StellarisDB

Cybernetics traditions

Ascension tradition tree

Cybernetics is a tradition tree opened by an ascension perk in Stellaris 4.5.2 with 5 traditions. Adopting it gives Agenda: Cybernetic Advantage and Starts a Situation to grant the founding species the Cybernetic trait. Finishing it gives +10% Job Efficiency for Cybernetic Pops (Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)), +1 Organic Species Trait Picks (Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)), +1 Ascension Perks Unlocked (Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)) and 1 more. Traditions: Transubstantiation Synthesis, Metabolic Reprocessing, Integrated Anatomy, Augmentation Overload and Modular Cybernetics.

Transubstantiation SynthesisMetabolic ReprocessingIntegrated AnatomyAugmentation OverloadModular Cybernetics

Our future lies in the fusion of … and machine.

Adoption bonus

Cybernetic Traditions
When the tree is adopted

Cybernetic Traditions

  • Starts a Situation to grant the founding species the Cybernetic trait
Unlocks agendaCybernetic Advantage
Another version — when Without: machine age; Not: Hive Mind
  • Unlocks a Special Project to grant all species the Cybernetic trait.
Another version — when Hive Mind; DLC: machine age
  • Starts a Situation to grant the founding species the Cybernetic trait
Another version — when Hive Mind; Without: machine age
  • Unlocks a Special Project to grant all species the Cybernetic trait.

The 5 traditions

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

Transubstantiation Synthesis

Transubstantiation Synthesis

  • Gain access to the Assimilation Citizenship Species Right, allowing future additions to the populace to be turned into Cyborgs.
As Organ Harvesting — when Homicidal empire; Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • Planets with ongoing Purges gain +10% Cyborg Pop Growth Speed
As Organ Harvesting — when Homicidal empire; Nomadic empire
  • Arkships bombarding a planet receive +10% Pop Growth Speed
Another version — when DLC: machine age; Not: Homicidal empire; None of (Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • During Cyberization Situation Speed: +5% After Cyberization Gain access to the Assimilation Citizenship Species Right, allowing future additions to the populace to be turned into Cyborgs.
As Organ Harvesting — when DLC: machine age; Homicidal empire; None of (Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • During Cyberization Situation Speed: +5% After Cyberization Planets with ongoing Purges gain +10% Cyborg Pop Growth Speed
Metabolic Reprocessing

Metabolic Reprocessing

Needs Transubstantiation Synthesis
  • -10%Cyborg Upkeep
Another version — when Hive Mind; Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked)
  • -10%Cyborg Upkeep
  • Cyborg Upkeep: -10% Empire Size from Cyborg Pops: -10%
Another version — when DLC: machine age; Not: Hive Mind; None of (Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • During Cyberization Situation Speed: +5% After Cyberization Cyborg Upkeep: -10% Monthly Mechanical Pop Assembly from Augmentor Jobs: +0.5 Upkeep per 100 Augmentors: +0.35 Monthly Organic Pop Growth from Roboticist Jobs: +0.5 Upkeep per 100 Roboticists: +0.35
Another version — when DLC: machine age; Hive Mind; Not: Country flag: cybernetics_traditions_unlocked
  • During Cyberization Situation Speed: +5% After Cyberization Cyborg Upkeep: -10% Empire Size from Cyborg Pops: -10%
Integrated Anatomy

Integrated Anatomy

Needs Transubstantiation Synthesis
  • +1Mechanical Species Trait Picks
  • +1Mechanical Modification Points
Another version — when DLC: machine age; None of (Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • During Cyberization Situation Speed: +5% After Cyberization Allows selection of Cyborg traits for Species Modification that can be applied to species with the Cybernetic trait. Mechanical Species Trait Picks: +1 Mechanical Modification Points: +1
Augmentation Overload

Augmentation Overload

Needs Metabolic Reprocessing
  • Augmentors per Augmentation Center: +200
As Augmentation Centers — when Without: machine age; Not: Hive Mind
  • Unlocks Building: Augmentation Center
As Synaptic Sub-Processing — when Hive Mind; Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked)
  • -15%Empire Size from Districts
  • Spawning Pools provide +200 Augmentor Drone Jobs Empire Size from Districts: -25%
Another version — when DLC: machine age; Not: Hive Mind; None of (Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • During Cyberization Situation Speed: +5% After Cyberization Augmentors per Augmentation Center: +200
As Synaptic Sub-Processing — when DLC: machine age; Hive Mind; Not: Country flag: cybernetics_traditions_unlocked
  • During Cyberization Situation Speed: +5% After Cyberization Spawning Pools provide +200 Augmentor Drone Jobs Empire Size from Districts: -25%
Modular Cybernetics

Modular Cybernetics

Needs Integrated Anatomy
  • -50%Modify Species Special Project Cost
  • Mechanical Modification Points and Mechanical Species Trait Picks also apply to Organic species.
If Always:
  • +1Organic Species Modification Points
If Always:
  • +1Organic Species Trait Picks
Another version — when Hive Mind; Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked)
  • -50%Modify Species Special Project Cost
  • +3Organic Species Modification Points
  • Modify Species Special Project Cost: -50% Organic Species Modification Points: +3
Another version — when DLC: machine age; Not: Hive Mind; None of (Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • During Cyberization Situation Speed: +5% After Cyberization Mechanical Modification Points and Mechanical Species Trait Picks also apply to Organic species. Modify Species Special Project Cost: -50%
Another version — when DLC: machine age; Hive Mind; Not: Country flag: cybernetics_traditions_unlocked
  • During Cyberization Situation Speed: +5% After Cyberization Modify Species Special Project Cost: -50% Organic Species Modification Points: +3

Completion bonus

Cybernetic Traditions Finished
When all traditions are taken

Cybernetic Traditions Finished

  • Job Efficiency: +10% Organic Species Trait Picks: +1 Ascension Perks Unlocked: +1
If Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset):
  • +10%Job Efficiency for Cybernetic Pops
  • +1Organic Species Trait Picks
  • +1Ascension Perks Unlocked
Another version — when DLC: machine age; None of (Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)
  • During Cyberization Situation Speed: +25% After Cyberization Job Efficiency: +10% Organic Species Trait Picks: +1 Ascension Perks Unlocked: +1
Another version — when Hive Mind; DLC: machine age; Country flag: cybernetics_traditions_unlocked
  • Assimilating Pops grants Node XP and Node Skill Level, as well as +15% Job Output and -7.5% Job Upkeep on planets with ongoing assimilation. Job Efficiency: +10% Organic Species Trait Picks: +1 Ascension Perks Unlocked: +1
Another version — when DLC: machine age; Hive Mind; Not: Country flag: cybernetics_traditions_unlocked
  • During Cyberization Situation Speed: +25% After Cyberization Assimilating Pops grants Node XP and Node Skill Level, as well as +15% Job Output and -7.5% Job Upkeep on planets with ongoing assimilation. Job Efficiency: +10% Organic Species Trait Picks: +1 Ascension Perks Unlocked: +1

Who can pick Cybernetics

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

Console command

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

effect add_tradition = tr_cybernetics_adopt

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

Cybernetics traditions: questions

What does the Cybernetics tradition tree do?

Cybernetics is a tradition tree opened by an ascension perk in Stellaris 4.5.2 with 5 traditions. Adopting it gives Agenda: Cybernetic Advantage and Starts a Situation to grant the founding species the Cybernetic trait. Finishing it gives +10% Job Efficiency for Cybernetic Pops (Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)), +1 Organic Species Trait Picks (Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)), +1 Ascension Perks Unlocked (Any of (Without: machine age; Country flag: cybernetics_traditions_unlocked; Origin: Hard Reset)) and 1 more. Traditions: Transubstantiation Synthesis, Metabolic Reprocessing, Integrated Anatomy, Augmentation Overload and Modular Cybernetics.

Which Cybernetics tradition comes first?

Transubstantiation Synthesis needs 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/01_cybernetics.txt, common/traditions and localisation/english, Stellaris Cygnus v4.5.2 (9776). Layout template in the game: tree_12_11_11.

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