Stellaris

Stellaris

Cultural Overhaul - No Traditions 2.0.2 with Localisation Update
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Update: 11 Apr, 2018 @ 9:47pm

Numerous Civic/Ethic balances as well as faction updates courtesy of NewAgeKid52. See his posts in the Coding Updates thread for details.

Update: 1 Apr, 2018 @ 1:00am

Enabled caste system for Harmonious Collective and Honorbound Warriors personalities. Honorbound Warriors will only use it if they have an Authoritarian ethic.

Fixed Collectivist/Individualist ethic descriptions to accurately describe their respective economic policies. Thanks to Pablo EscoBear for pointing this out.

Introduced two new government types for Oligarchies - Aristocracy for Elitists and Civil Council for Egalitarians. I added them into the namelists and am now seeing far fewer Generic Empires and nameless empires during my tests. I may introduce new governments for Auth/Lib Oligarchs as well, and some more tweaks need to be made to personalities to prevent "Dispicable Neutrals" from showing up.

Update: 30 Mar, 2018 @ 1:17pm

Balance updates to civics, thanks to NewAgeKid52.

Production Targets edict is now available to everyone again. Thanks to everyone who pointed that out, edict and policy restrictions should be appropriate but let me know if any other issues pop up.

Some more localisation updates to civics

Update: 28 Mar, 2018 @ 10:18pm

Civics updates as suggested in the discussion thread, thanks to NewAgeKid52 for these!

Updated 00_buildings, Symbol of Purity is now buildable and working correctly. Thanks to David for pointing this out.

Resource Processing Algorithms/Collective Production Methods tech is now working correctly. Thanks to ShockMeSane for pointing out this issue.

Made adjustments to society tech research rates to match the new vanilla rates.

Militarist faction should no longer request frontier outposts.

Update: 26 Mar, 2018 @ 7:15pm

Quick Update to 00_rules to bring it in line with today's beta updates. AI appears to be expanding correctly now. Thanks to everyone for noticing that issue, and shakee for finding the solution. I corrected a few other things like the changes to driven assimilators and pirates for AI.

Update: 24 Mar, 2018 @ 4:25pm

Fixed bug with Faith in Science tradition not working. Thanks to mintymind for pointing this out.

Update: 24 Mar, 2018 @ 11:26am

Updated Ascension Perks, they should all be working now but I haven't had a chance to test everything. Mastery of Terraforming is temporarily removed because as far as I can tell it doesn't do anything currently. Totalitarian Utopia gives +30% ethics attraction instead of the non-existant will to power tech. If you have any thoughts on balance let me know in the comments.

Added the Megacorporation, Megachurch, and various Marauder governments back into the game.

To create a Megacorporation, create an oligarch with the Corporate Dominion civic.
To create a Megachurch, create an oligarch with both the Corporate Dominion and Fundamentalism civics.

Feudal Empires should now have the Feudal Realms civic, and not the Imperialist civic. Thanks to pizzapicante27 for pointing out these issues.

Updated the Hegemonic Imperialists personality so they can no longer be xenophile. It didn't make much sense and seems to help cut down on Hegemonic spam.

Fanatic Elitists can no longer take the Meritocracy civic.

Various localization updates.

Update: 23 Mar, 2018 @ 1:23pm

Implemented new civics and balance updates by NewAgeKid52, added description for Spirtiual Harmony civic.

Fixed issues with Collectivist Faction requesting non-existant edicts. Thanks Caustic Soda for pointing out this bug.

Numerous localization updates including some fixes to factions, thanks again to Caustic Soda for pointing out some issues.

Update: 20 Mar, 2018 @ 10:15pm

Incorporated Civic and Balance fixes by NewAgeKid52

Edited buildings and policies files to remove/replace references to Petruxa's traditions. For most of the buildings with tradition requirements I changed them to unlock upon the completion of a relevant vanilla tradition. I tried to spread these out as best I could while still making sense. The harmony tree gets a few buffs in terms of unlockable buildings to help balance out all the factions that hate it.

As for policies, I adjusted the ethics requirements to make a bit more sense, now fanatic collectivists can't have private healthcare/education and vice versa. The new transportation policy bonuses that were previously unlocked by a single new tradition have been rebalanced to be unlocked by completing a relevant tradition tree. For example, military transportation requires completion of the supremacy tree. This information is all visible in the in-game tooltips, though I need to clean up the localisation files a bit for these.

Education and healthcare policies no longer require traditions as the old traditions don't exist, and none of the vanilla traditions make sense to unlock them. Instead I've opted to make them freely available (barring the ethics exceptions above), with negative effects to balance them out.

Private healthcare results in longer lifespans for leaders, at the cost of reduced pop growth and army health.

Public healthcare has the same benefits it used to, but now reduces energy generation to reflect increased costs.

Private education carries benefits for leaders, at the cost of cultural unity and governing ethics attraction.

Public education has the same benefits to leader pool, unity, attraction and research, but leaders gain experience much slower.

As far as balance goes this will be an ongoing experiment. I based all my values on Petruxa's to hopefully keep things consistent, but any balance testing feedback is greatly appreciated.

Update: 19 Mar, 2018 @ 11:23pm

-Incorporated new civics and balance changes from NewAgeKid52

-All civics should have working Icons now

-Localisation updates