Do not repeat Imperator's folly with new Traditions

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Morbus Bubbonicus

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Let's see how 90% of Imperator traditions look like:
+15% Archers offense
+10% Heavy infantry offense
−15% Archers cost
+10% Siege ability
+15% Combat bonus in farmland
+15% Combat bonus in plains
etc.
Stellaris is not that bad in that matter but dengerously close to it as we, too, have that +5% to output.
+5% to some output hardly qualifies as a "tradition". Can we have a more distinctive bonuses that will clearlly define a race. Like unlocking policies, espionage actions, trade options, diplomatic actions, buildings, pop jobs, anything that is not a soulless +5% to resources output.
 
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DanielPrates

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Agreed. The game cannot be mere a melting pot of modifiers. Everytime someone says that changes are coming, I fear that only means new civics, perks, traits etc that translate into "10% plus this, 15% minus that". Come on! (Arrested Development quote).

Maybe this could be a good time for some more "Victoria cross insemination". Lets have more government mechanics which are partly unavailable according to gov type, like orbital bombardment already is.
 
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grommile

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Lets have more government mechanics which are partly unavailable according to gov type, like orbital bombardment already is.
We've got quite a few already.

What kind of new things might you like to see added to the list?
 
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Everstill

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They need to do trees based on the Ethics and make them mutually exclusive. Ex. if you pick the xenophobe tree (purity) you can't pick the xenophile tree (diplomacy).
 
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DanielPrates

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They need to do trees based on the Ethics and make them mutually exclusive. Ex. if you pick the xenophobe tree (purity) you can't pick the xenophile tree (diplomacy).

I have the impression that is indeed what they have in mind, the DD mentions something to that effect. And in good time too, I always found it strange that at the end you would have embraced them all.
 
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I'd like to see trees that encourage heavy engagement in certain systems.

Like a "Mercantilism" tree that makes commerce pacts extra strong, makes its influence cost free for you and your partners and such. The idea being you want to establish trade with everybody you possibly can and they want to trade with you because its extra profitable and doesn't cost as much.

Another idea is trees that tweak the way things work for you having both benefits and negatives. Like an "organized crime" tradition tree. Each perk creates criminal jobs and gives crime that you can't get rid of with enforcers but have huge benefits. Like criminal jobs produce amenities and alloys. It would also create a thriving black market and making a commerce pact with you confers extra benefits but also increases crime on your partner's planets.
 
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MathyM

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They need to do trees based on the Ethics and make them mutually exclusive. Ex. if you pick the xenophobe tree (purity) you can't pick the xenophile tree (diplomacy).
Interesting idea. Instead of a bunch of Government Ethics Attraction bonuses, we could have specific Ethics Attraction bonuses be added by tradition finishers, so if you follow one ethic, but complete a tradition tree for another, you can more easily gather support for that faction, and shift your ethics towards that one.
 
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The Bored Chairman

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I have the impression that is indeed what they have in mind, the DD mentions something to that effect. And in good time too, I always found it strange that at the end you would have embraced them all.
If that's true, I'm excited. Variety is the spice of life, after all.

More customization is good, in my opinion. I like having more agency in my strategy games.
 
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Me_

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As of late there has been effort to modify old boring +X% civics into more interesting ones, so I think this request may find resonance in the Dev teams.
 
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Ryika

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I think some percentage modifiers are inevitable. What's important is that each Tradition tree has some unique aspects to it that actually change how you play, or can play, the game, and that the passive modifiers are there support that playstyle.
 
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Nevars

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Eh I kinda like the concept of Imperator military tradition.

The more you pick the further you will specialized into some type of unit.

Sure individually they are kind of weak but if you stacking single type unit bonus enough it's quite powerful.

Though you can still choose to be jack of all trade but the bonus will be spread out thus lower.

Basically it is empire specialization/customisation.

You could even adapt it in Stellaris to play style specialization instead of majority of it's military.
 
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Nwaij

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Personally, I consider Stellaris traditions as a lackluster substitute of EU4 idea groups.

EU4, you get to pick your idea groups, and they have quite different effects on how your nation will develop and what you can do. Balance of idea groups is a different issue there though.
In comparisson, Stellaris traditions are the same bland stuff for everyone (with minor variations), and no option to choose which ones you want, but only in what order you want to do them.

So if Stellaris would get a LOT more traditions, with real choices what to pick, and some of them being mutually exclusive even, that would be fantastic. Obviously they would need to be well balanced, so that there is no clear cut optimal set of traditions.
 
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Yup. Nothing more boring then flat %-boni to stuff.

Tbh though recent stellaris stuff has been better - archeology either dresses %boni up nicely or gives cool new things like with artefacts. So i am hopeful. :)
 
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Morbus Bubbonicus

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Even +% could be okay, look at EUIV. -25% coring cost, +33% national manpower, etc. - bonuses are significant. You can feel the impact. +5% worker output could be felt in retrospect maybe after game will end...and only if you would dig into that for some reason.
There shouldn't be a choice between +5% slave output and +5% amenities or -5% housing need but sbetween, for example, being able to buid Mega Forges, +1 to strategic resources output, unlocking powerful espionage actions, having intel(or something else) with empires you have trade agreement with. Unlocking some actions while locking others as a tradeoff. Something unique.
 
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archeology either dresses %boni up nicely or gives cool new things like with artefacts. So i am hopeful.
Even archaeology could be better, it would be many times more interesting should we have much more rewards like unique governor, Harbinger or other things that are not +2000 minerals or +20 minor artifacts.
 
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Saori

Second Lieutenant
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Sep 8, 2017
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Even +% could be okay, look at EUIV. -25% coring cost, +33% national manpower, etc. - bonuses are significant. You can feel the impact. +5% worker output could be felt in retrospect maybe after game will end...and only if you would dig into that for some reason.
There shouldn't be a choice between +5% slave output and +5% amenities or -5% housing need but sbetween, for example, being able to buid Mega Forges, +1 to strategic resources output, unlocking powerful espionage actions, having intel(or something else) with empires you have trade agreement with. Unlocking some actions while locking others as a tradeoff. Something unique.
Absolutely!

Assymetric design and choices. Let different Empires evolve differently with different strengths and abilities that the player can choose. Like Ascension paths but more encompassing on more levels of decision making.
 
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