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Stellaris Dev Diary #55 - Unity and Traditions

Hello everyone and welcome to another Stellaris development diary. Today we'll be talking about a new feature coming in the 1.5 'Banks' update called Traditions and Unity. As before, I can't talk about when Banks will be coming out, only that it's a while away and we have quite a few dev diaries to go through before we get there :)

Traditions and Unity
One thing we have mentioned as a big priority for Stellaris is adding more empire customization and more ability to roleplay diverse empires. We have also talked about our desire to allow for the existance of 'tall' empires. Traditions and Unity is a feature that aims to tackle both these topics by adding 7 new Tradition trees and a resource called Unity that is used to unlock them. Unity is an accumulative resource that increases each month, and is primarily gained through the construction of government buildings such as monuments, mausoleums and temples. Unity is spent on adopting Tradition trees and purchasing individual Traditions. Each Tradition tree has a starter bonus, five unlockable bonuses and a finisher bonus that is gained once the entire tree is filled out.
2016_12_15_4.png


The seven Tradition trees are as follows:
Expansion: Focuses on growth through rapid colonization.
Domination: Focuses on maintaining control over your population and subjects.
Prosperity: Focuses on economic growth.
Harmony: Focuses on maintaining a happy and diverse population.
Supremacy: Focuses on growth through military conquest.
Purity: Focuses on strength through homogenity and dominion over other species.
Exploration: Focuses on exploration and scientific discovery.
2016_12_15_3.png


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 canceled out entirely by adopting the right Traditions for the empire you intend to build. Overall, small harmonious empires will unlock Traditions more quickly than large, expansionistic ones. Which Traditions you unlock also has a significant impact on the ethics of your population, and so can be a useful tool to either strengthen your existing empire ethics or further a planned empire-wide shift towards a different set of ethics altogether.

You may have noticed a certain part of the Traditions screen that I have not yet mentioned in this dev diary. That's because it's actually the subject of the next dev diary! However, since the Christmas holidays are coming up, most of the Stellaris team will be away, so dev diaries will be on hiatus until January 12th. Tune back in then to find out all about the Ascension Perks and how you can use them to build the empire of your dreams.
 
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Here's hoping we don't end up with the optimal strategy of making planets that are literally mausoleums, monuments and government buildings all over :D
Funny, because the first thing my mind went to was that it'd be really neat if the mechanic encouraged you to redevelop your homeworld into a proper "bureaucratic hub" with all your tombs and ministries and such on it.
 
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THE INFORMATION IN THE RUSSIAN LOCALISATION FILE IS FROM AN EARLY WIP VERSION AND NOT FINAL, FURTHER POSTING OF IT WILL RESULT IN INFRACTIONS.
 
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Ah, the classic idea that a player has to be penalised by game-design if they do good.

It is one thing to design a game where the player (in whatever game) to face harder and tougher challenges when the player gets stronger. It is a totally different thing to arbitrary give the player penalties with no logical back-ground simply because they are doing well.

If traditions are designed so that there is little or limited effect of what the player has done to tradition vs the player plays it small and harmonious, then we can not talk about a *tradition* if you have actually not engaged in that tradition.

Unity tradition shouldn't be gathered simply by sitting in your home planet, it should be gathered from expanding and purging the other races. How else could it be called a tradition of Unity?

Supremacy tradition shouldn't be gathered simply by sitting in your home planet, it should be gathered from waging wars, hunting pirates and anomalies. How else could it be called a tradition of Supremacy?

Etc, etc.

Now if there was a tradition called "Piety", then I would understand how you can gather that tradition by sitting back and not doing anything. But for anything else?
"Unity" is the resource that lets you buy traditions. It isn't a tradition itself. You accumulate Unity over time, with a few ways to increase it based on structures and certain unlocked Traditions. You can unlock traditions by spending Unity, and the cost to unlock traditions increases based on multiple factors- including how far you've spread yourself across the galaxy (because a larger empire is less unified).
 
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Make happen an ecologist tradition please!

5 bonuses (hope they are policies and buildings) seems a bit weak. Hope they are going to add more in future updates!
 
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The stuff in the russian translation file is WIP and was accidentally included, please do not post it here.
 
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No, but costs increase with every tradition adopted.
I was going to make a long post responding to this quote, but I feel like I should wait until I have more information on the different traditions before I go on a tirade. I have to agree with Heretic Saint in that all empires being able to adopt all traditions does seem like it would create a lot of culturally similar empires as opposed to a lot of unique ones, which 'traditions' should do.

But one thing I would like to bring up is another slightly similar game mechanic, and that's policies. Certain policies are restricted by your government's main ethos type. For example, I can't enact slavery policies if my empire's main ethos is individualist and I can't enact an aggressive first contact protocol if my main ethos is pacifist. Why are traditions any different? Unless they're going to change the way policies work, it seems deathly inconstant. If anything, traditions should be more heavily restricted by ethos based simply on their name. Maybe I'm just arguing semantics though.
 
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An early version of the Traditions was accidentally translated and included in the 1.4 Russian translation. Since nothing there is final I don't want this thread to descend into a bunch of arguments about the balance of numbers that are likely to change anyway, so I banned discussion of it here. You can look up the info on the Stellaris reddit if you want to check it out for yourself.

Damn them Russian hackers! They are everywhere!
 
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Funny, because the first thing my mind went to was that it'd be really neat if the mechanic encouraged you to redevelop your homeworld into a proper "bureaucratic hub" with all your tombs and ministries and such on it.

I was thinking the same thing. Right now, homeworlds get maybe an empire unique or two; other than that, i's just higher level production. It'd be nice to see home worlds, and even core worlds, get more distinct function and flavor. Homeworld as bureaucratic hub, core planets as cultural centers or pillars of industry, etc.
 
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Awesome feature. The social policy trees were one of my favorite parts of CiV and I'm glad you guys are adopting the same sort of idea. I have a couple of thoughts though. Firstly, I feel like the harmony and purity tree contradict each other. One promotes a diverse and happy population while the other promotes species domination. Obviously we can't read the tradition descriptions right now, but if they're not going to be exclusive please try to make it so that the descriptions from one don't contradict the descriptions from the other.
Again, it's been specifically noted that your Traditions relate to your civilization's ethos- if you take Purity traditions with a xenophilic population, they will be Upset.
 
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Wiz said that unity can be obtained by other methods than just sitting and waiting for it to build up.
Yeah, but in another thread he also said Sectors are working ok, so I am not sure if he is always serious with his comments.
 
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Even assuming that they didn't tie Traditions to existing ethics (which they may or may not have, since Traditions are apparently one way to encourage a change of empire Ethics), we do know that enacting Traditions counter to your populace's ethics will make them unhappy.
If you're a militant xenophobe empire, enacting a bunch of pacifist or xenophile Traditions in an attempt to pacify your population will probably have the exact oppposite effect.
Coincidentally, this is another major reason for why it should be possible to drop Traditions. Otherwise you're really maneuvering yourself into a corner here as you'll be stuck with Traditions working against your actual population, causing permanent penalties, or you'll just try to enforce your original Ethos as long as possible to avoid negative repercussions of a change.

I hope this feature doesn't end up sabotaging the potential of Ethos shift, either forced (Factions) or voluntary (emergent storytelling).
 
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Anyway, like I mentioned already an umpteenton times, a small group is more in unision, and sure, they should get more Unity points. But if those Unity points are then used to buy Traditions which the small group has absolutely no history of, while the larger group with a long history in the Tradition in question is given a malus, then we are on weak ice. It fails logic, and it is a method to arbitrary punish a player doing well, both which are not signs of good game design.
I have my own issues with the way this system works and how it isn't realistic from a real-world perspective, but it's not bad game design, even if it could be improved in some ways. It allows smaller empires to excel in certain areas when they lack strength in others. A big issue in Stellaris is snowballing, where certain empires just get larger and larger with very little that can stop them. This not only gives the player some incentive to play tall and expand cautiously — less they sacrifice unity, but is a very, 'very' minor nerf to larger empires that have enough firepower to level half the galaxy anyway. The problem I think you're having is mixing real-world logic with game design, something I'm often very guilty of even in this thread. Regardless, choices are important and giving players options is good game design. You can have less unity and more land or you can have more unity and less land. Think of it as... overextension.
 
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  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
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  • Steel Division: Normand 44 Sign-up
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
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  • Europa Universalis IV
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  • Stellaris: Synthetic Dawn
BUT IF THEY WORK ON ART THEN THAT MEANS THAT THE PROGRAMMERS CANT FIX THE AI WHICH MEANS THE DESIGNERS CANT PLAN DLC WHICH MEANS ONLY COSMETIC DLC WILL COME OUT! I KNOW ITS TRUE BECAUSE PEOPLE SAID SO!
 
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