Stellaris

Stellaris

650 ratings
More Traditions
8
3
4
5
4
2
2
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
36.530 MB
31 Oct, 2023 @ 2:16pm
29 Jun @ 7:22am
96 Change Notes ( view )

Subscribe to download
More Traditions

In 1 collection by kroun
More Everything
14 items
Description
Updated for 4.0
Please read the following!
While More Traditions has been updated for 4.0, we have not yet gone through all tradition trees and refined them for the new balance and mechanics for 4.0, so do expect some trees to be unbalanced or have minor issues or bugs.
The mod however is functional, and other than the aforementioned issue there should be no other issues.
Some trees also proved harder than expected to update, and have been disabled for the time being, these being: Maritime, Desperation, Curiosity, Evolution and Integration.
Additionally the Desecration and Archeology trees have a major rework pending, and have thus been disabled for the time being.

This mod adds many (53) new traditions! These range from simple stuff like Archaeology, which helps you excavate archaeological sites, to more specialized ones such as Insurgency, a tradition tree meant for vassals who want to reclaim their independence.

This workshop page has a picture for each tradition, showcasing 2 or 3 bonuses from each of them.

High-Quality Traditions
All traditions have agendas, unique icons and have been made to be as flavorful as possible.
You can check what each does here.

Translations

Japanese by Bee636

Italian by Rahl81

German by Kal

Korean by Mari

Russian by AsC

Simplified Chinese by 卡尔文迪斯梅特

Ukranian by △ 𝕸𝖊𝖒𝖊𝖓𝖙𝖔 𝕸𝖔𝖗𝖎 ꑭ

Brazilian by Oliveira

Forgotten History Traditions
The Archeology and Desecration tradition trees come from my other mod Forgotten History , although with slight changes. Having both mods enabled will not result in duplicate trees.

Utilities
Hydra's Mod Menu allows for disabling any of this mod's traditions for all players and AI.

Credits
Special thanks to Azurian! Not only helped a lot, but also designed the new version of Evolution, reworked Industry and designed Ruination, Integration and Opulence while also designing and coding Astronomy, Botany, Genesis and Geology!

Also special thanks to TrueWolves, who also helped a lot, and also designed Maritime, Entrepreneurship, Cosmopolitan and Desperation!

[discord.gg]
Popular Discussions View All (3)
36
7 Jul @ 1:11pm
PINNED: Suggestions
kroun
7
1 Jul @ 3:10pm
All the names are broken
Dmitriy Batkovich
12
27 Jan @ 9:23am
PINNED: Traditons Description Page
kroun
455 Comments
Aphyxia 16 hours ago 
Playing as a gestalt machine, the urbanization tradition tree's tradition called Introspective Surveillance has it's effect as just mod_job_logistics_drone_per_pop.
doctornull 11 Jul @ 4:52pm 
@Azurian - for Maritime, how about Traders get +1 Navy Cap, and Soldiers get +2 Trade (per 100 of course).

You could also add a special Military-Industrial Complex specialization which gives Solders & Traders and buffs both jobs, but adds an Alloy & CG cost to both jobs too, like how research support adds basic resource upkeep to a researcher type.
eqN 11 Jul @ 4:10pm 
Ahhh I see, I did just realize it was in the screenshots for the mod. It seems like it was originally a super interesting mechanic. Such a shame that it's no longer feasible to do what it original did because of conflicts with major mods thanks to the 4.0 changes. :(
MasterBot 11 Jul @ 4:08pm 
@eqN the job is a combination of clerk and a soldier,i dont much care for the job(although it is quite thematic) i care for the other neat stuff tree provided.
MasterBot 11 Jul @ 3:50pm 
Would be great if you enabled the tree with replacement disabled(or switched to something basic). Job conversion from the building never worked on modded sources of the job anyway,so i and likely some other people wont notice. If i understood you correctly...
Azurian  [author] 11 Jul @ 3:07pm 
@MasterBot
We're unsure on how to re-implement the unique maritime jobs, as last I checked any job replacements require overwrites. More Traditions remains strictly a no-overwrite mod to this day, and 4.0 has made that a rather difficult prospect for a mod of this size. Especially so with the planet/pop/job overhaul, as any mods interacting with it risk becoming incompatible with many other mods. Thus, we're not really sure what to do with Maritime, we've mostly been banking on the developers... developing things further. Sadly, that has not really happened thus far.
MasterBot 11 Jul @ 2:09pm 
What was broken with maritime tradition in 4.0?
Ghost Fox 1 Jul @ 1:36am 
Genesis tradition "New Beginnings" does not properly grant a Genesis Ark, nor does the associated "Ark Ships" edict correctly speed their construction. Other effects of the tradition/edict work fine for Genesis Guides and related civics, just not those.
nobody 28 Jun @ 12:46am 
4.0 bombardment stance needs kill_pop_amount to be defined, otherwise it is defaulted to 0 and never kills pops
MasterBot 27 Jun @ 3:15pm 
@alexandertyrell2 it doesnt touch vanilla traditions at all,just adds its own.