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@Lava: Can you be more specific?
@udkudk: Good question! I'll try and run a test when i can, but that will take some setup, so if you find something out in your own game, let me know!
@eros10602: Bonus districts should be fixed now. The last patch broke things by changing the modifier name, but I've got a fix in for it. For the pop growth, I'm a bit confused as to what you're referring to. Can you elaborate?
@vyraxan97: This should be working as of the latest patch. It's possible that your local copy hasn't updated properly. Workshop items can be kinda slow to pick up on updates. You can try unsub then resub to force an update.
@NerdEmoji: Nope. The tradition limit remains the same, so i would personally advise playing with a mod like "A Lot of Traditions" https://steamcommunity.com/sharedfiles/filedetails/?id=3089160548 as well.
I hope the Stellaris devs updated it for 4.0
It gives 1 Month of Unity when you kill a pop via orbital bombardment. Which would rapidly become OP if you haven't updated it to 4.0
Or, do I need to start a new save?
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.
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.
Since the tradition uses a vanilla modifier, it most likely is a vanilla bug.
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.
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 :)
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.
Only temporarily.
Curiosity and Archaeology will return once we have finished reworking them.
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.
Chronicling and Confederacy are not from this mod. Most likely they are from Expanded Traditions 3