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Stellaris Dev Diary #129 - Tradition Updates

Hello everyone! Today you will be able to enjoy yet another Stellaris development diary, so that the drudgery of ordinary life gets momentarily replaced with excitement and joyous anticipation. As promised we will continue by detailing the features in the free 2.2 'Le Guin' update, and the topic will be the traditions and how they have been updated to work with our new game systems.

As per usual I of course have to reiterate that we're not yet ready to reveal anything about when 2.2 ‘Le Guin’ is coming out, and that images may contain placeholder art, interfaces and non-final numbers.

Lets get started then! Updating the traditions was of course a necessity with the reworked economy, but a secondary objective was also to make the themes of each tradition tree be more well-defined. A tradition tree should stick to a theme or a playstyle, while also making sure the bonuses are as unique and fun as possible.

Expansion
The Expansion Traditions are themed around colonizing faster, growing a large population, and generally having a large empire.
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Domination
The Domination Traditions are no longer focused around vassals, but are instead focused around reducing crime, better workers and slaves, and better rulers and governors.
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Prosperity
The Prosperity Traditions are themed around improving planets and making specialists better.
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Harmony
The Harmony Traditions are themed around sustainability, amenities, and stability.
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Supremacy
The Supremacy Traditions are themed around domination of space. You will be able to field larger fleets and upgrade more starbases, while both of them will also be stronger.
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Diplomacy
The Diplomacy Traditions are themed around federations, the galactic market and trade.
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Discovery
The Discovery Traditions are themed around research and space exploration.
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That covers most the traditions and how they have been updated to the new system. As you saw, some of them still have some work that needs to be done. They are also still prone to change and numbers are non-final and all that.

Tune in for a short stream today where I’ll be talking some more about the traditions, and perhaps showing up some the more unique traditions for gestalt empires and purifiers.

Next week we will continue to mercilessly tease you about the upcoming update by showing some of the New Technologies, so make sure to mark it in your calendars!
 
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Can we look at revisiting 'Colonization Fever'.

This is the weakest investment in Stellaris.

I had to double check to see what you meant by that.

Given that we have far more population at game start and planet late-game can hold far more than current 2.1 tile system. I agree with you.
 
In a earlier dev diary (the one about trade routes) it has been mentioned that pirates will be able to pillage trade routes. In continuity to that my question is: will normal empires be able to raid other empires trade routes? Example: I would raid the trade routes of my unfriendly neighbor.
If this is not a thing, I think that would be a nice functionality. :)
 
+1 pop is actualy quite good imo, it increases production of your planet right away.
Yeah, but it does that in the current system too. The question is whether it has the same value compared to max pops in the current vs the new.
 
+1 pop is actualy quite good imo, it increases production of your planet right away.

That would have been still good if you could only ever at max have 25 population. But with 2.2 that is changing.

Now there are teaser out there of ringworld with enough housing for triple digit population (per section and based on number that aren't finalized).

Also, you start with 26 population on homeworld for 2.2 not the current number you start with in 2.1 which is far less. So you need to boost it from one to remain competitive or change it to something else worthwhile taking.
 
I'm not sure, how to feel about new traditions. On one side, they're no clear "opener" traditions any more. On another, it feels like they're all "just small numbers" now, and differ little.

One clear issue is left, though.
Leader level cap bonuses
While admirals gain XP in rapid rate, governors, and especially ruler, require AGES to get a level cap. Even immortal rulers require you to keep them from the start of the game until late game, and even then they still can't reach level 8-9, even if it's possible.
What the point of increased level caps if your rulers and governors have to live hundreds of years? Maybe with increased cap they also should get XP speed?
 
i don't like the flavor text for the judge dread referencing tradition that reduce crime : what if i want to roleplay a democratic liberal society ?
Looks like you have to accept that Judge Dread is better in stopping crime then any democratic system! At least 20% better! :p

But seriously:
1) 100% happy pops produce no crime, so you totally can build egalitarian utopia for them
2) They say you will not be able to finish all traditions in reasonable time in 2.2, so save domination for last
3) Just mod some other text. A lot of people are going to make mods like that.
 
On the topic of Too few traditions, I think some could be added simply by breaking down and expanding the current ones.

  • There are for example no "Defensive Ideas" / "Offensive Ideas", just general Supremacy.
  • Expansion is basically merged with Administration (like EU IV).
  • Religion is entirely missing (spiritualist is just a modifier, and there is in fact only 1 religion in entire Galaxy)
  • There are no "Weapon focuses", even for Militarists. Everyone can research Lasers and be exactly equally as good with them as anyone else. Neither is there an Armor / vs Shield specialization
  • And Diplomacy for non-federation formers is still quite useless, simply because there aren't really other Diplo interactions other than "I want your Planets NOW!! Muhahaha" :D
 
I'm not sure, how to feel about new traditions. On one side, they're no clear "opener" traditions any more. On another, it feels like they're all "just small numbers" now, and differ little.

One clear issue is left, though.
Leader level cap bonuses
While admirals gain XP in rapid rate, governors, and especially ruler, require AGES to get a level cap. Even immortal rulers require you to keep them from the start of the game until late game, and even then they still can't reach level 8-9, even if it's possible.
What the point of increased level caps if your rulers and governors have to live hundreds of years? Maybe with increased cap they also should get XP speed?

Election based leaders frequently reach the cap. With governors, getting to high level is easy, just build a bunch of stuff and clear blockers. We will see how it works out with the sector system.
 
Basically the bonuses are so negligible that in the early game that you are free to pick whatever you want for the sake of RP because you will see hardly any payoff until late game, but it matters even less then because everyone will have picked up many or all the trees. This was the case anyway for all but discovery and expansion, with a few exceptions like the domination opener which is now moot.

Now I have to ask, if it is pointless in the early game, and made pointless in the late game, then what's the point of this system even existing? I don't know. Maybe it'll actually be super hard to get all the traditions now, but current system is still boring.