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Traditions are abilities or bonuses unlocked with the 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.
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.
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:
where population factor is further broken down as the amount of each pop type (with applied multiplier):
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.
- Adopting and completing a tree increases the unlocked traditions factor (each by an additional 1).
- 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.
|Tree||Starter bonus||Finisher bonus||Description|
|Diplomacy||+50 Trust cap||The surest way to destroy your enemies is to make them your friends.|
|Discovery||−33% Building cost for Research Station||+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||−25% War demand cost for subjugation CB||+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||+1 Pops on new colonies||+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||+10% Happiness||−15% Consumer goods cost||Few things can match the strength of a content populace working towards a common goal.|
|Prosperity||−33% Building cost for Mining Station||−33% Terraforming cost||There is no better indicator of the success or failure of a star nation than the strength of its economy.|
|Supremacy||+20% Border range||+15% Fire rate||The future of this galaxy belongs to those who are strong enough to seize it.|
|Adopting Diplomacy||The surest way to destroy your enemies is to make them your friends.|
|Dynamic Ecomorphism||+10% Habitability||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.|
|The Federation||Form Federation||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.|
|Alien tourism||Visitor Center||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.|
|Entente Coordination||+100% from Federation naval capacity contribution (actual contribution counts as double)||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.|
|Federal Unity||+5% Unity per federation member||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.|
|Finisher bonus||+50 Trust cap||All of the above|
|Adopting Discovery||−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.|
|Science Division||−33% Scientist recruitment cost||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.|
|To Boldly Go||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.|
|Planetary Survey Corps||+10% Monthly research points when surveying a planet||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.|
|Polytechnic Education||+1 Leader skill levels||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.|
|Faith in Science||+10% Happiness on planets with Assist research||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.|
|Finisher bonus||+10% Research speed||All of the above|
|Adopting Domination||−25% War demand cost for subjugation CB||If we do not impose our will on others, they will inevitably impose theirs on us.|
|Colonial Viceroys||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.|
|Star Lords||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.|
||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...|
|Vassal Acculturation||–33% Subject integration influence cost||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.|
|Fleet Levies||+20% Vassal naval capacity contribution (increase is based on vassal's own capacity)||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.|
|Finisher bonus||+30% Research speed for technology sharing with subjects (towards unknown tech already researched by another)||All of the above|
|Adopting Expansion||+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.|
|Colonization Fever||+1 Unity from Capitals||Adopting Expansion||Colonization fever seems to have gripped the populace. Their enthusiasm and patriotic fervor grows for every new world claimed by our colonists.|
|Reach for the Stars||–50% Distance cost for colonization and Frontier Outpost||Adopting Expansion||The frontiers of our star nation are being pushed ever forwards. Soon, nothing in this galaxy will lie beyond our grasp...|
|A New Life||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.|
|Courier Network||–33% Tradition cost increase from owned colonies||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.|
|Galactic Ambition||−50% Upkeep for Frontier Outpost||Reach for the Stars||The banner of our great empire will one day be as common as hydrogen throughout the galaxy.|
|Finisher bonus||+2 Core sector systems||All of the above|
|Adopting Prosperity||−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.|
|Standard Construction Templates||
||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.|
|Trans-Stellar Corporations||Private colony ship||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.|
|Administrative Operations||−10% Building upkeep||Standard Construction Templates||As our empire continues to grow, eliminating corruption and inefficiency is of critical importance. These credit drains must be plugged!|
|Fleet Logistics Corps||−10% Ship upkeep||Standard Construction Templates||With ships often deployed across vast interstellar distances, a dedicated Logistics Corps is needed to make things run smoothly.|
|The Pursuit of Profit||+2 Unity from Energy Grid / Energy Nexus||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.|
|Finisher bonus||−33% Terraforming cost||All of the above|
|Available only with the Utopia DLC enabled.|
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 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 
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.
|Interstellar Dominion||Border Range: +25%||Our place amongst the stars is assured and irrefutable, and the borders of our nation equally so.|
|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.|
||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.|
|Mastery of Nature||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.|
|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.|
|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%.||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.|
||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?|
||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.|
|The Flesh is Weak||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.|
|Synthetic Evolution||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.|
|Mind over Matter||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.|
||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...|
||Requires the 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.|
|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.|
|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?|
||Building a Megastructure requires an unprecedented amount of resources and planning. We are breaking new ground in the field of macro-engineering.|
||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.|
|Voidborne||Unlocks Station: Habitat||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.|
|The Circle of Life||Unlocks Megastructure: Ring World||A massive ring-shaped megastructure with artificial habitats built around the orbital circumference of a star. In theory, it could be done...|
|Galactic Wonders||Megastructures are rightfully regarded as the wonders of our time. The scope of such a project would have been unimaginable mere generations ago.|
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. Hive mind empires can only follow the biological ascension path.
The biological ascension path focuses on mastery of DNA and evolution. The first step, Engineered Evolution requires the 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 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 Evolutionary Mastery requires the 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 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 > Upgrades from Extremely Adaptive: adds +30% habitability and +30 years of leader lifespan.
- Fertile > Upgrades from Rapid Breeders: gives +30% growth time and +5% happiness.
- Erudite > Upgrades from Intelligent: gives +20% science production and +1 leader skill levels.
- Delicious: Makes the species delicious and nutritious, granting +100% food output yield from processing and livestock.
- 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
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 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 Psionic Army.
This is where the real power of this path lies. It has several effects:
- It gives all Primary Species pops with (unrecognized string “latent psionics” for Template:Icon) Latent Psionics the 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.
- All existing leaders are given the appropriate psionic trait
- 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.
- Finally it gives access to The Shroud, a unique endgame content.
This is a dimension in the Stellaris universe composed of pure psionic power. Only Spiritualist who have picked the 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. 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 1200/1000/800/600/400 energy, based on how much 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.
High Summon Avatar
- 35: Spawn the Avatar ship
- 35: Spawn the Avatar army
- 20: Nothing happens
- 10: Shroud Incursion
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.
One of 9 Random texts
- High Gamble
- Medium Gamble
- Low Gamble
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.
(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.
- 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.
- 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.
- 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
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 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 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 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 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.
- The values shown have been adapted for easier calculation. The original formula can be found at under tradition cost.