Stellaris

Stellaris

More Traditions
455 Comments
Aphyxia 12 Jul @ 2:30am 
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.
alexandertyrell2 27 Jun @ 2:08pm 
Uploaded Mod today and started a new game. There is no change. Vanilla traditions are still there.
MasterBot 27 Jun @ 1:12pm 
It's really sad as a megacorp without Maritime tradition.
Darrow O' Lykos 24 Jun @ 11:32am 
Commerce finisher - shouldn't it be +100 trader jobs from branch offices instead of +1?
Sylvieeeeeeeeeeeon.com 22 Jun @ 8:41pm 
royalty only has 1 thing to take? wasn't there 5 of them? was it because it was too broken? i member it was very OP
kroun  [author] 20 Jun @ 7:58am 
@biggyzs
Since the tradition uses a vanilla modifier, it most likely is a vanilla bug.
biggyzs 20 Jun @ 7:51am 
The Gudance tradition -> Caretaker does NOT work. It will not lower divided patronage. I this a known issue?
Azurian  [author] 20 Jun @ 7:21am 
@jht_89
Thanks for notifying us of the Industry issues, I might've fluffed the swap conditions. I can't believe we completely missed those translucer/etc bonuses still being in though! Those modifiers no longer work as they're just legacy modifiers targeting jobs that no longer exist, but because they're technically still in the game (together with their loc) we never noticed.
eqN 18 Jun @ 6:52pm 
As for the power of the Genesis tree, the capital growth is definitely a factor, and Paradigm Shift too but it's fine really. Think it's just because every point in the tradition tree as a whole is super good. The only one that's only kinda 'meh' is the science on colonize one. The rest are just amazing value early game.
eqN 18 Jun @ 6:14pm 
Can confirm the irregular Industry behavior below. I really like the structure of that tree, assuming it works as intended. Hopefully it can be fixed!
jht_89 18 Jun @ 7:22am 
It also looks like some of the conditional traditions within that tree aren't doing what the description says (for example, the Domestic Nanofabrication tradition says that it buffs farmers if picked before Multilayered Forging - contextually I presume that should actually say picked after - but it actuallys buffs miners)
jht_89 18 Jun @ 6:52am 
I've noticed that your Industry tradition tree provides output bonuses to Translucers, Chemists and Refiners. Do those modifiers still work (given that the production of those resources typicallys comes from either Metalurgists and Artisans, or Farmers/Miners/Technicians?
Azurian  [author] 10 Jun @ 7:17pm 
@eqN @Reyzel
I assume its the pop growth bonus that's making Genesis so busted now? As someone that hasn't played around much with 4.0, I'd imagine the +100% pop growth on your capital is incredibly strong with the new pop system. Or at least, far stronger than it was in previous patches.

Paradigm Shift is another strong perk, but as the cornerstone of Genesis I'm fine with that. I am however aware of the problem that it is infinitely more powerful if you're using a more AP slots mod. I do plan to add a less powerful swap for people that use those mods in the future!

Thanks for the feedback, if you've got any other concerns/thoughts to share please do! <3


@Zenchi.Senkusha
While those traditions are pending a rework, I am absolutely positive those effects will stay as they're quite fun :)
eqN 10 Jun @ 5:47pm 
That said, vanilla Prosperity is also pretty OP. I'd say it's better than Genesis even later on, but Genesis does feel like a must pick first-to-Ascend for Biological pops.
eqN 10 Jun @ 5:22pm 
I do agree Genesis is pretty OP. I could see not taking it on a Machine civ since I believe it does not give Assembly Speed to the Capital.
Reyzel 10 Jun @ 8:40am 
I love this mod but the genesis tradition is insanely busted.
There is legitimately no reason I can see to ever not pick it first or second regardless of what build you are going.
It's just too strong.

Anyways great mod. Even if you choose not to change this, I can always manually edit the mod files to nerf or disable the tradition for myself.
kroun  [author] 6 Jun @ 10:49am 
@Zenchi.Senkusha
Only temporarily.
Curiosity and Archaeology will return once we have finished reworking them.
Zenchi.Senkusha 6 Jun @ 10:14am 
Aww We lost our bonus Unity from completing Archaeology and Astral Scars...
kroun  [author] 5 Jun @ 1:00pm 
@Уберите Из Мута
We cannot guarantee the quality of translations for this mod as none of us are able to speak those languages.
If you want the translation improved you will have to contact the translator or make a new translation.
Rus translation is terrible on half traditions
Tassassin 5 Jun @ 8:35am 
@kroun ah I see, thank you anyway!
kroun  [author] 5 Jun @ 2:59am 
@Tassassin
Chronicling and Confederacy are not from this mod. Most likely they are from Expanded Traditions 3
Tassassin 5 Jun @ 2:44am 
I have a feeling that the mod itself does not have the issues. I had some trouble with an event mod, and now that I do not have it in the playset, at least the Royalty Tradition works again. As far as I can see, "Chronicling" and "Confederacy" do not seem to work correctly, only showing two perks.
Tassassin 4 Jun @ 1:29pm 
To add to what Kal said, the Traditions work normally in 4.0.13, but in 4.0.14 and 4.0.15 a couple of them seem to be broken, at least in a running savegame, no clue if that is the case in a new savegame.
Kal 4 Jun @ 10:40am 
Hello, I found a bug in the Royalty tradition tree: only 1 out of 5 perks is available. The other 4 do not appear at all, so I cannot select them. I just wanted to let you know. Thanks for your work!
Jade Rose 3 Jun @ 2:49am 
Bonus pop growth (such as from Cloning Vats) seems to be spread between all pop types; if you have a planet with only 2 pop types (i.e. pacifist workers and militarist workers) it would give 0.75 to both (assuming there are an equal amount of both). It seems the Nature tradition gives +1 to each pop type without spreading it out, so on a planet that has 10-20 pop types (which is fairly average I believe), it gives a huge increase in total pop growth.

I'm not a Modder so I'm sorry I can't give a specific fix, but maybe copying the cloning vats effect and replacing the +1.5 with +1 might work as intended.

However, I could recommend a different fix, if you'd be willing. Would it be possible to give natural blockers a small % bonus to pop growth? I think that might feel more thematic and synergistic with the tradition's completion bonus. Something like 2-3% sounds fairly balanced.

I hope those suggestions help! Thanks for the quick response :Gifting:
Azurian  [author] 2 Jun @ 1:53pm 
@Jade Rose
I'll confess when I changed it for 4.0 compatibility I might've just picked a number out of a golden hat. What number would you suggest instead?
Jade Rose 2 Jun @ 2:47am 
I'm not sure if it's been discussed already, but the Nature tradition's adoption bonus seems a little broken. The extra pop growth leads to a massive population increase, which as far as I can tell isn't affected by the empire-wide pop growth scale setting.
arkanikorde 29 May @ 2:40pm 
Could you make a French localisation (even it remain in English) please?
yggdrasil729 29 May @ 4:32am 
The localization file for this mod is only in English, there are no other languages needed, and the corresponding translation is missing during the game
Aphyxia 28 May @ 11:06am 
Fixed Entrepreneurship's 'Art of the Deal' and changed its name
Noo, not the Art of the Deal
kroun  [author] 27 May @ 5:18am 
@MoistWaffer
I don't know. Ask the creator of the translation.
MoistWaffer 27 May @ 4:38am 
The chinese version of localisation seems bugged, they cannot be display correctly, should I wait, or just simply re-install it? Thanks.
kroun  [author] 27 May @ 12:13am 
@vasilis2505
Yes
vasilis2505 27 May @ 12:06am 
is this compatible with other more traditions mod like plentifull traditions?
ShalkarBrutal 26 May @ 12:18pm 
Thank you!
Little Tee 26 May @ 1:40am 
I see. So you opted for swaps rather than restrictions. Nice.
kroun  [author] 26 May @ 1:38am 
@Little Tee
We try to keep traditions as open as possible.
Restricitons are mostly where it would not make sense (Cosmopolitan for gestalts), where it would not work (Vengeance for those who cannot make rivals) and where it would not be possible (Integration for non-gestalts).
Oppression is available for all since it has (if I remember correctly) swaps for those without slaves (Spiritualists get bonuses to robots so they can oppress robots more).
Little Tee 26 May @ 1:32am 
Am I right in assuming that 'Benevolence' or 'Isolation', for example, are not available to empires which are not Xenophile or Xenophobe? Or 'Oppression' and 'Vengeance' unavailable if you are Egalitarian or Pacifist? Or in general, is the idea that most Traditions that are available to Non-Machine/Hives available to everybody?
Saobie 25 May @ 12:54pm 
I see, that is unfortunate :/ But oh well. The primary reason i ask is because im the type of person that likes to have it all, so i was hoping to minmax my offered traditions while maintaining my preferred playstyle

All good either way. Your mod is fantastic, and the fact that some of the traditions are exclusive in some way is really cool