Stellaris

Stellaris

452 ratings
! Sartek Tradition - Ascension Perk Merger
13
6
3
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
3.299 MB
16 Jun, 2022 @ 4:41am
5 Jul @ 6:30pm
107 Change Notes ( view )

Subscribe to download
! Sartek Tradition - Ascension Perk Merger

In 2 collections by A-Sartek
A-Sartek's Stellaris mods
55 items
Ultimate Terran Playset
98 items
Description
Stellaris 4.0.* ///
In appreciation of these mods' enormous creative prowess, I wanted to make a mod that improves compatibility (even for future updates) for traditions or ascension perks that any of the mods below may use, as well as merging effects, conditions and flavor text whenever vanilla ascension perks or traditions overlap, this mod also gets rid of Paradox Ascension Perk limit of 7 traditions for:
  • Engineered Evolution
  • Flesh Is Weak
  • Mind Over Matter
  • Synthetic Age
  • Synthetic Evolution
  • Organo Machine Interfacing.

This mod allows you to re-roll the majority of ascension perks from vanilla and certain mods.

Mod attachments

Useful DIscussions
Steam limits how much text can be used in the description, so please follow the links below:

Localisation / Translation:

Previous versions:
Are you looking for version 3.14? Just look in the "auxiliary" folder within this mod's files. You are free to make a local copy to play an older version. Just remember that if you are using the same folder from this mod, always erase and then paste, simply replacing files is not enough and could cause unexpected bugs.

Prospective Updates:
  • Implement customization options. (High priority. Currently is in BETA but is functional.)
  • Keep updating menu to activate/disable certain ascension perk behaviors in-game at will. (High priority. Currently is in BETA but is functional.)
  • Add compatibility for Nanotech Overhaul - Waiting for author to add a way to detect the mod. Mod ID: 3279883623 (Low priority.)
  • "Simulate Utopian Dream" early megastructures on/off (within mod menu) (Low priority. Currently is in BETA but is functional.)

Other mods' bugs:
Please keep in mind that it is still other mod owners responsibility to fix their own mods (or make them compatible for a specific game version) but I can fix some issues on my end if I have time, even though this is not a priority.

    A big shout out to @TheFlyingPotato and @mr_trousers creating DMM and @OldEnt for providing an excellent base template for the menu, plus @Pourprsn for helping me fix synthetic hives.

    Any suggestions/thoughts are welcome!

    [ko-fi.com]
    Popular Discussions View All (6)
    98
    21 Feb @ 1:48am
    Suggestions for a mod merger/compatibility
    A-Sartek
    51
    4 Jul @ 7:25pm
    Bug report / Support
    A-Sartek
    8
    1
    26 Jun @ 3:44pm
    PINNED: Compatibility list (WIP)
    A-Sartek
    637 Comments
    hydra 50 minutes ago 
    also Planetary Wonders mod is officially 4.0 updated. I think theres too many non compatible mods in my lust to use this, even though i have 10 compatible mods, so im going to leave it in my playset but not activated. Hopefully these are able to be implemented!
    hydra 1 hour ago 
    Hi never used this mod before, but got more inclined to make my gamesets more stable.
    Does this work with hydras more traditions?

    also I use z Expanded Traits, Civics, Pops, and More, which recently got updated and also Megastructures tradition which also recently got updated, in your compat list it says these are outdated, so just wondering how to go about it for now

    thanks!
    A-Sartek  [author] 7 Jul @ 8:33pm 
    @eqN Yep, the re-roll currently costs half of government reform cost and follows the same formula based on empire size, except you can re-roll APs every 10 years instead of 20 years like civic reforms (which is why is half cost).

    Regarding traditions, re-rolling those are a little bit more tricky; I'm still thinking how to handle 'em because unlike APs, Traditions have to be refunded or partially refunded because no one is going to re-roll them if they know the price to get them back is too steep.

    For now, my priority is adding AP re-roll capabilities to supported mods, next mod in the agenda is Ascension Perks Broadened, @Lucasif recently added a scripted variable that would allow me to re-roll their perks. Let's see how it goes! Also thank you so much for your feedback @eqN.
    :lilimok:
    eqN 7 Jul @ 2:38pm 
    The Ascension Reroll is great. Its cost even scales it seems? That's awesome. Definitely a bit "cheaty" but it's not like you're ever forced to use it. Would love, if it's 'easy to implement', for a similar feature for Traditions too. I love experimenting and this all helps a lot!
    A-Sartek  [author] 3 Jul @ 3:10pm 
    @everyone I just added a few fixes based on your feedback but more importantly I just added a new re-roll feature for ascension perks that you might find useful and I want to know what you think.
    A-Sartek  [author] 26 Jun @ 3:50pm 
    Ahhh, I see, so the regular AP variants were showing up... That is good to know. I didn't want to overlap the original AAR_ap_ETHIC and ap_our_true_vision but I think I have to because they still show up "unpickable" from hives when they should be completely invisible.

    Thanks for your constructive feedback! :lilimok:
    Graion Dilach 26 Jun @ 2:27pm 
    Come to think of it, I think your solution is appropriate. Just hide AAR_ap_ETHIC and ap_our_true_vision properly from hiveminds to prevent them being shown from the unavailable picks - that's what confused me and got me into this.

    Which I'm kinda sorry about, because I was in a middle of a fairly long game and I overlooked that I already had the intended variants among the 50+ traits by then. So this is only a visual issue.
    A-Sartek  [author] 26 Jun @ 2:01pm 
    @Graion Dilach I'm open to suggestions, what do you think would be ideal?
    A-Sartek  [author] 26 Jun @ 1:59pm 
    @Graion Dilach right now I remember that... But why Organic Hives have increased ethics attraction in vanilla? That is why as I said before, this is intentional to avoid conflicting interactions between mods.

    EDIT: increased instead of decrease, oops.
    Graion Dilach 26 Jun @ 1:23pm 
    But One Vision doesn't exclude all gestalts in vanilla. One Vision only excludes machine intelligence.

    Yes, ESAP does this change to replace One Vision with One Purpose for Hive Minds and I see it now that these are duplicated over. This however leads to both the duplicates and the originals appear on the list (just one of them being permanently disabled due to the One Vision requirement) at Hive Minds.