanatic Purifiers, Inward Perfection]
(4) Ruthless Fighters: Weapon Damage and Fire Rate is increased by +5%.
(5.1) Rights of the Strong: The happiness of ruler pop is increased by 15%, while the political power of worker pops is reduced by -25%.
(5.2) Free Spirits: Pop Growth from Migration is increased by +15% and Ship Speed is increased by +10%.
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]


Proselytism
[Non gestalt, non inward perfectionists empires only. Incompatible with Isolation traditions]

Adoption: Increase the speed at which ethics change by 100%.
(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 has 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. +20 Edict Funds.
(4.2) Ordo Patria: +20 Edict Funds, -15% Crime. [Swap: Empires without Subjects, Passive AI]
(5) Exceptionalism: +5% Happiness and 15% Unity Output for 10 years after winning a war (or until war is lost).
Finisher: Provides planets 1 Inquisitor job per 35 pops (gives a slight bonus to ethics attraction and crime reduction, as well as produces a small amount of unity).


Serverbound
[Machine empires only.]

Adoption: -10% Empire size.
(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: Jobs Energy output increased by +15%.
(4) Coordination Terminals: -33% Leader Upkeep.
(5) Signalling Network: Reduce Tradition Cost Penalty for going over Admin Cap by -10%.
Finisher: Energy Cap is increased by 100000.


Shroudborn
[Hive minds and empires having completed the psionic tradition tree only.]

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 neighboring 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]
(3.1) Everwatcher: Planet Sensor Range increased by 2.
(3.2) 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%.


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: Ship Speed is increased by +25%.
(4) Stargazer: Stars in system we control which produces energy produces +1 energy.
(5.1) Spaceborn: Reduce Starbase Building Build cost by -20% and increase Starbase Building Build Speed by +50%. Reduce Starbase Module Build cost by -20% and increase Starbase Module Build Speed by +50%.
(5.2) Spaceborn: Reduce Starbase Building Build cost by -20% and increase Starbase Building Build Speed by +50%. Megastructure Build Speed is increased by +33%. [Swap: has galactic wonders ascension perk]
(5.3) Spaceborn: Reduce Starbase Module Build cost by -20% 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 galactic wonders ascension perk]
Finisher: Reduce the build cost of Mining and Research Stations by -25%.


Subminds
[Gestalt consciousness empires only.]

Adoption: Empire Size from districts -20%.
(1) Dynamic Mind: -20% Leader Recruitment Cost and -30% Governor Recruitment Cost.
(2) Micro Merging: Reduce empire size from number of pops by -15%.
(3.1) Control Submind Parameters: We gain a policy to increase either energy output by 15%, Food output by 20%, minerals output by 15%, research output by 10% or unity output by 20%.
(3.2) Control Submind Parameters: We gain a policy to increase either energy output by 15%, minerals output by 15%, research output by 10% or unity output by 20%. [Swap: Non servant machine empires.]
(3.3) Control Submind Parameters: Increase Energy and Minerals Output by 10%. [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 alloy cost reduced by -50%.
Finisher: -15% Leader Upkeep, +2 Leader Pool Size.


The Swarm
[Gestalt consciousness empires only.]

Adoption: Reduce Pop Housing, and Amenities usage by -10%.
(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 +100% 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: -15% Empire size from pops.


Venerability
[Gestalt consciousness empires only.]

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.



*Opinion Modifiers is halved with respect to Fallen Empires.
Last edited by Private Feelings; May 16, 2023 @ 2:17am
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Showing 1-15 of 22 comments
Artanis Jul 17, 2017 @ 1:35pm 
Any chance of a Piracy-like tradition? Gaining energy when killing enemies, 'loot' when going for construction/science/colony vessels, rewards for ruining opinion with others, and so on. Just an idea!

Malice is somewhat that, ofcourse. But making it more 'profitable' would be fun! Thanks
Private Feelings  [developer] Jul 17, 2017 @ 1:58pm 
Fun idea. I making an Ascension Perk which lets you take slaves from neighbouring empires. I could do something similar which lets you take resources from neighbors. I have 1 or 2 more tradition ideas, when I get to 4 I will probably release another batch :)
Dreadlord Oct 2, 2017 @ 8:47am 
Hi, I was wondering if Nature: Natural Riches works on planets you colonize after taking it. (it has a 33% per tile chance of creating a new resource on your planets).
Last edited by Dreadlord; Oct 2, 2017 @ 9:30am
Private Feelings  [developer] Oct 3, 2017 @ 2:32pm 
Yes. It works onplanets you conquer/colonize. Not more than once per planet (in case the previous owner also had the tradition).
TortoTheConqueror Apr 13, 2019 @ 4:00pm 
A couple of these seem like they should be mutually exclusive to each other. Nature and industry do not mix for instance.
Earth Dragon May 14, 2019 @ 8:20am 
Originally posted by TortoTheConqueror:
A couple of these seem like they should be mutually exclusive to each other. Nature and industry do not mix for instance.

Disagree. That is for the player to balance if they take both. Slapping both special buildings on the same planet are conflicting, but to say you can’t be an environmentalist who values industry is a false narrative. Your civilization values striking that perfect balance!
Why would the Librarian traits give negative modifiers instead of positive ones? It just doesn't make any sense.
Private Feelings  [developer] Oct 23, 2019 @ 5:32am 
It gives positive modifiers (bonus research even when idle). Read through description carefully. You are supposed to hire them but not actually put them in charge of something.
ShiroRyu May 29, 2020 @ 2:14pm 
Originally posted by Girion:
It gives positive modifiers (bonus research even when idle). Read through description carefully. You are supposed to hire them but not actually put them in charge of something.
Hello, i was wondering about librarian, do they stack ?
Private Feelings  [developer] May 30, 2020 @ 2:03am 
To some extent. There are several traits for each Research Field, having several of the same do not stack, but several of the same field stacks.
Barrelmaker Sep 6, 2021 @ 8:23pm 
I almost missed this page because of the 11 other discussions. I'd recommend pinning it, and thanks for posting
Private Feelings  [developer] Sep 8, 2021 @ 2:18pm 
Good idea
Nightcrawler_K Jan 22, 2022 @ 11:40pm 
How many different librarian traits are there? I've spent almost 20k credits recruiting and haven't seen another past geology, mechanics, culture, and communications
Private Feelings  [developer] Jan 24, 2022 @ 1:27am 
Should be like 15
Private Feelings  [developer] Jan 24, 2022 @ 1:27am 
Over how long time period did you spend that money ?
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Showing 1-15 of 22 comments
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