Stellaris

Stellaris

Expanded Stellaris Traditions 3
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Ben_D⚜  [developer] 13 Mar, 2024 @ 11:34pm
Suggestions
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Ben_D⚜  [developer] 17 Mar, 2024 @ 9:36pm 
@Everyone

I need ideas for agendas for each tradition. This is a subjective & creative process that I'm falling short on.

The list of traditions can be found here. Although, some of this info is obsolete or no longer accurate. It's still largely the same however.
Last edited by Ben_D⚜; 17 Mar, 2024 @ 9:42pm
Pietrooperv 18 Mar, 2024 @ 11:24am 
Swarm: small slot weapon damage + corvette/frigate build cost reduction
Pietrooperv 18 Mar, 2024 @ 3:13pm 
Destruction: weapon damage, army damage, hostile disengagement chance reduction

Hacking: codebreaking and operation difficulty reduction

Mechanicum: robot build speed +5% initial effect, robot build speed +10% and robot assembler jobs +1 upon launch

Serverbound: calculators and/or coordinators increase research and/or unity production

Spaceborn: habitat build cost reduction

Perseverence: pop resource output while at war OR after losing a war

Industry: alloy/consumer goods output

Isolation: cloaking strength and encryption

Malice: happiness/stability while in an offensive war

Fury: boosts the effects of the fury policy

Desires/Greed: boosts energy credits and/or trade value and reduces piracy


Hope this gives you some ideas!
Ben_D⚜  [developer] 18 Mar, 2024 @ 4:49pm 
Most certainly Pietrooperv! I just uploaded the first iteration of the agendas. They kinda suck... I'll do another pass when I recoup my energy.
Sidornus 18 Mar, 2024 @ 10:26pm 
Here's some suggestions for agendas. Feel free to adjust the numbers for balance sake.

Academy: Recursive Meta-Analysis
  • Initial: +5% researcher output; +1 research option
  • Launch: +3 research options; Gain lump sum of X months research output

Administratum: Oversight Panels
  • Initial: +5% bureaucrat output
  • Launch: +10% bureaucrat output, -10% bureaucrat upkeep

Aesthetics: Refinement of Taste
  • Initial: +0.5 influence/month
  • Launch: Gain lump sum of X months influence output

Archivists: Re-Catalog the Archives
  • Initial: -5% energy, consumer goods; -2% happiness
  • Launch: +30% research, unity, leader experience gain; +10% happiness

Benevolence: Foreign Aid Mission
  • Initial: -5% energy, minerals, food, alloys, consumer goods; +0.5 influence, +5% unity, +5% happiness
  • Launch: +100 opinion modifier (-0.25/month) to all empires, +1 influence/month, +X months unity output

Biogenesis: Abiogenesis
  • Initial: +0.2 main species pop assembly/month
  • Launch: +1 main species pop assembly/month

Chivalry: Call the Banners
  • Initial: +5% naval capacity, +5% ship build speed
  • Launch: +20% naval capacity; +20% ship build speed

Collectivism: All Lift Together
  • Initial: +10% governing ethics attraction; -10 crime; -5% pop upkeep; -5% empire size from pops
  • Launch: +50% governing ethics attraction; -50 crime; -20% pop upkeep; -20% empire size from pops

Commerce: Economic Stimulus
  • Initial: -1% energy credits; +5% trade value
  • Launch: -5% energy credits; +20% trade value

Confederacy: Delegated Powers
  • Initial: -10% Governing ethics attraction; +2% resource output on planets with no governor
  • Launch: -10% Governing ethics attraction; +10% resource output on planets with no governor

Cooperativity: Eusociality
  • Initial: -10 deviancy; +20% unemployed drone output
  • Launch: -50 deviancy; +100% unemployed drone output

Desires: Embrace Avarice
  • Initial: -10% claim cost; +10% station construction speed
  • Launch: All scientist drones gain a rank of Salvager, all Commander Drones gain a rank of Material Liberator; +25% mining & research station output

Destruction: Total Obliteration
  • Initial: +20% orbital bombardment damage; +5% pop resource output when devastation>0
  • Launch: +100% orbital bombardment damage; +20% pop resource output when devastation>0

Faith: Canonize the Saintly
  • Initial: -5% leader upkeep; -25% leader cost
  • Launch: -25% leader upkeep; All leaders remove 1 negative trait; a random leader without the "annointed saint" trait gains "Annointed Saint" trait. (Governor Trait: -100% upkeep, +10% unity from priests on governing planet/+5% unity from priests in sector, +2 priest jobs on home planet)

Foundation: Concentrate Authority
  • Initial: +20% migration growth in capitol, +20% build speed on capital
  • Launch: +100% migration growth in capitol; +20% build speed on capital; capital gains "Foundation" planetary feature which gives +10 housing, 3 clerk jobs, 2 bureaucrat jobs, 1 politician job.

Friendship: Reciprocal Goodwill
  • Initial: +10% improve relations speed; +1 envoy
  • Launch: -50% improve relations speed; +2 envoys; +10% trade value and unity per empire with ‘Friendly’ relations.

Fury: Single Minded Rage
  • Initial: +1.5x chance to draw weapon technologies; +5% research rate for weapon techs (+1% per fury level)
  • Launch: 1.5x chance to draw weapon technologies; +20% research rate for weapon techs (+2% per fury level)

Greed: Regressive Taxation
  • Initial: -5% worker happiness; -2% specialist happiness; +0.2 trade value from living standards
  • Launch: -10% worker happiness; -5% specialist happiness; +1 trade value from living standards

Hacking: Exploit Security Vulnerabilities
  • Initial: +10 base intel; Other empires except shared federation/defense pact/vassals take penalties depending on our intel level (low/medium/high) for each category
  • Government: -1/2/3 stability
  • Diplomacy: -2/4/6% diplo weight
  • Economy: -2/4/6% resources from mining stations
  • Military: -2/4/6% naval cap
  • Launch: +10 base intel; as above, penalties change to:
  • Government: -5/10/15 stability
  • Diplomacy: -10/20/30% diplo weight
  • Economy: -10/20/30% resources from mining stations
  • Military: -10/20/30% naval cap

Individualism: Encourage Free Choice
  • Initial: +1 trait selection option on leader level up; all leaders gain 100xp
  • Launch: +2 trait selection options on leader level up; all leaders gain 500xp

Industry: Relax Regulations
  • Initial: -2% habitability; +2 miner jobs; +1 Metallurgist job on all worlds
  • Launch: -5% habitability; +4 miner jobs; +2 Metallurgist jobs on all worlds

Isolation: Turn Inwards
  • Initial: -20 base intel on all empires, -1 envoy slot; +2 encryption, +20 edict fund
  • Launch: -20 base intel on all empires, -1 envoy slot; +2 encryption, +100 edict fund

Justice: Restitution
  • Initial: +0.1 max influence from power projection for each rivalry with a criminal empire (empire with the Barbaric Despoilers, Criminal Syndicate, or Letters of Marque civics.)
  • Launch: +0.5 max influence from power projection for each rivalry with a criminal empire. +33% ship damage vs criminal empires.
Side note - this should be unavailable to the above empire types

Liberty: Self-Evident Truths
  • Initial: Planets with >66% approval get +5% growth, +5% Specialist Output, +5% trade value. Planets with <66% approval get +20% ethics shift chance, +20% governing ethics attraction
  • Launch: Planets with >66% approval get +10% growth, +10% Specialist Output, +10% trade value. Planets with <66% approval get +100% ethics shift chance, +100% governing ethics attraction

Malice: Painful Lessons
  • Initial: +2 Months Research when completing certain Espionage Operations (Acquire Asset, Diplomatic Incident, Smear Campaign, Extort Favors, Sabotage Starbase, or Arm Privateers)
  • Launch: +10 months research when completing painful espionage operations.

Mechanicum:
  • Initial: -5% robot/machine upkeep, +2/4/6% robot pop output when gaining +100/500/1000 eng research/month
  • Launch: -20% robot/machine upkeep, +10/20/30% robot pop output when gaining +100/500/1000 eng research/month

Might/Militarism: Imply Consequences
  • Initial: +1% diplomatic weight for each empire with inferior relative power
  • Launch: +5% diplomatic weight for each empire with inferior relative power. Inferior empires have +50 diplomatic acceptance and +25% trade acceptance.

Mystery: Pass Unseen
  • Initial: +1 cloaking strength, +25% progress towards cloaking field generator 1 if not already unlocked.
  • Launch: +5 cloaking strength, +20% ship damage in nebula systems.

Nature: Natural Wonders
  • Initial: Planetary deposit features each give +1 unity
  • Launch: Planetary deposit features each give +5 unity

Omnipresence: Nowhere to Hide
  • Initial: Starbases gain +1 detection strength; +1 sensor range; enemy ships travel 5% slower within our borders; allied ships gain +5 tracking and +5 hit chance within our borders
  • Launch: Starbases gain +5 detection strength; +5 sensor range; enemy ships travel 20% slower within our borders; allied ships gain +20 tracking and hit chance within our borders

Order: Our Will Be Done
  • Initial: +5% edict fund; +5% council agenda speed; +5% council agenda duration
  • Launch: +20% edict fund, council agenda speed, council agenda duration

Perseverance: Learn from Failure
  • Initial: Gain 5 phys/soc/eng research every time an archaeology/first contact/astral rift/espionage operation fails the roll to progress.
  • Launch: Gain 20 phys/soc/eng research every time an archaeology/first contact/astral rift/espionage operation fails the roll to progress.

Philosophy: The Nature of Nothingness
  • Initial: Researchers produce 0.2 dark matter/month
  • Launch: Researchers produce 1 dark matter/month, discover Dark Matter Drawing tech, 0% progress.

Purposefulness: Executive Function
  • Initial: +5% edict fund; +5% council agenda speed; +5% council agenda duration
  • Launch: +20% edict fund, council agenda speed, council agenda duration

Piracy: Crime Pays
  • Initial: +1 criminal jobs/25 pops on each planet. Criminals produce +4 naval capacity, +1 consumer good, and 0.2 rare crystals
  • Launch: +1 criminal job/25 pops. Criminals produce +20 naval capacity, 5 consumer goods, and 1 rare crystal.

Proselytism: Share the Word
  • Initial: +4/5/6/7% diplomatic weight when you have at least 500/6000/25000/100000 stored unity.
  • Launch: Gain +12 months of unity. +20/25/30/35% diplomatic weight when you have at least 500/6000/25000/100000 stored unity.

Serverbound: Defragmentation
  • Initial: +25% automatic resettlement chance, -5% empire size
  • Launch: +100% automatic resettlement chance; -20% empire size

Shroudborn: Seek the Substance
  • Initial: +5% monthly Zro; -5% breach the shroud cooldown.
  • Launch: +20% monthly Zro; -25% breach the shroud cooldown; a random planet in our borders gains a +2 Zro deposit.

Spaceborn: Ad Astra
  • Initial: 1.2x more likely to draw rare voidcraft techs; +5% voidcraft research rate
  • Launch: 2x more likely to draw rare voidcraft tech; +20% voidcraft research rate

Subminds: Cultivate Novel Personalities
  • Initial: +2% research if you are above the scientist leader cap; +2% naval capacity if you are above the commander leader cap; +2 stability if you are above the official capacity.
  • Launch: +10% research if you are above the scientist leader cap; +10% naval capacity if you are above the commander leader cap; +10 stability if you are above the official cap.

The Swarm:
  • Initial: -5% penalty for exceeding naval cap
  • Launch: -20% penalty for exceeding naval cap

Venerability:
  • Initial: +5% archeostudies research rate; +5% monthly minor artifacts
  • Launch: +20% archaeostudies research rate; +20% monthly minor artifacts; discover a random archeostudies technology (0% progress).
garvins 9 May, 2024 @ 4:01am 
I would admit to nerfe some of the new traditions.

Confederacy:
The opening -25% a extreme strong bonus in the lategame in comparison to other picky i would reduce it to at least -15% same with the final effect.
with -10% empire size it is twiced as the vanilla tradition, i would admit to lreduce it to -5% too.

Archivist:
The opening +20% Anomaly Discovery is very strong. I think a +15% would be fit better. With the Discovery tradition you get less and have to activate an edict. But +15% is stil ok because of the additional survey speed you get from Discovery.

I hope i have in teh next days tiem to check all for balance suggestion. But i need to compare this to the ascention picks you could do.
Last edited by garvins; 9 May, 2024 @ 4:07am
El Wiwi 31 May, 2024 @ 1:43am 
Not sure if it'd fit with either Mechanicum or Spaceborn since neither are wholly megastructure focused, but had an idea for an agenda for raising the megastructure build cap, something like this:

Initial: -10% pop growth, -10% basic resource yields (or -15% research speed?)
Launch: +1 Arc Furnace and +1 Dyson Swarm capacity

The penalties might be too harsh but this is a very rough idea.

And it's not an agenda, but having a tradition tree dedicated to the caravaneers & other NPC factions would be cool. Increasing the output of 10 year contracts, buffing hired leaders & their associated council positions, etc. Not entirely sure what an agenda for that tree would do, though - maybe adding the + 10 year lifespan trait to hired faction leaders?
TheBlueTitan 25 Oct, 2024 @ 7:11pm 
As requested, Ben_D⚜, here are my suggestions for a rework of the "Archivist" tradition tree. Additionally, I've added a few things and slimmed it down a bit. I also tried to make the flavor texts work with both a peaceful, surveying race as well as a xenocidal, murderous one. That wasn't easy, haha.
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Adoption:
Anomaly Discovery chance increased by +20%
Unlocks Agenda: Assisted Archiving

Assisted Archiving: Initial Modifier: Observation Stations Produce: +5%. Launched Modifier: Observation Stations Produce: 10% AND Archive Build Speed: +25% (That's the unique building you get for finishing the tree)

Keep the Anomaly Discovery chance. It's simple to understand, and sends a strong signal the purpose of this tree is maximizing surveying. When paired with the complimenting, vanilla Discovery tree, using the "Map the Stars" Edict with the increased survey speed, you can really lean in to a more dedicated exploration play-through in a larger galaxy, with upwards of 4-5 dedicated exploration scientists. That feels different than a normal game. It's strong, yes, but it incentivizes a particular play-style. Tradition trees should change the way you functionally play the game. They shouldn't be generically powerful options like the vanilla Prosperity tree.

Shelf the "Assisted Archiving" Agenda for use with another, distinct tradition tree with a focus on maximizing Observation Stations and Pre-FTL interactions. If I have time later, I will write a different tree idea for that one!

Replacement for the "Assisted Archiving" Agenda:
"Celebration of Wonder":
Initial Modifier: Whenever one of your scientists discovers an anomaly, they gain 25*A experience, where A is the Anomaly level of the anomaly discovered.
Launched Modifier: For each Unresearched anomaly in your Situation Log, you gain +20*U Unity. Where U is the number of unresearched anomalies. Anomaly Research Speed: +10%.

Flavor Text: "Every star. Every planet. Every secret. Our goal."
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(1.1) Primitive Lifeforms Study:
All our planets have a 10% [chance?] to gain an alien pet deposit (includes new planets we acquire, one planet can only be affected once). Observation Stations produce 5 unity, and their missions produce +50% Society Research.

Shelf this for later use with the FTL observation tree mentioned above.

Reason. It has no synergy with the adoption perk. Increased Anomaly Discovery chance is good early game, pre-50 years. This ability is better the more planets you have, meaning you'd want it later, so there's a large gap in time where you are disincentivized to finish the tree. That feels bad.

Replacement for (1.1) "Primitive Lifeforms Study":
(1.1) "Scrutinous Surveyors":
Unlock a third and fourth tier of the "Perfectionist (Meticulous)" trait. All current scientists you have, recruit, or receive through future events will gain the Perfectionist trait. Your current scientists and those currently recruitable who have the Perfectionist I or II trait already receive an additional level of the perk for each level they had before adopting this perk. Your current and future scientists cannot gain the "Roamer" trait, and lose it if they have it. For each level of Roamer they lost, they gain one level tier of Perfectionist. Survey Speed: -10%. All forms of "Increased Survey Speed" earned through events, perks, agendas, or otherwise are converted into Anomaly Discovery chance at a rate of 0.33* the original increased survey speed amount.

Flavor Text: "While others note 'Where', we take the time to ask, 'Why?'"
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(1.2) Arms Collections:
Weapon Damage increased by +5% and Army Damage increased by +15%. [Swap: Fanatic Purifiers, Devouring Swarms or Terminators]

Rework this. What the heck does this have to do with Archivists? Lol.

A simple fix, which would feel similar, but would also be in flavor for the whole "surveying" idea, would be...

Replacement for (1.2) "Arms Collections":
(1.2) "Xenocidal Reconers":
Weapon Damage increased by +5% and Army Damage increased by +8% for every spacefaring civilization you've met since the start of the game. Weapon Damage decreased by -7% and Army Damage decreased by -10% for every spacefaring civilization you've met since the start of the game whom you have failed to yet eradicate or subjugate entirely.

Flavor Text: "We seek new worlds and new species to conquer. Their survival is unacceptable. Find them."
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(2.1) The Librarians:
New Leaders have a 25% chance to get a Librarian trait, reducing their research speed by -5%, survey speed by -15% and increase their cost and upkeep by +50%. While this leader is recruited (do not need to be actively researching) our research speed is increased by +10% in either engineering/physics/society research.

Rework this. You can achieve most of what this perk is trying to do much simpler using perks already in game.

Replacement for (2.1) "The Librarians":
(2.1) "Fields of Study":
All your scientists have a 25% chance to gain an Expertise trait and another 10% percent chance to gain a second one.

Flavor Text: "Our scientists are encouraged to seek within themselves a field that resonates within their core being."
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(2.2) Information Keepers:
New Leaders have a 25% chance to get a Keeper trait, reducing their research speed by -5%, survey speed by -15% and increase their cost and upkeep by +50%. While this leader is recruited (do not need to be actively researching) our research speed is increased by +10% in either engineering/physics/society research. [Swap: Gestalt Consciousnesses]

Replacement for (2.2) "Information Keepers":
None. Just combine this with 2.1. Why make an entirely distinct perk Swap with literally all the same effects, adding twice the number of perks to the game, only so that the Gestalt ones would have the word "Keeper" in the name instead of "Librarian"? Unnecessary bloat.
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(2.3) The Librarians:
Research Speed increased by +10%. [Swap: AI Players]

Unnecessary. Tree doesn't need 3 separate Swaps for perk 2.X. Just have them all be the "(2.1) Fields of Study" perk I've outlined above.
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(3.1) Historical Records:
Increase Government Ethics attraction by +10% and unity output by +5%.

Rework this. This is straight up boring, and has nothing to do with the theme of this tree. No to mention how extremely underwhelming it is.

Replacement for (3.1) "Historical Records":
(3.1) "Experienced Explorers":
At the minimum, your surveying scientists will find an anomaly every (12 - L) celestial bodies surveyed, where L is their level."

Why? This means the more experienced a scientist is, the more observant they are and more likely they are to discover something more often. Highlighting the theme and reinforcing with incentive a heavy surveying play-through.

Flavor Text: "We have grown accustomed to our scientists routinely returning home with consistent, new discoveries. And they get more efficent all the time."
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(3.2) Physical Records:
Increase unity output by +10%.

Boooring. Off theme. Random. Generic.

Replacement for (3.2) "Physical Records":
(3.2) "A Second Look":
Whenever one of your scientists finishes researching an anomaly, they have a 10% chance to discover another anomaly at the same location (can't happen more than once at the same location).

Flavor Text: "When you take a second look, you sometimes find that which was hidden at first glance."
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(4) Galactic Records:
Gain 10 influence whenever a system is fully surveyed.

The coolest perk in the tree, and fundamentally changes the way you play. No changes. This is a huge motivator for taking this tree. It's flavorful, too. Every time you discover a new solar system, your Empire of nerds get excited, and you grow some influence with them based on their support in your Empire's archiving the universe's mysteries. Fantastic design.

Flavor Text: "Every star we chart is a wave we ride, galvinizing our conviction, and reminding our peoples purpose, and all the treasures untold in the universe."
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(5) Preservation of Knowledge:
We gain +1 monthly Unity for every technology that we have researched.

Rework this. Yeah. I... I love this perk. I do. I like the idea of being incentivized to research the lowest hanging fruit, rather than the most powerful technology in the stack at the time, which is what we all do normally. This perk meaningfully incentivizes a different playstyle, and rewards it. It's great. But... But. This feels more like what the finisher effect should have been for the Discovery tree, which incentivizes leaning into more researchers. I don't know. It has nothing to do with "Archiving".

Replacement for (5) "Preservation of Knowledge":
(5) The Galactic Atlas:
You gain (S - 15) unity every month, where S is the number of complete star systems your empire has fully surveyed."

Why? You still get the Unity, but in a way that is congruent to the flavor of the core surveying theme of the tree. Even better, it scales with map size, getting more powerful the more you've surveyed the greater galaxy, which you need on bigger maps to do bigger things!

Flavor Text: "Ever planet we record is a reminder of how small we really are. Of the undertaking that lay before us. It is not intimidating. It is invigorating."
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Finisher:
Unlocks the Planetary Archive building, producing 3 unity and increasing planet engineering/physics/society research by +10%.

Rework this. Is this strong? Maybe. Is it boring. 100%. XX% increases to Y are usually pretty easy to code, but damn are they boring.

Replacement for Finisher:
Finisher: "Amateur Astronomers": Once in total per year, in systems where you have one or more settlements (colonized planets, habitats, or megastructures), a single celestial body in one of those systems has a 25% chance to spawn a tier 3 or lower anomaly, found by an amateur astronomer on a settlement in that system."

Flavor Text: "Your surveying pursuits have captured the imagination of your citizens, many of whom have now acquired telescopes of their own. They too seek to make their mark as explorers, even when terrestrially bound."

It would also be pretty neat if there was a little time-freezing pop-up when a new anomaly was discovered this way, so the player feels the perk being useful.
Last edited by TheBlueTitan; 25 Oct, 2024 @ 8:16pm
The Sun 16 Nov, 2024 @ 9:51pm 
Can you make a discussions page to show any mod patches that have been made?
Adoption description effect of Militarism have werid spelling

this should be
"When at war or Over Naval Capacity gain +5% resource from jobs"
For some extra mod compatibility maybe adds its own a economic catagory for the automation buildings so that if other modders want to add their own upkeep reduction they can without also ow this mods (or atleast have it still have effect when this mod is enabled)
a similar thing could be done with the automation modifier to add a "district_automated_workforce_add" modifier to increase the automated work force. this would mean that other modders could add upkeep reductions and extra workforce without having to overwrite your mod
Last edited by lyra_tcm; 8 Jun @ 1:37am
machine empires should get some extra pop assembly speed when taking the tradition (iirc, it's biogenesis/mutation one)
Hello there, just noticed that there is a define for ai empires to spend unity for edicts after picking 49 traditions. Thats the vanilla value of course, with your mod that probably should be increased, else the empires spend a lot of their unity for edicts and get less ascension perks. I changed it for my private mod to NUM_TRADITIONS_FOR_EDICTS = 357
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