Stellaris

Stellaris

Expanded Stellaris Traditions - Compatibility Version
Private Feelings  [developer] Jul 9, 2017 @ 12:41pm
Tradition List
List of all Traditions, and what they do, will add more details later (just copied from my own list)


Academy
Adoption: +2 Leader Capacity
1) Public Education: +3 Leader Pool Size
2) Learn, Unlearn, and Learn Again: +20% Leader Experience Gain
3) Targeted Research Grants: +1 Research Alternatives.
4) Towers of Ivory: Have a 5% chance to discover a random technology every year.
5) Naval Schools: +5% Ship Evasion, +10% Combat Speed.
Finisher: Triple leader chance to gain trait on level up.

Administratum
Adoption: +4 Leader Capacity
1) Streamlined Recruitment Processes: -20% Leader recruitment cost.
2) Meritocratic Promotion Policies: +1 Leader Skill Level.
3) Efficient Bureaucracy: +25% Building Speed, +25% Clear Blocker Time, +10% Ship Build Speed.
4) Standardized Planetary Administration: +25% Unity on Planets with a Governor
5) Bureau of Oversight: +50% Edict Duration
Finisher: Unlocks an Additional Civics Slot

Commerce
Adoption: +10% Foreign Empire Trade Willingness.
1) Economic Boom: +10% Energy Production while net energy production is positive.
2) A Golden Age: +1 Influence while Energy and Minerals stockpile exceeds 15000 and Influence 500 (and no unrest).
3) Financial Reforms: +50% Max Energy.
4) The Traders: Gains minerals and energy when surveying a colonized planet belonging to someone else.
5) Market Exchange: Building, +3 Energy Adjacency Bonus. Requires Planetary Capital.
Finisher: Every 3 different strategic resources controlled provides 5% energy output, up to a maximum of 25%.

Confederacy
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, +20% Unity production.
3) Decentralized Military Efforts: +15% Naval Capacity, -50% Upkeep Cost for Military Stations in Sectors.
4) Autonomous States: Subjects Receive +10% Happiness, +20% Naval Capacity, +50 Opinion. -10 Unrest.
5) National Assembly: +50% Faction Influence Gain.
Finisher: +4 Max Number of Sectors. Enable Grant Autonomy Edict (-50 Unrest, +10% Happiness, -5% Energy, Food, Mineral Production, -25% Unity).

Cybernetics
Adoption: +25% Research Speed (computers).
1) Deep Neural Networks: No Energy Penalty for Robots. +5% Energy Production from Synths.
2) Unsupervised AI Researchers: No Research Penalty for Robots. +5% Research output from Synths.
3) Combat Simulations: +5 Ship Accuracy, +20% Strike Craft Attack Speed.
4) AI Controlled Ships: +20% Fire Rate and +20% Evasion for Fleets without an Admiral.
5) Simulated Reality: +5% Happiness, +10% Happiness to Slaves, +20% Happiness from Chemical Bliss.
Finisher: Unlocks automated Mine, Automated Power Plant and Automated Farm buildings.

Faith
Adoption: +20% Government Ethics Attraction
1) One Faith: +10% Unity
2) Places of Worship: Temple and Monument Chains gives a planet +10% unity output (20% in presence of both).
3) Deus Vult: +25% Morale, +5% Weapon damage.
4) Preachers: +25% Edict Duration
5) Holy Scripts: -15 Unrest
Finisher: +5% Happiness, +10% Spiritualist Ethics Attraction

Foundation
Adoption: 10% Research Output on Core Worlds
1) A Common Cause: +15% Unity Output on Core Worlds
2) Intelligence Gathering Corps: +25% Ship Sensor Range, +10% Survey Speed.
3) Production Centers: +10 Energy, and +2 Unity from Planetary Capitals and Habitat Capitals. +30 Energy and +5 Unity for Empire Capital-Complexes.
4) Centralized Government: +50% Energy, Physics, Society and Engineering Output in Capital.
5) The Grand Design: +1 Monthly Influence
Finisher: Core planets +25% Border Range, +5% Efficiency.

Industry
Adoption: +25% Research Speed (Industry)
1) New Prospecting Techniques: +1
2) Forge Worlds: Every tile on everyone of your planets have a 25% chance to contain an additional +2 Minerals. Checks whenever a planet is colonized/conquered/on tradition picked. One planet can only ever be affected once.
3) Grand Forgeries: Unlocks the Blast Furnace Building (Produce 5 minerals, 3 minerals adjacency bonus, 3 energy maintenance).
4) Mass Production: +25% Ship Building Speed.
5) Industrial Revolution: +10% Minerals.
Finisher: +5000 Mineral Storage Capacity. +100% Mineral Storage Capacity from technologies.

Isolation
Adoption: +2 Core Systems
1) Fortified Borders: -25% Military Station build cost, -25% Military Station Maintenance.
2) Fierce Defenders: +20% Fire Rate in Owned Space, +50% Army Morale on Defense.
3) Buffer Zones: +20% Border Range.
4) Guarding Against Foreign Influences: +15% Government Ethics Attraction.
5) Closed Society: +20% Unity while no diplomatic relations (except for Non Aggression Pacts).
Finisher: +10% Happiness while not at war.

Justice
Adoption: -25 Unrest
1) Equals in front of the Law: +5% Happiness and +5% Unity Output.
2) Freedom of Speech: +5% Faction Happiness while no factions are suppressed.
3) Adeptus Arbites: +25% Colony Growth Speed, -15% Tradition Cost from Colonies, -5 Unrest.
4) Supreme Court: -5% Edict Cost, +10% Edict Duration.
5) Constitution: -25% Tradition Cost Penalty from Pops.
Finisher: +5% Resource Production from pops with full citizenship.

Liberty
Adoption: Half Tradition Cost Penalty from Xeno Pops.
1) Open Society: +30% Migration Attraction, +10% Xenophile Ethics Attraction.
2) Foreign Embassies: +50 Relations with other empires.
3) A Melting Pot of Cultures: +5% Research Speed.
4) A Righteous Cause: +15% Weapon Damage, +25% Army Damage, -10% Ship Upkeep while at war with a war leader permitting slavery and/or Purging.
5) Free Movement: +30% Migration Speed.
Finisher: +5% Happiness, Unity and Energy on planets with at least 3 species.

Malice
Adoption: No Unity penalty for Alien Slavery, half unity penalty for slaves.
1) Bread and Water: -50% Slaves Consumer Goods
2) Eradication of Hope: -10% Slave Unrest, -25% Slave Relocation cost.
3) No one’s Friend: +3 Max Rivals
4) Antagonists: +30% Rivalry Influence Gain
5) The Joy of Destruction: Fain unity from Destroying ship and stations (more for larger ships).
Finisher: +10% Weapon Damage

Mechanicum
Adoption: -20% Robot Maintenance
1) Engineering Corps: -80% Constructor Build Cost, -80% Constructor Maintenance Cost.
2) Automated Production: -10% Pop Consumer Cost, +20% Robot Build Speed
3) Machines of War: +10% Army Damage. Enable Titan Armies, Enable Mechanical knights Attachment.
4) Grand Designs: +20% Military Station Health.
5) Develop new Blueprints: +15% Engineering Research Speed.
Finisher: +10% Ship Health.

Militarism
Adoption: +5% to all resource production while naval capacity is at least full.
1) Conscription: -50% Army recruitment cost, garrison health quadrupled, -5% Ship building cost.
2) Reform Army Hierarchies: +2 General Skill, -50% General Recruitment Cost, +10% Army Morale, -5 Unrest on all planets.
3) The Grand Armada: +25% Naval Capacity.
4) Office of Organization and Logistics: -10% Navy Upkeep, -20% Army Upkeep.
5) War Enthusiasm: +1 Influence while at war.
Finisher: +25% Weapon Range.



Mysticism
Adoption: +50% Planet Sensor Range.
1) Shroud of Secrecy: -50% Rig Election Cost, +30% Faction Influence Gain.
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.
Finisher: +15% Shield Strength.

Nature
Adoption: +10% Growth Speed
1) Adaptive Society: +10% Habitability
2) As a Fish in the Sea: Each tile on one of your planets have a 33% chance of getting an additional resource deposit.
3) One with Nature: -50% Tile Blocker Removal Cost
4) Self Sustaining: +15% Food Output
5) Non-Consumerism: -15% Consumer Goods
Finisher: +15% Society Research Speed

Order
Adoption: -15% Consumer Goods.
1) Ministry of Propaganda: Half Influence cost of Faction Suppression. Half Faction Happiness penalty when suppressed. +10% Government Ethics Attraction on Planets with Propaganda Broadcast.
2) State Sanctioned Parties: +3% Faction Happiness.
3) Standardized Work Schedules: +15% Slave Mineral Output.
4) Planned Procreation: +10% Growth Speed.
5) Keeping the Order: Enables Police Force Armies.
Finisher: -20% Resettlement Cost.

Proselytism
Adoption: +15% unity output and +5% Happiness on all you planets were all non slaves follow one of your ethics.
1) Missionaries: Neighboring Countries receive +25% Ethics Attraction towards you ethics (double if Fanatic). +5% Government Ethics Attraction.
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) Ordo Patria: Subjects Receive +25% Attraction Towards your ethics. +15% Edict Duration.
5) Exceptionalism: +5% Happiness and 15% Unity Output for 10 years after winning a war (or until war is lost).

Purity
Adoption: +10% Unity on all planets without xeno pops. +5% Happiness to all pops while there are no xeno pops in your empire.
1) The Chosen: -75% Upkeep Cost for Colonies and Colony Ships. +100 Unity whenever a planet is successfully colonized.
2) Planetary Cleansing: -15% Terraforming Cost, +25% Terraforming Speed.
3) Ordo Inquisitio: +10% Government Ethics Attraction, -10 Unrest.
4) Exterminatus: +5% Fire Rate, +10% Army Damage, +10% Xenophobe Ethics Attraction.
5) Pure Mind, Pure Mody: +10 years Leader Life Span, -5% Food Consumption.
Finisher: +1 Rival. +15% Border Range.

Last edited by Private Feelings; Jul 9, 2017 @ 12:53pm