Stellaris

Stellaris

Additional Traditions (Stellaris v2.1.*)
NewAgeKid52  [developer] 26 Jun, 2018 @ 1:39pm
Tradition Swap for Hives, Machine Consciousness, FP, Inward Perfection
Here are my suggestions for tradition swapping for the new traditions in this mod. It is quite extensive. Please tell me what you think. Here we go.

Aggression Traditions:
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(Fanatic Purifier, Determined Exterminator, Devouring Swarm)(because they don't have the ability to rival anyone nor make claims due to Total War CB):

^^^Adoption Effect:
+5% Weapon damage
+10% Assault Army Damage

^^^Ruthless Negotiations -> No Negotiations
"Our path is forged. There will be no negotiations with the enemy. Either they die or we do. Everyone should know this." (Fanatic Purifier and Devouring Swarm say this)
"Organics and non-compliant synthetics constitute a high level threat. The chances of peaceful negotiation is 0 percent. Engaging termination protocols." (Determined Exterminators say this)

+33% Force Disparity Combat bonus
FORCE_DISPARITY_FIRE_RATE_MULT = 0.33
+5% Weapon Fire Rate

^^^Voice of Violence -> Acts of Violence
"Actions speak louder than words. Rather than shout at our enemies, the first and best thing to do is just to attack them first." (Fanatic Purifiers and Devouring Swarms say this)
"Engaging first strike protocols is calculated to increase survivability by 19.852%" (Determined Exterminator says this).

+20% Weapon Range

^^^Finisher Effect:
+1 Influence

----------------------------

(Hive Mind)(because they don't have slaves)

^^^Ruthless Negotiations -> Ruthless Sacrifices
"Sometimes members of the Hive must sacrifice themselves to win a war. Their biomass being converted into raw minerals for ships is that sacrifice."

-5% Ship Cost

----------------------------

(Machine Intelligence)

^^^Ruthless Negotiations -> Selective Deferred Maintenance
"Our units may have to work beyond their intended capacity when commanding warships. Their unit failures are worth the calculated logistical gains."

-5% Ship Upkeep

-----------------------------

(Inward Perfection Empires)

Aggression -> Protection
"The best way to compete with other empires is being aggressive in the protection of our own."

^^^Adoption:

-10% Starbase Upkeep

^^^Voice of Violence -> Voice of Defense
"We back our words with the strength of our fortifications"

-10% Defense Platform Upkeep
-5% Defense Platform Cost

^^^Ruthless Negotiations -> Words of Resolve
"Even if we are beset by enemies all around us, we will not falter"

-20% Unrest

^^^Finisher:

+1 Influence

*****************************************************************
Statecraft Tradtions:
-----------------------------

Hive Mind (because Hives do not have factions, happiness, or need for governing ethics attraction) (includes Devouring Swarms)

Statecraft -> Efficiency
"The Mind is not born perfect. It too can seek to make itself and the Hive more efficient in its quest for survival."

^^^Government Propaganda -> Sensory Reinforcement
"The use of subtle but constant reinforcement of the Mind's will through proper use of smell, sound, or taste or sight has shown to have the added effect of speeding up the response time
of drones responding to the Mind's will."

-10% Unity cost per colony
-10% Unity cost per system

^^^Large State Apparatus -> Greater Autonomy
"The Mind has experimented repeatedly on how to give semi-autonomous drones more autonomy while still controlling them. After repeated attepts and many drone lives lost, it finally can be done."

+3 Leader Capacity (same as is now)

^^^World Control -> Partial Mind Seeding
"The Hive has learned that by growing a small part of the Mind on every planet and starbase, the drones can gain access to instructions from the Mind easier and faster due to the Mind's connection to other parts of itself through the Shroud."

+2 Starbase Capacity
+1 Core Systems (same as is now)

^^^Censorhip -> Anti-Divergence Drones
"Small groups of specialized drones go around looking for drones that diverge from the Mind itself and destroy them before they can get free of the Mind's control."

+1 Influence

^^^Public Debates -> Accumulation Zeal
"The Mind understands the importance of gaining access to strategic resources and has infused into the drones the zeal to gain access to them."

+2% Unity per Strategic Resource
+10% Max Unity from Strategic Resources

^^^Finisher:

+15% Habitability
+10% Growth Speed

-----------------

Machine Consciousness (including Determined Exterminators)

Statecraft -> Efficiency
"The Machine Intelligence may experience sudden termination due to faulty coding or unoptimized procedures. In order to exponentially increase the chances of survival, the Machine Intelligence must take actions to improve its efficiency in all aspects of its code and procedures."

^^^Government Propaganda -> Self Diagnostics
"Within the code are special diagnostics programs which correct any errors they encounter as they run in the background of all units"

-10% Unity cost per colony
-10% Unity cost per system

^^^Large State Apparatus -> Optimized Checks
"Rather than waste bandwidth streaming and recieving data to the core intelligence at all times, advances allow specialized units to become more autonomous. This autonomy affords the individual unit to act on its own and only need to stream and recieve data periodically."

+3 Leader Capacity (same as is now)

^^^World Control -> Administrative Control
"Advances in coding effiency allow the core intelligence to more easily and quickly exert administrative commands to override local control of planetary and starbase systems when needed."

+2 Starbase Capacity
+1 Core Systems (same as is now)

^^^Censorship -> Anti-Rogue Protocols
"In the event a Machine Intelligence unit malfunctions or disconnects, specialized internal security units are dispatched to destroy the rogue unit. The rogue units processes are then studied to patch security holes."

+1 Influence

^^^Public Debates -> Redudant Systems
"The units of the Machine Intelligence have redudant systems which activate in case of catastrophic failure so they can continue working until they can be properly serviced so there will be no loss of productivity due to downtime."

-10% Pop Upkeep

^^^Finisher:

+2 Leader Level
+2 Leader Capacity
+20% Leader Experience Gain

*******************************************************************
Inspiration Traditions:
---------------------

Hive Mind (including Devouring Swarms):

^^^Adoption Effect:

+1% Free Pop Resource Output

Search for Paradise -> Search for Nest
"The Hive longs for a good place to call a new home. We look to the stars with ever increasing desire"

+10% Survery speed
+10% Colony Development Speed

-------------------

Machine Intelligence (including Determined Exterminators) :

^^^Adoption Effect:

+1% Robot Resource Production

^^^Cornucopia -> Abundance Protocols
"Minerals and Energy are essential for the continuation of the Machine Intelligence. There is a search for ways to increase their production facilities' return on investment."

-15% Mining Station Upkeep
shipsize_mining_station_upkeep_mult = -0.15

^^^Search for Paradise -> Search: Habitations
"Current projections show exponential increase in productivity through searching for habitable planets. Enacting enhanced search and colonize protocols."

+10% Survery speed
+10% Colony Development Speed

----------------------
Inward Perfection, Fanatic Purifier empires:

^^^Seeds of Life Cycle -> Right to Live
"Our species and us alone has the right to live and prosper. The Life Cycle only respects us because we are the only ones chosen and worthy."

+5% happiness
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Showing 1-3 of 3 comments
Meltup  [developer] 27 Jun, 2018 @ 10:43am 
NICE! Love the descriptions! :LIS_pixel_heart: I will go through the list once more, implement swap on the weekend and then test it :LIS_poker_face:

So far my only remark:
"+15% Habitability
+10% Growth Speed" - too overpowered and it is not necessary good for all Hivemind builds. Perhaps leave +2 Civics (and for Machine Empires too)? Hiveminds and Machines can reform goverments, right?
NewAgeKid52  [developer] 27 Jun, 2018 @ 1:15pm 
I am glad you like my suggestions :)

About the Hive finisher for the Efficiency tree. That does seem quite overpowered. Maybe +10% habitability instead?

My reasoning for choosing +habitability is because Hives only have 8 civics to choose from (excluding Devouring Swarm since you can't choose it or remove it mid-game) and many people, myself included, probably have mods already which add more civics slots like though ascension perks or researchable technologies.

Normal empires have lots of civic choices, lots more through mods. Hives, not so much. It is possible if you have other mods, you'll come up with many civic slots for hives but not enough hive civics to choose once you get many civic slots by taking up ascension perks or repeatable technologies to add more civic slots.

If the +Habitability is overpowered as a powerful finisher for the Efficiency tree, maybe a flat bonus like +10% minerals would be good instead?

As far as Machine Empire Efficiency finisher, is it too overpowered too?
Meltup  [developer] 7 Jul, 2018 @ 1:40pm 
I think I will leave the same '+2 civic points' finisher for Efficiency trees for now. There are plenty of mods that add additional civics to the game... plus it gives some flexibility to the tradition.

I have implemented alpha version of the swap with the new update. Still got a lot of work to do and I would love some help with testing since there are plenty of different combinations.
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