• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #219 - Selectable Traditions

Greetings and salutations space fans!

Today we’re back with another dev diary, and the topic at hand is the feature improvements coming to the Traditions system. Back in dev diary 214 when we announced the Lem Update and the Custodians Initiative, we also talked about how to make Selectable Traditions.

Attn. This post has been updated with some new changes following feedback from the community.

Selecting your Traditions

We know there’s been mods that have extended the amounts of traditions for some time now, and we also know that it's something that parts of the community have been asking for as well. For us, Traditions have always been an important part of customizing and specializing your Empire during play, and although we of course like giving players more customization options, we also need to maintain a balance. We didn’t simply want to keep adding new traditions without having the UI support it well, and we didn’t also want to give players too many options right away, which can lead to Choice Overload. We felt like it was a good time to review the Traditions system, because we wanted to add a few more Tradition Trees, and open up the avenue for doing more of that in the future, where it makes sense.

Let’s dive into the changes, and keep in mind that nothing is final and there’s missing art. Feedback is still very welcome though.

1628750674741.png

We are improving the traditions system so that you are no longer locked to the same set of 7 traditions (with some swaps), but you can rather pick which Tradition Tree you want to go into one of these 7 slots.

1628750700458.png

All the Tradition Trees currently available to the United Nations of Earth.


Some of the Tradition Trees, that were previously swaps of other trees (like Adaptability being a swap of Diplomacy), are now their own trees again. This means that Adaptability, for example, is now available to all non-machine empires. Synchronicity is still mutually exclusive with Harmony (one will appear if you are a gestalt empire, the other if you are a regular one). Versatility is available to all machine empires.

Changes to existing Traditions
Other than allowing you to select your own Traditions trees, we’ve also changed some of the traditions within the existing trees. Let’s take a look at some of those changes:

Domination
  • Judgment Corps: no longer increases crime prevention, but rather makes your Enforcers produce 1 Unity.
  • Privy Council: now also increases Edict Cap by +1
  • Finisher: no longer provides +1 monthly influence, but rather increases admin cap by 20%. This applies to all types of empires.

Diplomacy
  • Open Markets replaced with Diplomatic Networking: Embassy pacts now produce 3 Unity
  • Secure Shipping replaced with Eminent Diplomats: Diplomatic Acceptance increased by +5, and your Envoys that are Improving Relations have a 1% chance per month to gain a Favor from the target empire.
  • Insider Trading replaced with Trust or Bust: Trust Cap +50, Trust Growth +33%
  • Finisher: no longer increases Trust Cap or Trust Growth, but rather increases Diplomatic Weight by +10% and +1 Envoy.

Harmony
  • Mind and Body: now also increases Leader Skill Cap by +1
  • Kinship: effect on demotion time buffed from -50% to -75%
  • Bulwark of Harmony moved to Unyielding, replaced with Harmonious Directives: +1 Edict Cap

Supremacy
  • Adoption: no longer increases Starbase Cap by +2, but instead increases Naval Cap by +20
  • The Great Game: old effects removed, now increases damage done to Starbases by +20%

Prosperity
  • Finisher: no longer provides Merchant Jobs per Pops on a planet, but rather increases Stability by +5 and Pop Resource Output by +5%. This applies to all types of empires.

New Tradition Trees
We are adding 3 new Tradition Trees to the game: Mercantile, Unyielding and Subterfuge. Subterfuge is currently unlocked by Nemesis, Unyielding is unlocked by Apocalypse, and Mercantile (originally supposed to be unlocked by Megacorp) is available to everyone. The reason being that we wanted to see how it felt to have the Trade Policies unlocked through this tree. It will therefore no longer be possible to convert Trade Value into Energy + Consumer Goods/Unity unless you have the (3) Adaptive Economic Policies tradition.

1628861271338.png

Mercantile (Free)
  • Adopt: Starbase Collection Range +1, Trade Protection +5
  • (1) Trickle Up Economics: Clerks provide an additional +1 Trade Value
  • (2) Commercial Enterprises: Commercial Zones Building now provides 1 Merchant Job. Also applies to Commercial Districts for Ring Worlds and Habitats.
  • (3) Adaptive Economic Policies: Can convert parts of their Trade Value into Unity or Consumer Goods.
  • (3) (swap) Federal Trade Fleets: Tradition swap for empires that are members of a Trade League Federation. Increases fleet contribution to the federation fleet by +50%, similar to Entente Coordination.
  • (4) Marketplace of Better Ideas: increases trade value by +10%
  • (5) Insider Trading: moved from Diplomacy Traditions, -10% Market Fee
  • Finisher: increases trade value by +10%

1628750966009.png

Unyielding (added to Apocalypse)
  • Adoption: Starbase Cap +2 and Starbase Upgrade Speed +50%
  • (1) Resistance is Frugal: Stronghold buildings now produce 3 Unity and Defense Army Health is increased by +33%
  • (2) Never Surrender: reduces Planet Bombardment Damage by -25%, war exhaustion by -25% and increases hostile claim costs by +25%
  • (3) Bulwark of Harmony: moved from Harmony Traditions, effects are as before
  • (4) Fortress Doctrine: increases the Hit Points and Damage of Starbases and Defensive Platforms by 33%, and reduces the upkeep cost of starbases by -20%
  • (5) Defense in Depth: increases Starbase Cap by +2 and reduces Starbase upgrade cost by -50%. In addition, owners of Nemesis will also increase Hostile Operation Difficulty by +4 for the Sabotage Starbase Operation.
  • Finisher: Max Defensive Platforms +50%

1628750986320.png

Subterfuge (added to Nemesis)
  • Adoption: +1 Codebreaking
  • (1) Information Security: +1 Encryption
  • (2) Operational Security: +1 Codebreaking, +2 Operation Skill
  • (3) Non-Disclosure Agreements: Hostile Operation Difficulty is +1, and Hostile Operation Cost and Upkeep is increased by +50%
  • (4) Double Agents: Whenever a Hostile Operation targeting us fails, we gain 10 Intel on the offending empire
  • (5) Shadow Recruits: increases Infiltration Speed by +50%
  • Finisher: Successful Operations refund half of their cost on Infiltration Level

----

That is all for this week folks! Let us know which Tradition Trees you like to pick, and why. Any feedback is very welcome.

Next week we’ll be back to talk about the additions we’re making to the Humanoids Species Pack.
 
Last edited:
  • 155Like
  • 76Love
  • 10
  • 7
  • 6
Reactions:

NilsFabian

What have the primitives ever done for us
152 Badges
Oct 24, 2015
1.062
2.411
  • Crusader Kings II: Jade Dragon
  • Cities in Motion 2
  • Ship Simulator Extremes
  • Impire
  • King Arthur II
  • Knights of Pen and Paper +1 Edition
  • The Kings Crusade
  • Magicka
  • Majesty 2
  • Majesty 2 Collection
  • March of the Eagles
  • Europa Universalis IV: El Dorado
  • Cities: Skylines Deluxe Edition
  • Magicka 2: Ice, Death and Fury
  • Cities: Skylines
  • Sengoku
  • Europa Universalis IV: Common Sense
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler 2020
  • Teleglitch: Die More Edition
  • Victoria 2
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Warlock 2: Wrath of the Nagas
  • Warlock: Master of the Arcane
  • Warlock 2: The Exiled
  • Darkest Hour
  • Ancient Space
  • Arsenal of Democracy
  • Crusader Kings II: Monks and Mystics
  • Magicka 2
  • Hearts of Iron IV Sign-up
  • Cities: Skylines - Snowfall
  • Crusader Kings II: Way of Life
  • Cities: Skylines - Natural Disasters
  • Steel Division: Normandy 44
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Conclave
  • Heir to the Throne
  • Europa Universalis III
  • Divine Wind
  • Europa Universalis IV
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Crusader Kings II: Horse Lords
  • For The Glory
  • Hearts of Iron IV: Expansion Pass
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
Incidentally, modders might be interested to know that the script for making a new tradition tree is much less painful now (in fact, I'd even go so far as to say "painless" and "simple"), though on the other hand existing tradition mods will need to do a fair share of updating.

For instance, the tooltips for various aspects of the tradition trees are now auto-generated instead of you having to write it all yourself, and the icons don't need to be specified in the UI files anymore. Basically, it's much better all-round!
So in addition to an easier moddability we can expect every new DLC come with an additional Tradition path?
This would really be cool if new mechanics would be tied directly into additional traditions.
 
  • 5Like
  • 2
  • 1
Reactions:

Olterin

Colonel
70 Badges
Jul 15, 2015
986
4.696
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Mare Nostrum
  • Stellaris: Distant Stars
  • Stellaris: Lithoids
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Nemesis
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Federations
  • Surviving Mars
  • Cities: Skylines - Parklife
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Holy Fury
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines
  • Europa Universalis IV
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Hearts of Iron III
  • Shadowrun Returns
  • Victoria 2
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Warlock: Master of the Arcane
  • Europa Universalis IV: El Dorado
  • Surviving Mars: First Colony Edition
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Crusader Kings III
  • Crusader Kings II: Conclave
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Cossacks
I am more hyped about the fact that you can select trees than about the specific changes, since this does open up the (UI) avenue of "advanced" tradition trees. These would be sporting prerequisites (such as other tradition trees having been finished, and/or specific Ascension Perks having been picked), but also be more powerful.

In any case, being able to specialize your empire in this way is nice, even a first step in that direction is welcome - I just hope there is more to come!

Concerning specifics:
-the Mercantile tree looks to be pretty solid, making clerks produce 5 base trade value plus 2 amenities, and further stacking 20% trade output on top. This might actually make them not terrible, since those clerks (and merchants added by the commercial zone) will now actually be able to feed themselves with consumer goods and then some. HOWEVER, the habitat trade district is being forgotten about again it seems - it will be entirely not worth building at all, ever, compared to the commercial zone building, because it provides zero merchant jobs.

- the Unyielding tree: the extra starbases it adds scale rather poorly by galaxy size. +2 might be fine for some sizes, absolutely amazing for smaller ones than that, and it is pretty 'meh' for the largest of galaxies. Would it be technically possible to make that a +% starbase cap increase instead (or a mix of the two)?

-Domination is being nerfed yet again, though I do see the value in it no longer affecting Crime directly. It's just that it will no longer affect crime directly anyway, because who is going to ever pick it? Compared to the other traditions on offer here it does not provide any sufficiently transformative or powerful effects to be seriously considered as a pick, if I'm not missing anything. This is assuming that the 10% ruler output still only affects actual resources produced, thus not affecting amenities provided by the rulers, and even then it's a bit dubious outside of specific builds. +10% admin cap for gestalts is absolutely amazing, however, and miles above what non-gestalts get.

-the Supremacy +20 naval cap is ... underwhelming. Sure, it's great to get that early rush out, but it greatly loses value when naval capacities reach the upper hundreds. +10 and +10% would be much more significant, covering all stretches of the game while also not just instantly doubling someone's starting naval cap as soon as this is picked. (Though granted, a super-early rush isn't exactly easy to pull off anymore under most circumstances, so perhaps not as concerning as I perceive this to be)
 
  • 18
  • 8Like
  • 1
Reactions:

Hero Of Olympus

Corporal
82 Badges
Jan 2, 2015
35
138
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II
  • Imperator: Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • BATTLETECH
  • Victoria 3 Sign Up
  • Hearts of Iron IV: La Resistance
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Empire of Sin
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Sign Up
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Cadet
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: El Dorado
  • Stellaris
  • Cities: Skylines
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Victoria 2
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Leviathans Story Pack
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Magicka
The biggest problem in-game balance is that Traditions are just way too marginal compared to tech. I don't say that they should be same level bonuses but they have to be impactful and made a worth investment.
 
  • 13Like
  • 5
Reactions:

Mímisbrunnr

Colonel
14 Badges
Mar 1, 2018
909
2.217
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Adoption: Starbase Cap +2 and Starbase Upgrade Speed +50%
  • (1) Resistance is Frugal: Stronghold buildings now produce 3 Unity and Defense Army Health is increased by +33%
  • (2) Never Surrender: reduces Planet Bombardment Damage by -25%, war exhaustion by -25% and increases hostile claim costs by +25%
  • (3) Bulwark of Harmony: moved from Harmony Traditions, effects are as before
  • (4) Fortress Doctrine: increases the Hit Points and Damage of Starbases and Defensive Platforms by 33%, and reduces the upkeep cost of starbases by -20%
  • (5) Defense in Depth: increases Starbase Cap by +2 and reduces Starbase upgrade cost by -50%. In addition, owners of Nemesis will also increase Hostile Operation Difficulty by +4 for the Sabotage Starbase Operation.
  • Finisher: Max Defensive Platforms +50%
Unyielding Tree

Adoption: I think this is fine.

Resistance is Frugal: Unity boosting effects in flat numbers are often "empty traditions", because a player who is playing well tends to have an overabundance of unity from sources like Holotheatres and capital buildings. (On that note, the AI REALLY needs to have the ability to build those re-enabled; its crippling to them that they can't right now.). That said, as Strongholds can be spammed (in the long term) to a far greater extend that things like Embassies, this is considerably stronger than the Unity from Embassy tradition that is being added [which is honestly so weak I'd never pick it except to get the Diplomacy finisher effect]. The Defense Army Health modifier is nice, except that Armies are kind of in a bad spot right now where they're mostly an irrelevancy, unfortunately; space combat is too dominant.

Never Surrender may be frustrating to play against (having to pay more for our claims against them). Planetary Bombardment is unfortunately kind of a dead mechanic in that its almost always better to just invade the planet immediately, as waiting to bombard just lets Attrition towards War Exhaustion to have more time to build up. The reduced War Exhaustion is actually kind of nice.

Bulwark of Harmony is fine.

Fortress Doctrine - with how weak Defensive Platforms are in the current meta, I think you could easily make this 50% instead of 33% and they'd still be of questionable value, but at least better now. I would also advise increasing the upkeep reduction and making sure it applies to defensive platforms as well.

Defense in Depth: I like this, especially for making it easier to afford Citadels.

Finisher: Defensive Platforms still have a lot of problems, so to incentivize us to make more use of them I would heavily recommend adding on an additional buff to Hit Points and Damage OR an additional reduction in upkeep cost.
 
  • 5Like
  • 4
Reactions:

tribnia

Major
34 Badges
Nov 26, 2017
748
1.013
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II
  • Victoria 2
  • Europa Universalis IV
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Jade Dragon
  • Age of Wonders III
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Charlemagne
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Sons of Abraham
  • Stellaris: Nemesis
Will some ascension perks be locked behind some other traditional trees? e.g, you can't use grasp the void without picking a supremecy tradition, or can only pick galaxy contender with domination tree?
 
  • 13
  • 1Like
  • 1
  • 1
Reactions:

Mik_C

Sergeant
56 Badges
Oct 11, 2018
91
199
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Stellaris: Leviathans Story Pack
  • Crusader Kings III
  • Stellaris: Federations
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
I have a suggestion regarding federations: as al alternative to ethics/goverment it would be nice that if you have a tradition tree related to a federation type you gain access to it.

For example, if you aren't a megacorp nor have merchant guild but have completed the Mercantile tradition tree you can create a trade league.

Federation type - Tradition tree
Trade League - Mercantile
Martial Aliance - Supremacy
Research Cooperative - Discovery
Hegemony - Domination

Edit: I think you should still have the Diplomacy perk that enables you to create federations, the idea is to only make more options available.
 
Last edited:
  • 14
  • 4Like
  • 3Love
  • 1
Reactions:

wisecat

Captain
70 Badges
Oct 31, 2005
335
782
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Way of Life
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
More variety and more paths to success are always very welcome!

1. Do I understand correctly that a player take only 7 Tradition pathways at any given playthrough? Or will the next one's just not give Ascension perks?
2. The Unyielding nr. 2 (Never Surrender) - does it also decrease the effect of "Raiding" type of bombardment - i.e. does it make it harder to abduct pops?
3. The Unyielding Finisher effect may be a bit OP IMO.
4. Merkantile tree - have you considered giving those who go this way some bonus in relations with Caravaneers (cheaper / better deals) and/or Trader Enclaves (maybe extra Reliquarium to open).
 

qer

Lt. General
26 Badges
Nov 12, 2011
1.449
2.228
  • Crusader Kings II
  • Europa Universalis III Complete
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2: A House Divided
  • Stellaris Sign-up
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Darkest Hour
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Cities: Skylines
It would be nice to get in the unyielding traditions the old multi sections defense plataforms. Current defense plataforms are too weak anyways, and having a counter to battleships in Hp points would be nice.
 
  • 2Like
  • 2
Reactions:

MathyM

Colonel
50 Badges
Apr 28, 2021
1.029
3.393
  • Hearts of Iron IV: By Blood Alone
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars
  • Europa Universalis IV: Mandate of Heaven
  • Imperator: Rome
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: La Resistance
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Europa Universalis IV: Res Publica
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Common Sense
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Magicka
  • Leviathan: Warships
  • Europa Universalis III
That is a good general direction, but the main issue with traditions stays the same. They are far far too weak compared to tech. That is one of the reasons spiritualist are so weak. They are supposed to be good at unity and traditions but the benefits from investing in unity and trying to rush traditions is not existent. Coupled with the tech requirement that most desirable ascension perks have you can't even utilize the main strength of a tradition rush, because you are lacking the tech to adopt ascension perks.
Came here to post this. I appreciate the changes, but the buffs were far from significantly game-changing for spiritualists. I still don’t feel compelled to invest in Unity production.

Also, will admin cap remain the same?
 
  • 1Like
Reactions:

Mímisbrunnr

Colonel
14 Badges
Mar 1, 2018
909
2.217
  • Stellaris
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
  • Adoption: +1 Codebreaking
  • (1) Information Security: +1 Encryption
  • (2) Operational Security: +1 Codebreaking, +2 Operation Skill
  • (3) Non-Disclosure Agreements: Hostile Operation Difficulty is +1, and Hostile Operation Cost and Upkeep is increased by +50%
  • (4) Double Agents: Whenever a Hostile Operation targeting us fails, we gain 10 Intel on the offending empire
  • (5) Shadow Recruits: increases Infiltration Speed by +50%
  • Finisher: Successful Operations refund half of their cost on Infiltration Level
Subterfuge Traditions:

First thought - the +1 Codebreaking and +1 Encryption traditions feel rather weak on their own, because (if I remember correctly) they are outcompeted by techs that give you +2, and Unity and Tech compete for building slots and specialists for production. I will be suggesting buffs.

More specific thoughts:

Adoption: How about the adoption effect be "+1 Codebreaking, +1 Encryption". This makes it like one of the +2 techs, but differentiated in that its split between both.

Information Security: Operation Security currently seems better than this one, as it has an additional effect (+2 Operation Skill). I would therefore add some additional and flavorful effect to this one to make them more balanced with each other.

Operation Security: This feels fine. +1 Codebreaking on its own would feel too weak, but the Operation skill bonus makes it fine in my option.

Non-Disclosure Agreements - it would feel mildly annoying to play against that, but it is a nice protective factor and its something reasonable that a nation would want to make annoying for their enemies - kind of the point, as its a preventative measure. This is thus honestly fine.

Double Agents - interesting, and a cool alternate way of gaining intellect.

Shadow Recruits - A nice buff that allows for getting to more operations faster.

Finisher - Same

Final Thoughts - that said, something seems missing here, though I'm not sure where to put it. For example, it feels like there should be an "Operation Success Rate" buff in this tree, but there isn't a direct one. It also feels like that a Subterfuge nation ought to get a discount on using Operations to more heavily incentivize them, but they currently don't. Maybe they can be worked in somewhere?
 
  • 9
Reactions:

Karael

Recruit
75 Badges
May 24, 2016
5
5
  • Crusader Kings II
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Ancient Relics
  • BATTLETECH
  • Age of Wonders: Planetfall
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • BATTLETECH - Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Federations
  • Age of Wonders: Planetfall Premium edition
  • Imperator: Rome
  • Stellaris: Nemesis
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis IV: Golden Century
  • Age of Wonders: Planetfall Season pass
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome - Magna Graecia
  • Europa Universalis IV: Conquest of Paradise
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Holy Fury
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Stellaris: Lithoids
  • Knights of Pen and Paper 2
  • Crusader Kings II: Conclave
Interesting. I'd really like to see some mutually exclusive trees, where selecting one blocks off another. That would help add flavor to each empire.
 
  • 3Like
Reactions:

Losttruppen

Major
38 Badges
Oct 20, 2016
781
1.337
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Commander: Conquest of the Americas
  • Magicka
  • Crusader Kings II
  • Cities: Skylines Deluxe Edition
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Age of Wonders III
  • BATTLETECH
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
So what happened to the design guideline that traditions should not boost unity production? In a prior update you axed all traditions that gave unity, because they offered nothing except more unity for the next tradition. In theory you could get further traditions faster with the unity boost, but that gets counteracted by the increased unity cost the more traditions you already unlocked.
The end result is that a unity boosting tradition is a blank slot or even a negative one.

I liked that you removed these unity effects from traditions and now you reintroduce them? I urge you to rethink that and replace all unity effects with something else, both the direct ones and the indirect ones like +10% ruler output that is just another pure unity boost.


How about you reintroduce the tradition from the old adaptility tree that gave +1 mineral to farmers?

In DD #215 Grekulf mentioned changes to Unity coming after Lem, and tying it into the Administrative Capacity mechanic so Unity will have more uses.

"Unity & Empire Sprawl
Beyond Lem, we are also going to take a look at Empire Sprawl and Unity. The design for Admin Capacity was never really something that I felt worked out, and we never finished the design that was intended for it. Continuing to use Admin Cap as a mechanic also feels a bit like a dead end due to multiple reasons (ranging from design to technical), so we’re instead going to look into another solution.

I have a design for doubling down on using Unity as the resource for internal management, removing Admin Cap entirely, and to make Empire Sprawl something that you can never mitigate anymore. More sprawling empires will always suffer harsher penalties from Empire Sprawl, and we’ll instead focus on how Unity can be used internally to mitigate some of those penalties. Examples could be Edicts that have a Unity Upkeep Cost, and perhaps reduce the Research Cost Penalty induced by Empire Sprawl. Angry Pops could potentially also have a Unity Upkeep Cost, to represent the drain on your society.

Note that these ideas are very much in their infancy and very prone to change. We will probably start talking a bit more about that once Lem has been released, but I wanted to share some thoughts with you so that we could gather some initial feedback."
 
  • 8
  • 1
Reactions:

Mik_C

Sergeant
56 Badges
Oct 11, 2018
91
199
  • Crusader Kings II
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Parklife
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Stellaris: Leviathans Story Pack
  • Crusader Kings III
  • Stellaris: Federations
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
Surprised that Expansion and Discovery weren't split into new trees.

Could easily see the following:

Expansion - Focus on space based expansion. Alloy and influence cost reduction, claims cost reduction, space based resources increase.
Colonization - Focus on planetary based expansion. More pops, faster colonization etc

Discovery - Focus on anomalies, events etc
Innovation - Focus on scientists and tech advancement.

EDIT: Also if the next expansion focuses on internal politics and leaders, then that would be a good time to see specific leader changes too. Innovation would give +1 leader skill to Scientists for example.

I like the idea for variety but I think that Expansion, Colonization and Discovery would have too much one-time bonuses as the permanent bonuses are diluted between the 4 trees. The worst hit would be on Colonization and Discovery (no more planets to colonize, no more systems and anomalies to survey) while Expansion and Innovation would receive most of the bonuses that are permanent and more desirable (less maineinance, more resources, more tech).
 
  • 4
  • 1Like
Reactions:

Objulen

Major
41 Badges
Jun 12, 2017
638
612
  • Shadowrun: Hong Kong
  • Tyranny: Archon Edition
  • Stellaris: Leviathans Story Pack
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
  • War of the Roses
  • Victoria 2
  • Teleglitch: Die More Edition
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Hearts of Iron III
  • Impire
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Sengoku
  • Ship Simulator Extremes
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Magicka 2
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
Something in the post is wrong. The "Defense in Depth" tradition description here mentions "In addition, owners of Nemesis..."

That makes it sound like the tree itself doesn't require Nemesis but it gets enhanced if you have it.

So during the writing of the post, they may have changed it from requiring Nemesis to not, or folded that enhancement into the basic version of the tree so that it does require Nemesis.
It doesn't look like it's limited to Nemesis on the whole. Espiange effects are limited to Nemesis, so that part of some traditions won't apply if you don't have it.
 

LayZboy

Second Lieutenant
1 Badges
Jun 7, 2016
141
139
  • Stellaris - Path to Destruction bundle
I never thought we'd something even more useless than the army+ civics, but there is the subterfuge tree right there. At least army+ civics can be removed later.
 
  • 9Haha
  • 2Like
  • 1
Reactions:

Faesar

Second Lieutenant
39 Badges
May 13, 2017
111
51
  • Stellaris: Ancient Relics
  • Cities: Skylines - Green Cities
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • BATTLETECH: Flashpoint
  • Cities: Skylines - Campus
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Battle for Bosporus
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines
  • Pillars of Eternity
  • Cities: Skylines - Snowfall
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Stellaris: Megacorp
  • BATTLETECH: Season pass
  • Stellaris: Galaxy Edition
  • Stellaris - Path to Destruction bundle
  • Magicka
I believe that the custodian initiative might be one of the best descision the team has ever made for the game. Keep up the good work. I am excited for the next DDs.
 
  • 9Like
  • 6
Reactions:

Asiak

Lt. General
81 Badges
Nov 27, 2014
1.277
2.792
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Stellaris: Nemesis
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Necroids
  • Europa Universalis IV: El Dorado
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall
  • Stellaris: Ancient Relics
  • Prison Architect
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV
  • Imperator: Rome Deluxe Edition
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • BATTLETECH - Digital Deluxe Edition
  • Empire of Sin
  • Victoria 2
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Crusader Kings II: Charlemagne
New Tradition Trees
The reason being that we wanted to see how it felt to have the Trade Policies unlocked through this tree. It will therefore no longer be possible to convert Trade Value into Energy + Consumer Goods/Unity unless you have the (3) Adaptive Economic Policies tradition.

It's going to feel shitty, how do you think it's going to feel?

What's worse it's going to probably often feel shitty in hindsight as you need to that policy go to click it and remember oops I can't do that now.

You're taking what is and has been a basic tool, one of the few in policies that we have for the economy and gating it behind a much more costly commitment.

That is a basic tool / policy that should not require such a drastic commitment into economy when every empire has an economy. And it's not going to "feel well" for the vast majority of empires that have economies aren't mercantile focused and don't get a single policy to alter their economy.

And that influence change is a huge nerf to Domination, why? Domination already in my admittedly unscientific opinion one of the weakest least taken traditions in the game.
 
  • 9
  • 5
  • 2Like
Reactions: