Traditions

A tradition is a permanent bonus or drawback that comes with your faction. Each faction has four: three bonuses and one drawback. They are always on for every member of the faction, from the first tick to the end of the game. You can't change them. They are the same in Legacy, Tactic and Flash games.

Your faction's four traditions in the faction panel
The faction panel lists your faction's four traditions.

The faction picker also shows them before you join.

In resource tooltips, tradition effects appear under Traditions. See System outputs for how they add up. Legacy and Tactic games also have a lex named Navarch Tradition. It is a lex, not a tradition.

Faction Tradition Effect Description
Tetrarchy Aphera Research Centers +3+1,200/h Technology The famous Aphera Research Centers established on Quadrinople have always been at the cutting edge of technology.
Tetrarchy Heart of the fleet +25 % Frigate Ships' Initial XP Akhena has conquered the galaxy with its versatile and well-trained frigates.
Tetrarchy Chatur Arsenal -10 % Armed Forces Maintenance The Chatur Arsenal, a Tetrarchy stronghold, is a formidable stockpile of weapons and spare parts.
Tetrarchy Old Houses -5 % Ideology The great imperial houses refuse all social advances, even the smallest ones.
Myrmezir Revolutionary Inspiration +2+800/h Ideology The revolutionary rhetoric of the Myrmezirian emissaries echoes throughout the galaxy; numerous are the allies of the cause.
Myrmezir Siderean Teachings +20 % Siderian Propaganda The founding texts of the Siderians' doctrine are still very much studied.
Myrmezir The Ariance Charter +10 % Dominion Tax Rate The Ariance Charter regulates the administration of protectorates.
Myrmezir Cultural diversity -5 Stability Cultural diversity brings many benefits, but tensions are always present.
Cardan Nekesh Circle +20 Intelligence The Nekesh Foundation, murky and mysterious, is nonetheless known for its excellent Erased.
Cardan RNA Selection +15 % Erased Removal Cardan has been practicing RNA selection of Shadow abilities since the dawn of time.
Cardan Network of Believers +15 % Erased Infiltration Siderian's doctrine has spread throughout the galaxy and many, though not openly vocal about it, support Cardan's ideas.
Cardan Technology Caution -5 % Technology Siderian teaches to handle technology with caution.
Synelectic Federation Salt of the Earth +30+12,000/h Production The Syns settled the Fringes; they are used to uncharted territories where everything remains to be done.
Synelectic Federation Syns strength +10 % Defense Syns live close to the land, and will defend it at all costs.
Synelectic Federation Grey Militia +20 % Armed Forces Repair The soldier-mechanics of the Syns' grey militia pride themselves on their ability to fly any ship.
Synelectic Federation Decentralization -5 % Credit The significant decentralization of Syns fiefdoms results in a net loss to the IRS.
A.R.K. Multisidereal Consortium +50+20,000/h Credit A.R.K., the massive consortium it is, has access to almost unlimited funds.
A.R.K. Surveillance Company +10 Stability Cameras are everywhere.
A.R.K. Aeronautical Tycoon +15 % Mobility When it comes to doing business, having access to the best luxury ships is imperative.
A.R.K. Mercenary +5 % Armed Forces Maintenance A.R.K. uses a lot of mercenaries, and they are expensive.

Production, credit, technology, ideology and upkeep amounts are per tick.Production, credit, technology, ideology and upkeep amounts are per hour.

Numbers shown for Tactic games. Other speeds: Legacy Flash