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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.
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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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Well, things are constantly changing during development, so it's hard to balance stuff before the whole thing is completed.
During my past few test games (usually done at home in my private time - yes, it's that much fun) both unity cost and unity gain fluctuated wildly. But rest assured, that we have a close eye on the pacing.
:)
 
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Will this tall traditions somehow keep your 250k fleet neighbor from coming over and punching you in the face with invitation to vassalize?
 
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You may be shocked to find out that there are other features in Stellaris 'ripped off' from other games, for example colony ships. ;)

(The mechanics of Traditions differ from those of social policies, especially where Ascension Perks are involved, but I can understand thinking so from the interface)

Mostly its the Adopt, 5 policies and a Finisher than makes it look like a civ 5 rip off. Can't wait for a mod which ups it to 7 or 10 policies in each tree.
 
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Wait wait, so tradition resource is gained by...waiting and mining? Shouldn't Purity be gained by purging and enslaving xenos because, that kinda what tradition means - doing something often? It's not that fun to sit for years and then instantly became fanatic purifiers overnight or peacefully exist for ages and then suddenly you realize you have a long tradition of conquests

You might not have heard about something important when designing games called opportunity costs.
 
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Isaac Asimov would like to have a word with you on planets covered in government buildings.

Not saying I'm against the ideas of government buildings, but a planet filled with monuments does strike me as an odd concept. A tourist hub, sure. A government hub, sure. Monuments all over and no production of anything substatial whatsoever might be a bit pushing it. Although I suppose alien culture could justify it in the end - perhaps a vanity project of a civilization that wants to leave its mark on the galaxy or show off its wealth and influence to other star nations. So I suppose it might be just me finding this idea weird.

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.

The thing that strikes me about it, is tombs and monuments aren't bureaucratic buildings in the tradtitional sense. They're more cultural landmarks. They produce impressions on observers and a sense of pride, feeling of cultural heritage but do not actually practically enhance bureaucracy the way a planetary capital complex designed to host offices and collect government data would.

But eh, like I said I find the concept of a planet of monuments kind of odd and strikingly unergonomic when those monuments would block the ability to exploit the planet's natural resources.
 
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I am quite capable to read :) Unity is used to unlock traditions, and you gain (as per Wiz) most of these traditions fastest by not establishing such a tradition with your actions.

It is illogical to gain a Tradition by not engaging in anything which would actually be considered a traditional behaviour. More importantly, it is not good game-designing to arbitrary penalise a player for doing well.

But we decide that is traditional and that's not by choosing a Tradition, no? So it's quite logical. But i think that to choose a particular Tradition we ether should have a proper Ethos or any activity related to said Tradition - f.e., to choose Military tradition you either should be Militarist OR engage in war at least once.
 
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I am quite capable to read :) Unity is used to unlock traditions, and you gain (as per Wiz) most of these traditions fastest by not establishing such a tradition with your actions.

It is illogical to gain a Tradition by not engaging in anything which would actually be considered a traditional behaviour. More importantly, it is not good game-designing to arbitrary penalise a player for doing well.
It isn't "arbitrarily penalizing" the player to make a mechanic that gives you more points for a smaller, well-crafted and well-managed empire over a larger, sprawling one. If you have a large, sprawling empire, then you don't really need (or get as much benefit) from the Traditions.

It's not as if you CAN'T unlock traditions as a bigger empire- you can absolutely spec into conquest while waging wars and then do better at wars, probably with specific Traditions that make you gain more unity from conquering enemies.
 
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I don't think you grasp game design as much as you think you do.

Accumulating Unity points slower when you're a big massive conquest-driven empire is an entirely reasonable means of balancing broad vs. tall empires.
I would like to know your credentials in game design to have such certain opinions. Your opinions quite frankly defy logic, and it would be very cool to know in which development group(s) you have been in. I am not a game designer, but I have history from 1980's of being an alpha and beta tester in various games, so I have had the privilege to follow quite a few game designs (some of them very successful, some went down the drain before they even got released).

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.
 
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Nice, these are very much like the EU4 national ideas and traditions! A good way to add more flavour to your empire.
 
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I haven't been this excited for Stellaris since pre launch.
 
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