StellarisDB

Adaptability traditions

Tradition tree
5 traditions

Adaptability is a tradition tree in Stellaris 4.5.2 with 5 traditions. Adopting it gives -10% Pop Housing Usage (Not: Wilderness empire), -10% Construction Time (Wilderness empire) and Agenda: Conquer Nature. Finishing it gives +1 Ascension Perks Unlocked. Traditions: Enhanced Recycling, Survival of the Fittest, Environmental Diversification, Adaptive Ecology and Appropriation.

Enhanced RecyclingSurvival of the FittestEnvironmental DiversificationAdaptive EcologyAppropriation

To adapt is to survive, and surpass.

Adoption bonus

Adaptability Traditions
When the tree is adopted

Adaptability Traditions

If Not: Wilderness empire:
  • -10%Pop Housing Usage
If Wilderness empire:
  • -10%Construction Time
Unlocks agendaConquer Nature

The 5 traditions

In the order they open: a tradition needs the ones named under it (has_tradition in its possible block).

Enhanced Recycling

Enhanced Recycling

  • -15%District and Building Volatile Motes Upkeep
  • -15%District and Building Exotic Gases Upkeep
  • -15%District and Building Rare Crystals Upkeep
  • -15%District and Building Volatile Motes Cost
  • -15%District and Building Exotic Gases Cost
  • -15%District and Building Rare Crystals Cost
Environmental Diversification

Environmental Diversification

  • +10%Habitability
Survival of the Fittest

Survival of the Fittest

Needs Enhanced Recycling
  • -25%Orbital Bombardment Damage
  • +25%Defense Army Damage
Another version — when Nomadic empire
  • +25%Civilian Arkship Hull Points
  • +25%Civilian Arkship Hull Points
  • +25%Civilian Arkship Hull Points
  • +25%Scientific Arkship Hull Points
  • +25%Scientific Arkship Hull Points
  • +25%Scientific Arkship Hull Points
  • +25%Military Arkship Hull Points
  • +25%Military Arkship Hull Points
  • +25%Military Arkship Hull Points
  • Arkship Hull Points: +25%
Adaptive Ecology

Adaptive Ecology

Needs Environmental Diversification
  • +1Max Districts (Non-artificial planets only)
As Adaptive Architecture — when Any of (Has void dweller origin (Any of (Origin: Void Dwellers; Origin: Voidforged)); Nomadic empire)
  • +1Max Districts (Artificial colonies only)
Appropriation

Appropriation

Needs Environmental Diversification
  • -50%Resettlement Cost
  • +25%Automatic Resettlement Chance
Another version — when Wilderness empire
  • +25%Terraforming Speed
Another version — when Nomadic empire
  • -30%Station Module Cost
Also called Emigration Program for some empires.

Completion bonus

Adaptability Traditions Finished
When all traditions are taken

Adaptability Traditions Finished

  • +1Ascension Perks Unlocked

Who can pick Adaptability

Read from the tree's potential block; our words where the game has no text.

  • Not: Machine Intelligence

Console command

Typed in the game's console (the ~ key) as a script effect; achievements are off for that game.

effect add_tradition = tr_adaptability_adopt

Each tradition's ID is in its card's address on this page and in /raw/traditions.json.

Adaptability traditions: questions

What does the Adaptability tradition tree do?

Adaptability is a tradition tree in Stellaris 4.5.2 with 5 traditions. Adopting it gives -10% Pop Housing Usage (Not: Wilderness empire), -10% Construction Time (Wilderness empire) and Agenda: Conquer Nature. Finishing it gives +1 Ascension Perks Unlocked. Traditions: Enhanced Recycling, Survival of the Fittest, Environmental Diversification, Adaptive Ecology and Appropriation.

Which Adaptability tradition comes first?

Enhanced Recycling and Environmental Diversification need no other tradition of the tree; the rest need the ones named under each.

How many tradition trees can I adopt?

Up to 7 (TRADITION_CATEGORIES_MAX, Stellaris 4.5.2); every finished tree's completion bonus also gives an ascension perk slot.

Source: common/tradition_categories/00_adaptability.txt, common/traditions and localisation/english, Stellaris Cygnus v4.5.2 (9776). Layout template in the game: tree_11_12.

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