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This article has been verified for the current PC version (3.10) of the game.

Society Management

UI traditions

Traditions tab

Stellaris_3.12_Traditions_Tier_List-2

Stellaris 3.12 Traditions Tier List-2

Stellaris_3.8_Traditions_Tier_List-2

Stellaris 3.8 Traditions Tier List-2

Stellaris_Traditions_Tier_List

Stellaris Traditions Tier List

Traditions represent the socio-cultural evolution of an empire as it expands and develops and consist of abilities, edicts, or bonuses unlocked with the unity resource. Traditions are a key mechanic for tailoring the playstyle of an empire by allowing the player to reinforce the empire's strengths or lessen its weaknesses. Completing a tradition tree unlocks a slot for an ascension perk, which provides even further enhancements.

Tradition cost[]

The cost of unlocking a tradition depends on how many traditions the empire has already unlocked, as well as the empire size cost. The tradition cost formula is the following:

"Tech/tradition cost" refers to the game setting. "Empire size effect" is a modifier to the effect of empire size on its associated penalties, including tradition cost; it is affected by certain authorities. The adoption and finisher effects both count as traditions in their own right, so starting a group counts as one tradition, and unlocking the last tradition in a group counts as two.

Several of these parameters are controlled by defines.[1]

Tradition trees[]

Traditions are grouped into tradition trees with 5 traditions each, as well as a bonus for adopting the tradition tree and one for finishing it. Each empire can select up to 7 tradition trees.

Discovery[]

The Discovery tradition tree focuses on exploration and research and is available to all empires.

Discovery
  • +20% Anomaly Research Speed
  • Unlocks the Map The Stars edict
  • Agenda Unlocks the Chart the Unknown agenda if Galactic Paragons DLC is installed
To Boldly Go
  • +35% Survey Speed
  • +50% Science Ship Disengage Chance
Science Division
  • +1 Research Alternatives
  • +1 Scientist Capacity
  • +1 Scientist Starting Skill Levels
Database Uplinks
  • +20% Research Station Output
  • +20% Research from Starbase Buildings
  • Unlocks the Research Subsidies edict
Polytechnic Education
  • +1 Leader Pool Size
  • +10% Leader Experience Gain
Faith in Science
  • Upkeep −20% Researcher Upkeep
  • +10% Research speed
  • Can create Research Cooperative federations if Federations Federations DLC is installed
  • Scholarium tier 3: +1000 Research points in Research Caches

Domination[]

The Domination tradition tree focuses on better managing planets and is available to all empires.

Domination
Colonial Viceroys
  • +0.5 Monthly Influence
  • +1 Official Capacity
  • +1 Official Starting Skill Levels
Imperious Architecture Judgment Corps
Privy Council
  • +20% Councilor Experience Gain
  • +50 Edict fund
Workplace Motivators
  • Non-Gestalt Non-Gestalt:
  • +5% Worker and Slave Output
  • Unlocks the Extended Shifts edict
  • Gestalt Consciousness:
  • +5% Menial Drone Output
  • Unlocks the Drone Overdrive edict
  • −10% Empire Size from Pops
  • Can create Hegemony federations if Federations Federations DLC is installed

Expansion[]

The Expansion tradition tree focuses on the expansion of territory and colonies and is available to all empires.

Expansion
  • +25% Colony Development Speed
  • Agenda Unlocks the Superior Colonies agenda if Galactic Paragons DLC is installed
Reach for the Stars
  • −10% Starbase Influence Cost
Colonization Fever
  • Extra pops when establishing colony +1 Extra pops when establishing colony
Courier Network
  • −25% Empire Size from Systems and Colonies
Galactic Ambition
  • −20% Starbase Upkeep
A New Life
Max districts +1 Max Districts on non-artificial planets if not Void Dwellers

Prosperity[]

The Prosperity tradition tree focuses on various empire-wide bonuses and is available to all empires.

Prosperity
  • +20% Mining Station Output
  • Agenda Unlocks the Favored Society agenda if Galactic Paragons DLC is installed
Administrative Operations
  • Upkeep −10% Building and District Upkeep
Standard Construction Templates
  • −10% Building and District Build Cost
  • +25% Planet Build Speed
The Pursuit of Profit
  • +5% Specialist and Complex Drone Output
Interstellar Franchising
  • Upkeep −5% Upkeep from Jobs
Public Works Division
  • Not Void Dwellers:
  • +1 Housing per City / Hive / Nexus District
  • +5 Housing per City / Hive / Nexus Segment
  • +3 Housing per Residential Arcology
  • Void Dwellers:
  • +1 Housing per Habitation District
  • +1 Max Districts on Habitats
+5% Resources from Jobs


Supremacy[]

The Supremacy tradition tree focuses on fleets and armies and is available to all empires.

Supremacy
  • +20 Naval Capacity
  • +20% Army Damage
  • Agenda Unlocks the Military Backup agenda if Galactic Paragons DLC is installed
Master Shipwrights
  • −10% Ship Build Cost
  • +25% Ship Build Speed
Fleet Logistics Corps
  • −10% Ship Upkeep
  • +20% Naval Capacity
Overwhelming Force
  • +10% Ship Fire Rate
  • Orbital bombardment damage +20% Orbital Bombardment Damage
War Games
  • +20 Fleet command limit
  • +1 Commander Capacity
  • +1 Commander Starting Skill Levels
The Great Game
  • Damage +20% Damage against Starbases
  • Policies Unlocks War Doctrine policies
  • Supremacist Unlocks the Supremacist diplomatic stance

Diplomacy[]

The Diplomacy tradition tree focuses on improving the benefits an empire can gain through diplomacy and is not available to empires with the Inward Perfection or Devouring Swarm civics.

Diplomacy
  • −50% Diplomatic Influence Cost
  • Unlocks the Diplomatic Grants edict
  • Agenda Unlocks the Build Relations agenda if Galactic Paragons DLC is installed
The Federation
  • Can create Federations
  • Available envoys +1 Available envoys
Diplomatic Networking
  • +3 Unity per Embassy
  • Allows advanced diplomatic actions without an Embassy
Entente Coordination
  • +100% Federation Naval Capacity Contribution
Direct Diplomacy
  • Trust cap +50 Trust Cap
  • Trust growth +33% Trust Growth
Eminent Diplomats
  • +5 Diplomatic Acceptance
  • 1% Monthly chance to gain a Favor per Improve Relations action
+10% Diplomatic Weight
Available envoys +1 Available envoys

Adaptability[]

The Adaptability tradition tree focuses on using planets more efficiently and is not available to Machine Intelligence empires.

Adaptability
  • Pop housing usage −10% Pop Housing Usage
  • Agenda Unlocks the Conquer Nature agenda if Galactic Paragons DLC is installed
Enhanced recycling
  • −10% Building and District strategic resource cost and upkeep
Environmental Diversification
  • +10% Habitability
Survival of the Fittest
  • Orbital bombardment damage −25% Orbital bombardment damage
  • +25% Defense Army Damage
Adaptive Ecology
  • +1 Building slots for all planets
Appropriation
  • −33% Resettlement Cost
Unlocks Planetary Prospecting Decision if not Void Dwellers

Harmony[]

The Harmony tradition tree focuses on better managing the empire and is not available to Gestalt Consciousness empires.

Harmony
  • Upkeep −10% Pop Upkeep
  • Agenda Unlocks the Inner Stability agenda if Galactic Paragons DLC is installed
Mind and Body Kinship The Greater Good
  • +25% Governing Ethics Attraction
  • −10 Crime
Harmonious Directives
  • +50 Edict fund
Utopian Dream
  • +5 Stability
  • Feature +25% Planetary Ascension Effect
  • Can create Holy Covenant federations if Federations Federations DLC is installed

Mercantile[]

The Mercantile tradition tree focuses on trade and is not available to Gestalt Consciousness empires.

Mercantile
  • +5 Trade protection
  • +1 Collection range
  • Agenda Unlocks the Open Markets agenda if Galactic Paragons DLC is installed
Trickle Up Economics
  • +1 Trade Value per Clerk
  • +1 Amenities per Clerk
Adaptive Economic Policies
Commercial Enterprise
  • +2 Amenities per Trader
  • +1 Trader job per Commercial Zones
  • +2 Trader jobs per Commercial Megaplexes
Marketplace of Better Ideas
  • +10% Trade Value
Insider Trading
  • −10% Market Fee
  • +10% Trade Value
  • Can create Trade League federations if Federations Federations DLC is installed

Unyielding[]

The Unyielding tradition tree focuses on defense and is available to all empires.

Unyielding
  • +2 Starbase capacity
  • +50% Starbase Upgrade Speed
  • Agenda Unlocks the Impenetrable Border agenda if Galactic Paragons DLC is installed
Resistance is Frugal
  • +25% Defense Army Health
  • +0.5 Unity per Defense Army
Defensive Zeal
  • Health +33% Starbase Health
  • Damage +33% Starbase Damage
  • Defense platform damage +33% Defense platform damage
  • Defense platform hull points +33% Defense platform hull points
Never Surrender
  • Orbital bombardment damage −25% Orbital Bombardment Damage Received
  • −25% War exhaustion gain
  • Hostile claim influence cost +25% Hostile claim influence cost
Fortress Doctrine
  • +2 Starbase capacity
  • −50% Starbase Upgrade Cost
  • +4 Hostile Operation Difficulty for Sabotage Starbase
Bulwark of Harmony
  • +15% Ship Fire Rate within the empire's borders
  • +33% Ship Build Speed while in a defensive war
  • Defense platform cap +50% Defense platform cap
  • Upkeep −20% Starbase Upkeep
  • Can create Martial Alliance federations if Federations Federations DLC is installed
  • Bulwark tier 3: −0.5 Hostile Ship Daily Hull Regen in owned systems

Synchronicity[]

The Synchronicity tradition tree focuses on better managing the empire and is only available to Gestalt Consciousness empires.

Synchronicity
  • Upkeep −10% Pop Upkeep
  • Agenda Unlocks the Revision agendas
Self-Preservation Protocols/Cloned Organs Synchronized Agents Integrated Preservation/Instinctive Synchronization
Flexible Governing Algorithms/Flexible Thought Routines
  • +50 Edict fund
Collective Reasoning
  • +5 Stability
Feature +25% Planetary Ascension Effect

Versatility[]

The Versatility tradition tree focuses on various empire-wide bonuses and is only available to Machine Intelligence empires.

Versatility
  • Cost −10% Pop Assembly Cost
  • Agenda Unlocks the Self Maintenance agenda if Galactic Paragons DLC is installed
Universal Compatibility
  • Trust cap +50 Trust Cap from Machine Intelligence empires
  • Available envoys +1 Available envoys
Spatial Optimization
  • −10% Pop Housing Usage
Adaptive Programming
  • −10% Market Fee
Material Analysis
  • Upkeep −5% Upkeep from Jobs
Operational Proxies
  • +1 Unity production to Maintenance Drones.
+2 Amenities per Maintenance Drone

Enmity[]

The Enmity tradition tree focuses on facing rivals and is not available to Genocidal, Inwards Perfection or Driven Assimilator empires.

Enmity
  • +3% Pop Growth per neighboring Rival
  • Pop assembly speed +3% Pop Assembly per neighboring Rival
  • Agenda Unlocks the Second Strike agenda if Galactic Paragons DLC is installed
Rise to the Occasion
  • +0.5 Leader Capacity for each class per Rival
Match
  • Economic Power is Inferior or Pathetic towards a Rival:
  • +10% Worker and Menial Drone Output
  • Fleet Power is Inferior or Pathetic towards a Rival:
  • −10% Ship Build Cost
  • +10% Ship Build Speed
  • Technology Level is Inferior or Pathetic towards a Rival:
  • Upkeep −15% Researcher Upkeep
  • Research buildings are built instantly
Consummate Contrarian
  • +50% Diplomatic Weight When Opposing Resolutions
Outpace
  • Damage +15% Damage to Rivals
Eclipse
  • +2% Research per Rival for 10 years after winning a war with the Animosity casus belli
  • +2% Unity per Rival for 10 years after winning a war with the Animosity casus belli
  • Available envoys +1 Available envoys
  • Unlocks the Antagonistic diplomatic stance

Subterfuge[]

The Subterfuge tradition tree focuses on espionage and counterespionage and is available to all empires.

Subterfuge
  • +1 Codebreaking
  • Cloaking and Detection technologies appear 5 times more often
  • Agenda Unlocks the Uncover Secrets agenda if Galactic Paragons DLC is installed
Information Security
  • +1 Encryption
  • +5 Chance to Evade
Operational Security
  • +1 Codebreaking
  • +1 Operation Skill
  • +10 Tracking
Non-Disclosure Agreement
  • +1 Hostile Operation Difficulty
  • +20% Hostile Operation Infiltration Required
Double Agents
  • +10 Intel per failed Hostile Operation
  • +1 Available Envoys
  • +10 Maximum Infiltration Level
Shadow Recruits
  • +50% Infiltration Speed
  • 50% Infiltration Level refund for successful Operations
  • +1 Cloaking Strength

Aptitude[]

The Aptitude tradition tree focuses on leaders and is available to all empires.

Aptitude
  • +1 Additional Leader Trait Options
  • Agenda Unlocks the Leadership Conditioning agenda
The Empire Needs You
  • −25% Leader Cost
Specialist Training
  • +1 Leader Pool Size
Psychological Profiling
  • Upkeep −25% Leader Upkeep
Healthcare Program
  • −1 Leader Maximum Negative Traits
Champions of the Empire
  • +1 Leader Starting Skill Levels
  • +1 Leader Capacity for each class

Statecraft[]

The Statecraft tradition tree focuses on the government council and is available to all empires.

Statecraft
  • +50 Edict Fund
  • Agenda Unlocks the Departmental Efficiency agenda
Constitutional Focus
  • Time +25% Councilor Agenda Speed
Amongst Peers
  • +150 Councilor Experience per Skill Level per launched agenda
Inspiring Agendas
  • Agenda Unlocks the Rightful Claims agenda
  • Agenda Unlocks the Oppose the Fallen agenda
Shared Benefits
  • +1 Effective Councilor Skill
Immutable Directives
  • Time +25% Council Agenda Effect Duration
  • −5% Empire Size

Politics[]

The Politics tradition tree focuses on power in the Galactic Community and is only available after the Galactic Community has been formed. It is not available to genocidal empires.

Politics
  • +1 Envoy
  • +0.1 Monthly influence per Skill Level of official assigned to the Galactic Community
  • Agenda Unlocks the Pioneer Politics agenda if Galactic Paragons DLC is installed
Quid Pro Quo
  • When a resolution passes with this empire's support, +1 Favor with empire who proposed it
Gravitas
  • −25% Resolution Propose Cost
  • −25% Resolution Veto Cost
  • +2.5% Diplomatic Weight per Skill Level of official assigned to the Galactic Community
National Agenda
  • Whenever a resolution proposed by this empire passes, gain 18x unity output (250 ~ 1 000 000)
Persistent Petitioners
  • Whenever another empire's resolution passes, +25% Diplomatic Weight until a resolution proposed by this empire passes.
Extraordinary Powers
  • Time −25% Veto Cooldown
  • Time −25% Emergency Measures Cooldown

Ascension tradition trees[]

Ascension tradition trees require a specific technology and one of the Ascension path perks (or Teachers of the Shroud). As such they are all mutually exclusive.

Synthetic[]

The Synthetic tradition tree requires either the Synthetic Evolution ascension perk and Synthetic Personality Matrix technology or the Synthetic Age ascension perk and Machine Template System technology.

Synthetic
Maintenance Protocols
  • −10% Robotic pop amenities usage
Synthetic Age
Optimization Algorithms
  • +10% Robot output
Prefabricated Components
  • −50% Modify Species special project cost
Solid-State Actuators
  • Trait Point +2 Robot modification points

Cybernetic[]

The Cybernetic tradition tree requires either the The Flesh is Weak or the Organo-Machine Interfacing ascension perk and the Integrated Cybernetics technology. Its traditions can only be unlocked after the special project unlocked by adopting the tree is completed.

Cybernetic
Transubstantiation Synthesis/Inevitable Assimilation
Metabolic Reprocessing Integrated Anatomy
Assembly Standards/Crucible Worlds
  • Non-Gestalt Non-Gestalt: Policies Unlocks the Assembly Standards policy
  • Driven Assimilator: Unlocks the Create Crucible World decision
  • Hive Mind: −50% Empire Size from Districts
Modular Cybernetics
  • −50% Modify Species special project cost
  • Non-Gestalt Non-Gestalt: Trait Point Robot modification points apply to biological pops as well
  • Hive Mind: +2 Augumentation Drone jobs from Spawning Pools
  • +10% Resources from Cybernetic pops
  • Trait Point +1 Organic species trait picks

Genetic[]

The Genetic tradition tree requires the Engineered Evolution ascension perk and the Gene Tailoring technology.

Genetic
Genetic Resequencing
  • Feature Genetic modification can remove positive and overtuned traits
  • Feature Genetic modification can add negative traits
Stem Cell Stimulation
  • +1.5 Monthly Organic Pop Assembly from Clone Vats buildings
Engineered Genesis Retroviral Manipulation
  • −50% Modify Species special project cost
Allelic Expression
  • Trait Point +1 Organic species trait picks
  • Feature Genetic modification can change species portrait

Psionic[]

The Psionic tradition tree requires either the Mind Over Matter ascension perk or the Teachers of the Shroud origin and the Psionic Theory technology.

Psionic
  • Agenda Unlocks the Psionic Supremacy agenda
  • All pops gain the Latent Psionic trait
  • Adds the Telepathy technology as a research option if Teachers of the Shroud
Psi-Corps
  • Building Unlocks the Psi Corps building
  • Unlocks the Psi Corps orbital ring building
  • Adds the Thought Enforcement technology as a research option
Mind Readers
  • +10 Base Intel Level
  • Unlocks the Sight Beyond Sight edict
Great Awakening
  • Main species replaces the Latent Psionic trait with Psionic
  • Unlocks Psionic assimilation
Breach the Shroud
  • Feature Unlocks a special project to enter the Shroud
  • +5% Resouces from Psionic pops from each Telepath job
Shrouded Communications
  • +2 Codebreaking
  • +2 Encryption
  • −10% Edict upkeep
  • −20% Shroud delve cooldown
  • Feature Can confirm an established Covenant
Stellaris_3.12_Ascension_Perks_Tier_List-2

Stellaris 3.12 Ascension Perks Tier List-2

Ascension perks[]

Finishing an entire tradition tree or acquiring the Ascension Theory technology unlocks an ascension perk slot. Ascension perks represent the empire's greater-scope ambitions and, in the case of the ascension paths, its ultimate fate.

Ascension perks often favor either a tall or wide gameplay, with some that allow access to gameplay mechanics not available through traditions alone. This includes the ascension paths, the ability to build advanced deep-space megastructures, the ability to use terraforming to create special planets, and becoming a Galactic Nemesis. An empire can have up to 8 Ascension perks.

Tier 0 ascension perks can be taken from the start. Tier 1 perks require 1 previous ascension perk to be taken, tier 2 perks require 2 previous ascension perks, and tier 3 perks require 3 previous ascension perks. The higher the AI weight, the more likely an AI empire will select that ascension perk.

Ascension perk Tier Effects Prerequisites AI weight DLC
Archaeo-Engineers 0
  • +1 Scientist Capacity
  • Damage +33% Archaeotech Weapon Damage
  • −10% Minor Artifact Ship Cost
  • Researcher +2 Jobs from Faculty of Archaeostudies building
  • Shield +60% Shields from Ancient Suspension Field components
  • Shield +100% Shields from Ancient Pulse Armor components
  • Armor +5% Armor from Ancient Rampart starbase modules
  • Armor +10% Armor Hardening from Ancient Rampart starbase modules
  • +33% Effects from Starbase buildings unlocked by Archaeostudies
Archaeostudies technology 4.5
Consecrated Worlds 0 Consecrate World decision Fanatic Spiritualist Spiritualist 10
Detox 0 Can terraform worlds with the Toxic Terraforming Candidate modifier Climate Restoration technology 20
Eternal Vigilance 0
  • +1 Commander Capacity
  • Health +25% Starbase Hull Points
  • Damage +25% Starbase Damage
  • Defense platform damage +25% Defense platform damage
  • Defense platform cap +5 Defense platform cap
Star Fortress Star Fortress technology 10
Executive Vigor 0 +100 Edict fund 30
Galactic Wonders 0 10
Hydrocentric 0
  • −25% Ocean Terraforming Cost
  • Can construct Ice Mining Station starbase buildings
  • Can terraform worlds with the Frozen Terraforming Candidate modifier
  • 50% increased effects of the Aquatic trait
  • Unlocks the Deluge Machine colossus weapon
40
Imperial Prerogative 0 10
Interstellar Dominion 0 10
Lord of War 0
  • +1 Mercenary Enclave Capacity
  • Diplomatic weight from fleet power +25% Diplomatic Weight from Fleet Power
  • Time −2.5 Months Dividend Wait Time if patron of a Mercenary Enclave
5 Overlord
Mastery of Nature 0 10
  • x0 if Void Dwellers
  • x0.5 if chose 1 ascension perk
  • x0.1 if chose 2 ascension perks
  • x2 if below 8 planets
Mechromancy 0
  • Large +15% L Slot Weapon Damage
  • Extra large +15% XL Slot Weapon Damage
  • Titan +15% T Slot Weapon Damage
  • Feature Defeated organic guardians can be resurrected
  • 33% chance to resurrect each purged pop as Cyborg Zombie
Machine Intelligence 10
Nihilistic Acquisition 0 Unlocks the Raiding bombardment stance 10
One Vision 0 Machine Intelligence 10
Shared Destiny 0 5
Technological Ascendancy 0 30
Transcendent Learning 0 10
Universal Transactions 0 Corporate 10
Voidborne 0
  • Cost −20% Habitat Build Cost
  • +0.25 Building Slots from Non-Urban Habitat Districts
  • +2 Habitat Max Districts
  • +1 Jobs from Habitat Districts
  • Building Can upgrade housing buildings on Habitats
  • Can always research the next tier of Habitat technology
Orbital Habitats technology
Void Dwellers
10
Xeno-Compatibility 0 10
Enigmatic Engineering 1
  • +2 Cloaking Strength
  • Encryption +2 Encryption
  • Feature Destroyed ships don't leave debris
  • Feature Enemy Steal Technology operations fail
2
Grasp the Void 1 3
World Shaper 1 5
Arcology Project 2 Arcology Project decision 10
Become the Crisis 2 Unlocks Menace and the Crisis tab 7.5
Galactic Force Projection 2 10
Hive Worlds 2 Hive World terraforming option 20
Machine Worlds 2 Machine World terraforming option 20
Master Builders 2 10
Colossus Project 3
  • Colossus ship type
  • World destroyer Colossus Project Special Project
Titans Titans technology 10
Defender of the Galaxy 3
  • Damage +50% Damage to endgame crisis factions
  • +200 Opinion from all regular empires
20
  • x0 if no crisis happened unless Fanatic Xenophile Xenophile, Custodian or Galactic Emperor
Galactic Contender 3 Communications with a fallen or awakened empire 10
  • x0 if bordering an Awakened Empire
  • x2 if an Awakened Empire exists

Ascension paths[]

Ascension paths are special tier 2 ascension perks that will unlock a tradition tree and an agenda with the same name that will unlock technologies required to advance through them. Each empire can take only one ascension path perk and only if fewer than 7 tradition trees have been taken. Empires with the Teachers of the Shroud origin are locked into the Psionic ascension and cannot take any of these perks.

Ascension perk Prerequisites Tradition tree AI weight Description DLC
Engineered Evolution Genetics Genetic 15 To leave our genetic destiny in the hands of nature is an inefficient and excruciatingly slow process. Why not jump-start the future of our species?
Mind over Matter Psionics Psionic 100 Only a fraction of the potential contained within our minds has been unlocked. The latent psionic abilities of our species are only now beginning to manifest in certain individuals.
The Flesh is Weak Cybernetics Cybernetic 20 The limits and constraints imposed on us by our feeble organic bodies are simply unacceptable. To reach our full potential, we must turn to cybernetic implants.
Organo-Machine Interfacing Cybernetics Cybernetic 20
  • x0 if below 10 worlds
The limits and constraints imposed on us by our creators are simply unacceptable. To reach our full potential, we must turn to cybernetic implants.
Synthetic Evolution Synthetics Synthetic 20 It is time to abandon the flawed organic vessels that imprison our minds. By transferring our neural patterns into synthetic bodies, we will achieve a higher state of being.
Synthetic Age Synthetics Synthetic 20
  • x0 if below 10 worlds
The age of organics has come and gone, the future of the galaxy belongs to the machines. This is the dawn of a synthetic age.

References[]

  1. Specifically:
    • The base cost of 300 is controlled by TRADITION_COST_AMOUNTS
    • The cost per tradition of 8 is controlled by TRADITION_COST_TRADITION
    • The exponent of 1.8 is controlled by TRADITION_COST_TRADITION_EXP
    • The empire size threshold below which no penalties apply (100 in the above formula) is controlled by EMPIRE_SIZE_BASE (this also affects technology cost)
    • The magnitude of the effect of empire size (0.002 in the above formula) is controlled by EMPIRE_SIZE_COST_TRADITION_PENALTY
    • The full formula also contains a multiplier term for number of tradition groups unlocked (). The multiplier of 0 is controlled by TRADITION_COST_MULT_TRADITION_GROUP.
  2. Specifically, Plantoids, Lithoids, Leviathans, Distant Stars, Ancient Relics, or Aquatics
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