Traditions

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Traditions tab.

Traditions are abilities or bonuses unlocked with the Unity.png unity resource. Traditions help define an empire by allowing the adoption of traditions trees that suit their particular play-style. Completing a tree allows the empire to pick an ascension perk to further enhance themselves, with certain ascension perks even paving their way into one of three available ascension paths.

Properties[edit]

There is a number of Traditions, organised into related Categories. Each category consists of 3 types of Traditions:

  • Adoption: This bonus is acquired by adopting the tradition tree.
  • Traditions: Each tree contains 5 traditions unlocking new abilities or bonuses. Some of these require Traditions beside Adoption to be available.
  • Finisher: This bonus is acquired automatically upon unlocking all other traditions within a single category.

Both Adoption and Finisher count as a Traditions for Formula Purposes.

Cost[edit]

The cost of unlocking a tradition depends on the size of your empire, as well as how internally stable it is. Unhappy factions, minority species and slaves all increase the cost of adoption traditions further, though these effects can be offset or even cancelled out entirely by adopting the right traditions for the empire. Overall, small harmonious empires will unlock traditions more quickly than large, expansionist ones.

Tradition cost is formulated as follows:

\text{Tradition cost} = \left(56\, +\, \left(6\, \cdot\, \text{Unlocked traditions} \right)^{1.6} +\, 2\, \cdot\, \text{Population factor}\right)\, \cdot\, \left(1\, +\, 0.1\, \cdot\, \text{Unlocked tradition trees} \right)\, \cdot\, \left(1\, +\, 0.25\, \cdot\, \text{Owned colonies} \right)

where population factor[1] is further broken down as the amount of each pop type (with applied multiplier):

\text{Population factor} = \text{Citizens}\, +\, 1.5\, \cdot\, \text{Slaves}\, +\, \text{Non-sentient robots}\, +\, 2\, \cdot\, \text{Sentient robots}\, +\, 2\, \cdot\, \text{Xenos}\, +\, 3\, \cdot\, \text{Xeno slaves}\,

Example

An empire has 10 pops - break-down of 4 main species, 2 main species slaves, 2 xeno slaves and 2 robots - of which one is sentient. Additionally, the empire has colonized one planet and unlocked a tree and one tradition.

\text{Population factor} = 4\, +\, 1.5\, \cdot\, 2\, +\, 1\, +\, 2\, \cdot\, 1\, +\, 2\, \cdot\, 0\, +\, 3\, \cdot\, 2\, =\, 16

\text{Tradition cost} = \left(56\, +\, \left(6\, \cdot\, 2\, \right)^{1.6} +\, 2\, \cdot\, 16\, \right)\, \cdot\, \left(1\, +\, 0.1\, \cdot\, 1\, \right)\, \cdot\, \left(1\, +\, 0.25\, \cdot\, 1\, \right) =\, 195

Notes:

  1. Adopting and completing a tree increases the unlocked traditions factor (each by an additional 1).
  2. The empire's capital is not counted towards the total owned colonies.

Cost, Unity and Tradition Strategy:

  • As Unity producing buildings are majorly planet Uniques, a high number of low population worlds will produce more Unity quicker (but at the cost of overall economy).
  • Slavery is a negative factor.
  • Xeno integration and especially Xeno Slavery will slow down tradition gain considerably.
  • Various Factions will be unhappy if their preferred tradition is not adopted as the first choice.

Tradition trees[edit]

Tree Starter bonus Finisher bonus Description
Diplomacy
  • Influence.png −50% Diplomatic influence cost
  • Trust growth +33% Trust growth
Trust cap +50 Trust cap The surest way to destroy your enemies is to make them your friends.
Discovery Cost −33% Building cost for Research Station Mod country all tech research speed.png +10% Research speed For the first time in the history of our civilization, we live in an age where our reach extends beyond the confines of our homeworld. Our insatiable curiosity about the universe is what got us this far, and there is still so much left to discover.
Domination Mod war economy offensive.png −25% War demand cost for subjugation CB Mod country all tech research speed.png +30% Research speed for technology sharing with subjects (towards unknown tech already researched by another) If we do not impose our will on others, they will inevitably impose theirs on us.
Expansion Pop.png +1 Pops on new colonies Mod country core sector planet cap.png +2 Core sector systems We must spread our civilization to new systems and planets if we are to survive. As other empires emerge on the galactic scene, competition will be fierce. The faster we can establish new colonies, the better.
Harmony Mod pop happiness.png +10% Happiness Mod pop consumer goods mult.png −15% Consumer goods cost Few things can match the strength of a content populace working towards a common goal.
Prosperity Cost −33% Building cost for Mining Station Cost −33% Terraforming cost There is no better indicator of the success or failure of a star nation than the strength of its economy.
Supremacy Planet border extrusion.png +20% Border range Attack Speed +15% Fire rate The future of this galaxy belongs to those who are strong enough to seize it.

Diplomacy tree[edit]

Tradition Effects Prerequisites Description
Menu icon traditions.png Adopting Diplomacy
  • Influence.png −50% Diplomatic influence cost
  • Trust growth +33% Trust growth
The surest way to destroy your enemies is to make them your friends.
Tradition diplomacy dynamic ecomorphism.png Dynamic Ecomorphism Mod habitability.png +10% Habitability Menu icon traditions.png Adopting Diplomacy Diplomacy opens many doors through which information flows. Simply by studying the methods of others, we have learned new ways of adapting to alien environments.
Tradition diplomacy the federation.png The Federation Feature Form Federation Menu icon traditions.png Adopting Diplomacy We must build stable and lasting partnerships with our neighbors, based on trust and mutual respect. Together we are far stronger than we could ever hope to be alone.
Tradition diplomacy alien tourism.png Alien tourism Building modern 2.png Visitor Center Tradition diplomacy dynamic ecomorphism.png Dynamic Ecomorphism It is easy to take our rich culture for granted. We should make it easier for visitors from other civilizations to share in its beauty.
Tradition diplomacy entente coordination.png Entente Coordination Mod fleet size add.png +100% from Federation naval capacity contribution (actual contribution counts as double) Tradition diplomacy the federation.png The Federation Perhaps the most important purpose of any successful interstellar federation is the mutual defense of its members. We have an obligation to contribute as much as we can.
Tradition diplomacy federal unity.png Federal Unity Unity.png +5% Unity per federation member Tradition diplomacy the federation.png The Federation Diversity is an incredible asset, and the insights and perspectives that every member state contributes to our federation will only make our society stronger.
Menu icon traditions.png Finisher bonus Trust cap +50 Trust cap All of the above

Discovery tree[edit]

Tradition Effects Prerequisites Description
Menu icon traditions.png Adopting Discovery Cost −33% Building cost for Research Station For the first time in the history of our civilization, we live in an age where our reach extends beyond the confines of our homeworld. Our insatiable curiosity about the universe is what got us this far, and there is still so much left to discover.
Tradition discovery science division.png Science Division Mod leader influence cost.png −33% Scientist recruitment cost Menu icon traditions.png Adopting Discovery The number of science and medical officers has been increased throughout the fleet, organized into a special Science Division. To support this corps of officers, new training programs have greatly accelerated the rate at which we commission new science officers.
Tradition discovery to boldly go.png To Boldly Go
  • Anomaly discovery chance.png +15% Anomaly discovery chance
  • Anomaly fail risk.png –10% Anomaly fail risk
Menu icon traditions.png Adopting Discovery A new age of exploration is upon us. As we once mapped the surface of our homeworld, we must now brave new terrain - space. There is a galaxy full of wonder waiting to be discovered.
Tradition discovery planetary survey corps.png Planetary Survey Corps Research.png +10% Monthly research points when surveying a planet Tradition discovery to boldly go.png To Boldly Go Our methods of surveying uncharted planetary bodies has continued to improve, and our scans now yield a significant amount of research data that is useful to our scientists.
Tradition discovery polytechnic education.png Polytechnic Education Leader skill levels.png +1 Leader skill levels Tradition discovery science division.png Science Division In this age of increasingly advanced technology, a basic education in polytechnics and applied science will benefit all of our citizens. This will inevitably lead to more qualified leaders.
Tradition discovery faith in science.png Faith in Science Mod pop happiness.png +10% Happiness on planets with Assist research Tradition discovery polytechnic education.png Polytechnic Education The public has come to regard science as something almost akin to a religion - their faith in it is absolute. There is no question in this universe so big that it cannot be answered by science.
Menu icon traditions.png Finisher bonus Mod country all tech research speed.png +10% Research speed All of the above

Domination tree[edit]

Tradition Effects Prerequisites Description
Menu icon traditions.png Adopting Domination Mod war economy offensive.png −25% War demand cost for subjugation CB If we do not impose our will on others, they will inevitably impose theirs on us.
Tradition domination colonial viceroys.png Colonial Viceroys
  • Empire leader capacity.png +2 Empire leader capacity
  • Leader skill levels.png +2 Governor skill levels
Menu icon traditions.png Adopting Domination Our control over the colonies is dependent upon us finding capable and loyal individuals that can be trusted to enforce the will of the government.
Tradition domination star lords.png Star Lords
  • Duration −50% Subject integration cooldown
  • Diplomacy opinion.png +20 Subject opinion towards Our Empire
Menu icon traditions.png Adopting Domination It is our destiny to lord over those who are weaker. Obedient nations that swear fealty to our great empire may be permitted to exist... at our discretion.
Tradition domination protection racket.png Protection Racket Tradition domination colonial viceroys.png Colonial Viceroys Our obligation to protect our vassals from the dangers of the universe is one that we take very seriously. Alas, seeing to the defense of their worlds doesn't come cheap...
Tradition domination vassal acculturation.png Vassal Acculturation Diplomacy being integrated.png –33% Subject integration influence cost Tradition domination star lords.png Star Lords We will add the biological and technological distinctiveness of our vassals to our own. Their cultures will adapt to service us. Resistance is futile.
Tradition domination fleet levies.png Fleet Levies Mod fleet size add.png +20% Vassal naval capacity contribution (increase is based on vassal's own capacity)
  • Tradition domination colonial viceroys.png Colonial Viceroys
  • Tradition domination star lords.png Star Lords
It is a vassal's sworn duty to provide military support to their overlords. We will fill up the lower ranks of our fleet with recruits from those nations that have pledged to serve us.
Menu icon traditions.png Finisher bonus Mod country all tech research speed.png +30% Research speed for technology sharing with subjects (towards unknown tech already researched by another) All of the above

Expansion tree[edit]

Tradition Effects Prerequisites Description
Menu icon traditions.png Adopting Expansion Pop.png +1 Pops on new colonies We must spread our civilization to new systems and planets if we are to survive. As other empires emerge on the galactic scene, competition will be fierce. The faster we can establish new colonies, the better.
Tradition expansion colonization fever.png Colonization Fever Unity.png +1 Unity from Building modern 2.png Capitals Menu icon traditions.png Adopting Expansion Colonization fever seems to have gripped the populace. Their enthusiasm and patriotic fervor grows for every new world claimed by our colonists.
Tradition expansion reach for the stars.png Reach for the Stars Cost –50% Distance cost for colonization and Frontier Outpost Menu icon traditions.png Adopting Expansion The frontiers of our star nation are being pushed ever forwards. Soon, nothing in this galaxy will lie beyond our grasp...
Tradition expansion a new life.png A New Life
  • Mod pop growth req.png +50% Colony development speed
  • Mod pop growth req.png +10% Growth Speed
Tradition expansion colonization fever.png Colonization Fever A new life awaits our citizens in the off-world colonies. A chance to begin again in a golden land of opportunity and adventure! With the help of an aggressive marketing campaign, the less fortunate elements of our society will be flocking to our colony ships.
Tradition expansion courier network.png Courier Network Cost –33% Tradition cost increase from owned colonies Tradition expansion colonization fever.png Colonization Fever A network of small courier vessels is a reliable alternative for transporting VIPs or delivering messages that can't be trusted to FTL communications. This will tie our far-flung colonies more closely together.
Tradition expansion galactic ambition.png Galactic Ambition Upkeep −50% Upkeep for Frontier Outpost Tradition expansion reach for the stars.png Reach for the Stars The banner of our great empire will one day be as common as hydrogen throughout the galaxy.
Menu icon traditions.png Finisher bonus Mod country core sector planet cap.png +2 Core sector systems All of the above

Harmony tree[edit]

Tradition Effects Prerequisites Description
Menu icon traditions.png Adopting Harmony Mod pop happiness.png +10% Happiness Few things can match the strength of a content populace working towards a common goal.
Tradition harmony kinship.png Kinship Mod pop government ethic attraction.png –50% Negative impact on Governing ethics attraction caused by distance from capital Menu icon traditions.png Adopting Harmony A true sense of kinship has developed between all the citizens of our great star nation, regardless of whether they make their home within the heart of our space or out on the wild frontier.
Tradition harmony mind and body.png Mind and Body Mod leader age.png +20 Leader lifespan Menu icon traditions.png Adopting Harmony By embracing a combination of new meditation techniques and healthier eating habits, a large segment of our population enjoys a greater life expectancy than ever before.
Tradition harmony the greater good.png The Greater Good Unrest.png −20 Unrest Menu icon traditions.png Adopting Harmony Our entire population takes comfort in the knowledge that they are working together for the greater good, each one a small but important part of a vastly larger whole.
Tradition harmony utopian dream.png Utopian Dream Building modern 2.png Paradise Dome Tradition harmony the greater good.png The Greater Good Long the promise of a better world has driven our progress. With the invention of the $building_paradise_dome$ we are able to create environments that are blissful beyond imagination, bringing us one step closer to utopia.
Tradition harmony bulwark of harmony.png Bulwark of Harmony
  • Attack Speed +15% Fire rate within the empire's borders
  • Speed +33% Ship build speed while in a defensive war
  • Tradition harmony kinship.png Kinship
  • Tradition harmony mind and body.png Mind and Body
All organisms, no matter how perfect, must rely on an immune system to ward off the threat of outside disease. Our society is no different.
Menu icon traditions.png Finisher bonus Mod pop consumer goods mult.png −15% Consumer goods cost All of the above

Prosperity tree[edit]

Tradition Effects Prerequisites Description
Menu icon traditions.png Adopting Prosperity Cost −33% Building cost for Mining Station There is no better indicator of the success or failure of a star nation than the strength of its economy.
Tradition prosperity sct.png Standard Construction Templates
  • Cost −15% Building cost
  • Cost −15% Ship cost
Menu icon traditions.png Adopting Prosperity As technology advances and becomes ever more complex, new demands are placed on our workforce. By using standardized construction templates, our workers can build things without necessarily having to understand the finer points.
Tradition prosperity trans stellar corporations.png Trans-Stellar Corporations Feature Private colony ship Menu icon traditions.png Adopting Prosperity There are powerful corporate entities willing to carry a large part of the cost of our colonization efforts, provided that we leave the vetting process of potential colonists to them.
Tradition prosperity administrative operations.png Administrative Operations Upkeep −10% Building upkeep Tradition prosperity sct.png Standard Construction Templates As our empire continues to grow, eliminating corruption and inefficiency is of critical importance. These credit drains must be plugged!
Tradition prosperity fleet logistical corps.png Fleet Logistics Corps Upkeep −10% Ship upkeep Tradition prosperity sct.png Standard Construction Templates With ships often deployed across vast interstellar distances, a dedicated Logistics Corps is needed to make things run smoothly.
Tradition prosperity pursuit of profit.png The Pursuit of Profit Unity.png +2 Unity from Building modern 2.png Energy Grid / Building modern 2.png Energy Nexus Tradition prosperity trans stellar corporations.png Trans-Stellar Corporations The pursuit of profit has become a central tenet of our society. Those who are successful at any kind of enterprise are deeply admired, and the accumulation of energy credits is seen as an extremely worthwhile goal.
Menu icon traditions.png Finisher bonus Cost −33% Terraforming cost All of the above

Supremacy tree[edit]

Tradition Effects Prerequisites Description
Menu icon traditions.png Adopting Supremacy Planet border extrusion.png +20% Border range The future of this galaxy belongs to those who are strong enough to seize it.
Tradition supremacy master shipwrights.png Master Shipwrights
  • Mod fleet size add.png +10% Naval capacity
  • Speed +15% Ship build speed
Menu icon traditions.png Adopting Supremacy The ever-increasing scope of our ship-building programs has led to the creation of highly-skilled and efficient labor forces at our shipyards. Methods have continually been refined, and the time it takes to go from hull plating to a completed starship is now shorter than ever before.
Tradition supremacy right of conquest.png Right of Conquest Mod war economy offensive.png −25% War demand cost for cede planet CB Menu icon traditions.png Adopting Supremacy The ancient right of conquest is a universal truth that is no less relevant now than it was when our civilization established dominion over our homeworld. Woe to the vanquished!
Tradition supremacy overwhelming force.png Warrior Mindset Damage +25% Army damage Menu icon traditions.png Adopting Supremacy Discipline is at the core of any successful army. With selective breeding, rigorous drills and extensive combat conditioning we have created a force of ruthless warriors, working in absolute coherence with each other. They are the iron fist with which we will rule the galaxy.
Tradition supremacy great game.png The Great Game Unity.png +10% Unity per neighboring rival
  • Tradition supremacy right of conquest.png Right of Conquest
  • Tradition supremacy overwhelming force.png Warrior Mindset
As we continue to expand, other empires will inevitably challenge our claims, as we would theirs. We are locked in a great game of resources and territory. It is nothing less than our duty to come out on top.
Tradition supremacy war games.png War Games Leader skill levels.png +2 Admiral skill levels
  • Tradition supremacy master shipwrights.png Master Shipwrights
  • Tradition supremacy right of conquest.png Right of Conquest
A strong war game tradition has taken root among the senior officers of our fleets, whether the games be computer simulations or actual exercises in space. This has encouraged our admirals to think outside the box, resulting in numerous tactical innovations and new strategies.
Menu icon traditions.png Finisher bonus Attack Speed +15% Fire rate All of the above

Ascension[edit]

Finishing a tradition tree unlocks an ascension perk slot. 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 3 "Ascension paths", the ability to build Megastructures in space and similarly powerful effects.

The three ascension paths are mutually exclusive, which implies that empires cannot eventually acquire psionic mutant cyborgs. On the other hand, each ascension path can still acquire the ability to build megastructures - this can only be achieved in the end-game due to the sheer amount of unity required to complete at least 5 tradition trees, or 4 plus Tech ascension theory.png Ascension Theory. The rare tech requirement may also be difficult to find if players do not utilise additional research alternatives. For example, with careful planning of research and traditions players can potentially unlock Voidborne -> Ascension Path 1 -> Master Builders -> Ascension Path 2 -> Circle of life to efficiently create Ring-worlds without delaying their transcendence significantly.

Ascension perks [edit]

Note: With Utopia enabled several technologies require picking certain ascension perks in order to research them - these are the ones associated with one of the ascension paths.

Perk Effects Prerequisites Description
Ap interstellar dominion.png Interstellar Dominion Border Range: +25% Our place amongst the stars is assured and irrefutable, and the borders of our nation equally so.
Ap technological ascendancy.png Technological Ascendancy Research Speed: +10% Technologies that would have been indistinguishable from magic mere generations ago are now within our reach. A new age of technology has begun.
Ap one vision.png One Vision
  • Governing Ethics Attraction: +30%
  • Unity Output: +10%
True unity is achieved only when the ultimate goals of a nation and its people are one and the same. After all, a house divided against itself cannot stand.
Ap mastery of nature.png Mastery of Nature
  • Clear Blocker Cost: -100%
  • Gives all Tile Block Removal removal Techs.
Although we mastered the nature of our homeworld long ago, the alien biomes we have since encountered present new challenges. They too shall be overcome.
Ap imperial prerogative.png Imperial Prerogative Core Sector Systems: +5 As our civilization continues to grow, so its beating heart must also expand. More systems will be placed under our direct control.
Ap consecrated worlds.png Consecrated Worlds Unlocks Edict: Consecrated Worlds, which lasts for 100 years and increases Pop Happiness by 10%, Unity output by 15% and increase growth speed by 10%.
  • Requires Spiritualist.png Spiritualist or Fanatic Spiritualist.png Fanatic Spiritualist.
The galaxy is home to many holy places, some more obvious than others. As mortals, we still struggle to divine the true nature of the universe.
Ap engineered evolution.png Engineered Evolution
  • Trait Points: +2
  • Modify Species Special Project Cost: -50%
  • Tech research option gained: Tech gene seed purification.png Gene Seed Purification
  • Requires 1 other Ascension Perk to be selected first.
  • Requires not having Ap the flesh is weak.png The Flesh is Weak or Ap mind over matter.png Mind over Matter.
  • Tech gene tailoring.png Gene Tailoring technology.
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?
Ap evolutionary mastery.png Evolutionary Mastery
  • Trait Points: +3
  • Modify Species Special Project Cost: -25%
  • Tech research option gained: Tech genetic resequencing.png Genetic Resequencing
  • Requires 3 other Ascension Perks to be selected first.
  • Tech gene expressions.png Targeted Gene Expressions technology.
  • Ap engineered evolution.png Engineered Evolution Ascension Perk.
Evolution is a single-minded beast that follows a single path to its inevitable conclusion. We cannot afford to limit ourselves thus - let us explore all paths simultaneously.
Ap the flesh is weak.png The Flesh is Weak
  • Robot Maintenance Cost: -15%
  • Robot Build Speed: +25%
  • Prepares a special project to enhance your pops and leaders with cybernetic implants.
  • Requires 1 other Ascension Perk to be selected first.
  • Requires not having Ap engineered evolution.png Engineered Evolution or Ap mind over matter.png Mind over Matter.
  • Tech droid workers.png Droids technology.
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.
Ap synthetic evolution.png Synthetic Evolution
  • Robot Maintenance Cost: -25%
  • Robot Build Speed: +25%
  • Prepares a special project to transform your pops and leaders into synthetics.
  • Requires 3 other Ascension Perks to be selected first.
  • Tech synthetic workers.png Synthetics technology.
  • Tech synthetic leaders.png Synthetic Personality Matrix technology.
  • Ap the flesh is weak.png Flesh is Weak Ascension Perk.
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.
Ap mind over matter.png Mind over Matter
  • The main species becomes latent psionic and each main species leader has a 20% chance of having the Trait psionic species.png psionic trait.
  • Unlocks Psi Corps building.
  • Unlocks Psionic Armies.
  • Tech research option gained: Tech telepathy.png Telepathy
  • Requires 1 other Ascension Perk to be selected first.
  • Requires not having Ap engineered evolution.png Engineered Evolution or Ap the flesh is weak.png The Flesh is Weak
  • Tech psionic theory.png Psionic Theory technology.
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.
Ap transcendence.png Transcendence
  • All main species pops and leaders get the Trait psionic species.png psionic trait.
  • A month later the Shroud is discovered and a special project to enter it is added.
  • Requires 3 other Ascension Perks to be selected first.
  • Ap mind over matter.png Mind over Matter Ascension Perk.
We stand on the threshold of awakening the true psionic might of our species. Our minds are ready, and we have heard whispers of a psychic realm beyond our own...
Ap world shaper.png World Shaper
  • Terraforming Speed: +100%
  • Tech research unlocked: Tech atmospheric manipulation.png Atmospheric Manipulation
Requires the Tech terrestrial sculpting.png Terrestrial Sculpting technology. To carefully shape and alter the ecosystem of an entire planet into something else is not so very different from an artist sculpting a statue out of clay.
Ap galactic force projection.png Galactic Force Projection Naval Capacity: +200 Requires 2 other Ascensions Perks to be selected first. The fleet is the instrument by which the will of our empire is made manifest - we live or die depending on its strength.
Ap defender of the galaxy.png Defender of the Galaxy +50% Damage to:

Everyone's Opinion increased by +20

Requires 2 other Ascension Perks to be selected first. As star nations vie with one another in petty disputes, sinister forces of unimaginable power are arraying themselves against all sentient life. Who will protect us?
Ap master builders.png Master Builders
  • Requires 1 other Ascension Perk to be selected first.
  • Ap voidborn.png Voidborne OR Ap galactic wonders.png Galactic Wonders Ascension Perk.
Building a Megastructure requires an unprecedented amount of resources and planning. We are breaking new ground in the field of macro-engineering.
Ap galactic contender.png Galactic Contender Requires 2 other Ascension Perks to be selected first. The Fallen Empires cling to the ruins of their decrepit civilizations, ever fearful of the younger and more dynamic races that surround them. Their time has long since passed.
Ap voidborn.png Voidborne Unlocks Station: Habitat
  • Tech space defense station 3.png Deep Space Installations technology.
  • Tech spaceport 6.png Battleships technology.
Space, once seen as a cold and insurmountable barrier, has become a second home to us. More and more of our young reach adulthood without ever setting foot on a planet.
Ap the circle of life.png The Circle of Life Unlocks Megastructure: Ring World
  • Requires 3 other Ascension Perks to be selected first.
  • Ap voidborn.png Voidborne Ascension Perk.
  • Tech mega engineering.png Mega-Engineering technology.
A massive ring-shaped megastructure with artificial habitats built around the orbital circumference of a star. In theory, it could be done...
Ap galactic wonders.png Galactic Wonders
  • Requires 3 other Ascension Perks to be selected first.
  • Tech mega engineering.png Mega-Engineering technology.
Megastructures are rightfully regarded as the wonders of our time. The scope of such a project would have been unimaginable mere generations ago.

Ascension paths[edit]

There are three ascension paths: the biological path, the psionic path and the synthetic path. Each path consists of an 'entrance' perk and a 'completion' perk. The paths are mutually exclusive as each 'entrance' perk requires that the other two were not taken. Auth hive mind.png Hive mind empires can only follow the biological ascension path.


Biological[edit]

The biological ascension path focuses on mastery of DNA and evolution. The first step, Ap engineered evolution.png Engineered Evolution requires the Tech gene tailoring.png Gene Tailoring technology and grants a major reduction to the cost and time required to genetically modify species. It also gives you +2 Trait Points and unlocks the ability to research the Tech gene seed purification.png Gene Seed Purification technology which is otherwise unavailable (it can still be researched as normal for those who do not have the Utopia expansion).

The next step Ap evolutionary mastery.png Evolutionary Mastery requires the Tech gene expressions.png Targeted Gene Expressions technology. It grants an additional +3 Trait Points, a further reduction in time required and cost of genetic modifications, and unlocks the ability to research the Tech genetic resequencing.png Genetic Resequencing technology, which allows the addition of negative traits and the removal of positive ones. Points are refunded when positive traits are removed, allowing for a full reworking of any species from the ground up, even if they've already been modified before. Lastly, it unlocks the advanced traits that can be applied to species through genetic modification, listed below:

  • Robust.png Robust > Upgrades from Extremely Adaptive.png Extremely Adaptive: adds +30% habitability and +30 years of leader lifespan.
  • Fertile.png Fertile > Upgrades from Rapid Breeders.png Rapid Breeders: gives +30% growth time and +5% happiness.
  • Erudite.png Erudite > Upgrades from Intelligent.png Intelligent: gives +20% science production and +1 leader skill levels.
  • Delicious.png Delicious: Makes the species delicious and nutritious, granting +100% food output yield from processing and livestock.
  • Nerve Stapled.png Nerve Stapled: Removes the ability of the species to feel emotions. Happiness is disabled and food/mineral production increased (+10%), but adds major penalties to other resources production.

Psionic ascension path[edit]

The psionic ascension path focuses on the unlocking of the psionic potential of a species. It also allows access to the Shroud and special interaction with certain Crisis. Accessing this path requires the Tech psionic theory.png Psionic Theory, which currently requires the spiritualist or fanatic spiritualist ethic. It also grants considerable psionic attraction within the empire.

Mind over Matter

The primary species is given the (unrecognized string “latent psionics” for Template:Icon) Latent Psionics species trait. This trait grants no bonus to pops themselves, but a 20% chance for new leaders to have the appropriate psionic leader trait for their class.

There is a low chance for an existing leader to gain the psionic trait.

It furthermore unlocks the (unrecognized string “psi corps” for Template:Icon) Psi Corps Building and Army psionic.png Psionic Army.

Finally it allows the research of Tech telepathy.png Telepathy technology, which is required for the transcendence perk.


Transcendence

This is where the real power of this path lies. It has several effects:

  1. It gives all Primary Species pops with (unrecognized string “latent psionics” for Template:Icon) Latent Psionics the Psionics.png Psionics trait instead. This gives +5% happiness, energy and research speed. It also gives a 100% chance for new leaders to have the appropriate psionic trait.
  2. All existing leaders are given the appropriate psionic trait
  3. Other species in the empire gain a chance to also awaken psionically. This propagates into other empires and can be controlled by the ascended empire.
  4. Finally it gives access to The Shroud, a unique endgame content.


The Shroud

This is a dimension in the Stellaris universe composed of pure psionic power. Only Spiritualist.png Spiritualist who have picked the Ap transcendence.png Transcendence ascension perk can access it. It appears as a surrealistic realm, which contains many mysterious beings, including ethereal beings, a mysterious coven, and other strange manifestations.

Upon acquiring the Transcendence ascension perk, the "Breaching the Shroud" special project is activated to initiate first contact with the Shroud. It costs 5000 Society Research.png Society. Completion will be a first interaction with the Shroud with all options typical for an interaction. It will also add the Shroud to the diplomacy menu, to allow for future contact.

The Shroud Lobby

The Lobby has a set of 18 random texts, with a 19th for the first Visit (shroud_intro). One can only access the Lobby if the Empire does not have the shroud_cooldown or shroud_precog_cooldown modifiers.

Without said cooldowns, the only option beside leaving (no effect) is to Venture into the Shroud. Venturing into the shroud costs 1200/1000/800/600/400Energy Credits.png energy, based on how much Zro.png Zro the Empire controls (0-4). After breaching the shroud - regardless of option presented - the shroud_cooldown modifier is added for 1800 days.

Upon venturing into the Shroud, a Random "Vision" is granted to the player. Weight for the options can vary. Every option has a condition. If that condition is not met, a "Generic Vision" (utopia.3200) is granted instead. The options usually give a "chance of success", roughly separated into high, medium and low chance.

Vision # Weight Conditions Options
1 10 First time this Option
  • High Summon Avatar
  • Medium Gamble
  • Low Gamble
2 10 Not having any Psionic Avatar Ships or Armies
  • High Summon Avatar
  • Medium Gamble
  • Low Gamble
3 10 First time this Option
  • High Gamble
  • Medium Gamble
  • Low Gamble
4 10 First time this Option
  • High Gamble
  • Medium Gamble
  • Low Gamble
5 10 First time this Option
  • High Gamble
  • Medium Gamble
  • Low Gamble
6 10 Communication with non-Attacking Fallen Empire. Not tried this already 60%: Steal technology from Fallen Empire (unclear Scope, possibly all Top Tier Technology). 40%: Fail to steal, diplomatic penalty with Fallen Empire
7 10 Not having Tech psionic shield.png Psionic Shields Tech 60%: Psionic Shield Option; 40%: Shroud Incursion.
8 5 Not having Tech precognition interface.png Precognition Interface 60%: Precog Interface Option; 40%: replace shroud_cooldown with 3600 day shroud_precog_cooldown
9 5 Not having Tech psi jump drive 1.png Psi Jump Drives 60% Psi Jump Drive Option; 40% 1800 days shroud_neg_speed modifier
10 5 Not having succeeded already; No Leader has Chosen One Trait Chosen One Selection
11 5 Not has_shroud_patron flag Patron Spirit Selection
12 10 None get a Generic Vision

High Summon Avatar

  • 35: Spawn the Avatar ship
  • 35: Spawn the Avatar army
  • 20: Nothing happens
  • 10: Shroud Incursion


Shroud Incursions

A "Corrupted Shroud Avatar" ship is spawned anywhere within the empire's borders. It will despawn automatically after 10 years.

Chosen one selection

Three random leaders are selected. They are assigned high, medium or low chances to succeed at becoming chosen one. The player picks one leader with chances given for success, failure and critical failure respectively:

  • High - 70/20/10
  • Medium - 50/30/20
  • Low - 30/40/30
  • Success: leader's psionic trait is replaced with chosen one, repetition of option blocked.
  • Failure: leader dies
  • Critical Failure: leader dies, shroud incursion.

Patron Spirit Selection

Contacting a patron spirit is a three-step process:

  • Rolling on the attempt
  • Rolling which patron answers
  • Choosing whether or not to commit to a covenant with this patron.

If the empire has a chosen one, the highest chance to succeed appears. Otherwise the empire is randomly given a high, medium or low chance to succeed. Chances are for success/failure/critical failure: Chosen One: 85/10/5 High: 70/20/10 Medium: 50/30/20 Low: 30/40/30

Success: Random patron contact Failure: Nothing happens Critical Failure: If a chosen one exists they are killed

Random Patron Contact

The player is contacted by a random patron to form a covenant with. Denying has no consequences, but choosing one locks out the others. The chances for each covenant are:

  • 25: The Whisperers in the Void
  • 25: The Composer of Strands
  • 25: The Eater of Worlds
  • 25: The Instrument of Desire
  • 2: If this is not a multiplayer game and the End of the Cycle has not yet been triggered, The End of the Cycle; Otherwise roll the previous options again without this one.

Generic Vision

One of 9 Random texts

  • High Gamble
  • Medium Gamble
  • Low Gamble

Gambles

Gambles cause either a Boon or Curse on the selected Value Empire-wide.

Both the selection of which Gambles are available for each chance and the Rolling of said chance happens outside of moddable code. As such, no concrete data on the chances is available.

Covenants

(There will be a price to pay.) - Tooltip for initiating a covenant.

5 Covenants are available: 4 "Conventional" ones and the End of the Cycle. Each conventional covenant imparts a permanent buff, but may also trigger events that are usually quite detrimental. A Gatekeeper event is used. The MTTH is 25 years, with a 10-year lockout after last triggering.


The Whisperers in the Void

Buff: +15% Research Speed, +15% Empire Influence Gain.

Events:

  • 45: Random Leader with Psionic Trait acquires Substance Abuser Trait
  • 25: Random Leader with Psionic Trait commits suicide
  • 20: Random Planet (2+ Pops, any Psionic Pops, Not already suffering): loses one pop and acquires whisperers_madness for 10 Years
  • 10: Random Planet (6+ Pops, any Psionic Pops, Not already suffering): loses 2 Pops; loses 2 extra pops for every 5 pop over 6 pops; acquires whisperers_psychosis for 10 years


The Composer of Strands

Buff: +15% Pop Growth, +20 Years Leader Life Expectancy

Event: The The species of a Random Pop with Psionic Trait is picked. The species is randomly mutated.


The Eater of Worlds

Buff: +15% Fire Rate, +30% Army Morale.

Events:

  • 65: Eater is Peckish. Random Planet (2+ Pops, Not already suffering): Loses 1 Pop. Gets eater_unhappiness_planet_1 for 10 years
  • 30: Eater is Hungry. Random Planet (6+ Pops, any Psionic Pops, Not already suffering): loses 2 Pops; loses 2 extra pops for every 5 pop over 6 pops; Gets eater_unhappiness_planet_2 for 10 years
  • 5: Eater is Ravenous: Empire not still unhappy from previous eating. Any Planet (6+ Pops, Not Capitol, Neither Habitat nor Ringworld): Turn to shrouded world. Remove all Modifiers and Deposits. Empire acquires eater_unhappiness_empire for 10 Years.


The Instrument of Desire

Buff: +25% Energy, +25% Minerals.

Events:

  • 40: Consumer Goods: Random Planet (not affected already): Get instrument_consumer_goods for 7300 days (20 years, 100 days)
  • 40: Deviant Planet. Random Planet (not affected already): Get instrument_deviance_planet for 7300 days (20 years, 100 days)
  • 20: Deviant Empire. Empire not affected already: Get instrument_deviance_empire for 3600 days


End of the Cycle

The End Of The Cycle is a covenant that works as an unofficial late-game crisis event that may only be summoned willingly by an Empire that has fully transcended. It has a chance to appear when trying to form a Covenant.

Sealing Covenant: Acquire End of Cycle Empire Buff for 18000 days: +100% Food, Minerals, Energy, Unity, Influence, Research Speed and Naval Capacity All currently owned Planets acquire the "Shroud Marked" Modifier. All newly required planets get Shroud Marked with a MTTH of 1 month.

After 18000 days (50 years) the Reckoning:

  • Subtract 50000 from Food, Minerals, Energy, Unity and Influence Storage
  • Add 1000 Minerals, 500 Energy, 100 Food, 100 Influence
  • A Random Colonisable Planet is picked as the "Exile World"
  • Every owned Leader, the Ruler and Heir are killed
  • The Population on all Shroud Marked Planets is added up to Calculate the "end_power"
  • "The End" spawns at the Capital while all other planets spawn a Shroud Avatar
  • Every Shroud marked World is annihilated: Habitats vanish, Ringworld segments are destroyed, Planets are turned into shrouded worlds.
  • Every default empire gets a -1000 "Doomed us all" Diplomacy penalty
  • The End will attack planets at random, turning them into shroud worlds

Depending on how much End Power the game summed up, The Fleet with The End will receive a massive buff:

  • <200: absorbed_consciousness_1
  • <400: absorbed_consciousness_2
  • <600: absorbed_consciousness_3
  • <800: absorbed_consciousness_4
  • 800+: absorbed_consciousness_5

Synthetic[edit]

The third ascension path focuses upon the union between biological and synthetic lifeforms, available chiefly to non-Spiritualists who adopt some form of robotic technology.

The Synthetics ascension pathway involves a two-step conversion of pops in the empire, first from baseline to cyborgs, and then from cyborgs to full synthetics.

Baseline to Cyborg:

Upon the acquisition of the Ascension Perk "The Flesh is Weak", a special Project costing Engineering Research.png Engineering Research is created. The cost is 1000 + 100 per pop. The population count might include Robot pops, despite not affecting them. Upon completion all pops are turned into Cyborg versions of themselves. They acquire a prefix or suffix to differentiate them, but are still considered a subspecies of their original. All armies created from them will have their Species updated and receive the strength bonus from Cybernetics.

All current and pool leaders have the Cybernetic Trait added, with the sole exception of Curator Scientists and Synthetic Leaders.

Should pops without the trait appear in the Empire (Conquest of a new species or Migration of the Original Species), the Cybernetic Trait can be added via the Genetic Modification Interface. It costs 0 Traits points, but the normal costs for genetic Engineering.

Cyborg to Synthetics:

Upon acquiring the Ascension Perk "Synthetic Evolution", a special project costing Engineering Research.png Engineering Research is created. The cost is 1000 + 200 per pop. The population count includes non-viable pops (see below).

Upon completion a new Species will be created that is distinct from - but shares all the Traits of - buildable Synthetics, including reduced Consumer Goods cost and (as of 1.7) increased Unity cost for traditions. All previous pop traits will be removed. The player is prompted for a name for that new species. All Pops (including non-native pops) that are either Trait cybernetic.png Cybernetic or any of the buildable Robot species are turned into that new Robot Species. If they work a Farm, that Farm is turned into an equal level Power Plant. Every army whose species has the Trait cybernetic.png Cybernetic trait is turned into an Android assault army (even if the original army was defensive). Every current and every pool leader will have their Portrait and species changed to the new species. The new species will be set as Primary Species of the Empire, and all current and pool leaders will have their Cybernetic Leader Traits removed (if applicable) and acquire the Synthetic Leader trait instead. Finally, some Diplomatic notifications will be sent to all players and a Spiritualist AI Empire will contact and briefly chastise the ascended player for the "suicide" of their species.

Technological Ascension and Species/Ethics:

All Empires except Materialist and Spiritualist Empires will gain a permanent -20 "Abandoned Organic Origins" relationship penalty if the player changes their species to full Synthetics. All Spiritualist Empires will gain a permanent -20 "Wicked Cyborg" relationship penalty if the Ruler has the Cyborg Trait, replaced with a permanent -40 "Soulless Machines" if the player ascends to full Synthetics. Only Materialist Empires receive no relationship penalty.

Going this path drastically increases Materialist Ethics Attraction for all affected pops.

With normally-built Synthetic pops and other uploaded species there are some oddities that can occur:

  • One can no longer build Synths and already build synths are converted into the new Robot Species. However Migrating Synths from other Empires are not converted and are still Subject to the AI Policy.
  • Each Technological Ascension will create a separate "Uploaded Synth" species. However the overrides for Robot pops should prevent Xenophobia from having any effect.
  • The Uploaded Synths will return true if checked for any of the T3 Robot Traits and Robotic Pop checks. However, with 1.6 many checks have been modified to exclude Uploaded Synths from Mechanics that make no sense for them, like AI Uprising Crisis.

References[edit]

  1. The values shown have been adapted for easier calculation. The original formula can be found at /Stellaris/common/defines/00_defines.txt under tradition cost.