Stellaris

Stellaris

More Traditions
472 Comments
lpiv Aug 30 @ 2:55pm 
Also, Astro-Mining Drones can't used the Energy Beaming Array, as it only interacts with Solar Panel Networks and not Astro-Mining Bays.
lpiv Aug 30 @ 1:26pm 
I'm not sure if this is a bug or intended behaviour, but the Archaeology finisher only seems to spawn an archaeology site every decade when your science ships are still surveying. Would it be possible to have them spawn passively in your borders instead, even if the interval was lengthened?
eros10602 Aug 29 @ 2:18am 
I may have misread this. When choosing a social system, the pop growth rate was 15 percent.
Ishmael Tibbs  [author] Aug 27 @ 9:46pm 
First off, Hi, I'm Ishmael, and I'm going to be helping with maintenance!

@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.
NerdEmoji Aug 26 @ 3:46pm 
Does this increase the tradition limit?
vyraxan97 Aug 26 @ 7:15am 
"Spiteful Reclamations" from Ruination tree should add 100 miner jobs per planet size, instead it adds 1 per planet size and they can't even be worked.
eros10602 Aug 25 @ 6:42am 
The +8 agricultural district bonus from the "Vegetation" social system doesn't apply, and I don't see any social systems that increase population growth by +15 or +20.
udkudk Aug 24 @ 3:21am 
Never mind. It uses the vanilla on_pop_bombed_to_death on_action.

I hope the Stellaris devs updated it for 4.0
udkudk Aug 24 @ 3:19am 
Did you update the Malevolence Tradition Tree, Beauty of Annihilation tradition for 4.0 Pop System?

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
Lava Aug 21 @ 11:18am 
Royaltys entire tree is broken
udkudk Aug 18 @ 1:05pm 
Is this amazing mod compatible with Existing Saves?
Or, do I need to start a new save?
Sex Defender Aug 16 @ 10:32pm 
hey, the GMO trials agenda doesn't actually give you any research upon launch, heads up!
doctornull Aug 15 @ 6:02pm 
Genesis -> free colony ship only works with basic colony ships, not Genesis Arcs nor Eager Explorers colony vessels
Dym0niter Aug 15 @ 5:08pm 
do traditions like some botany perks switch to the mechanical versions if you synthetically ascend? or does it depends solely on starting species?
alfharobby Aug 14 @ 10:53pm 
Chaotic, Malevolence ad Vengeance Tradition is just too OP and Broke the Balance, i dislike the whole idea of debuff your enemy easily simply using tradition.
Red Skull Aug 14 @ 5:16pm 
Return of the king
The_Everchosen Aug 3 @ 5:00pm 
Royalty perk for homeworld species doesnt seem to work
Aphyxia Jul 12 @ 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 Jul 11 @ 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 Jul 11 @ 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 Jul 11 @ 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 Jul 11 @ 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] Jul 11 @ 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 Jul 11 @ 2:09pm 
What was broken with maritime tradition in 4.0?
Ghost Fox (ΘΔ) Jul 1 @ 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 Jun 28 @ 12:46am 
4.0 bombardment stance needs kill_pop_amount to be defined, otherwise it is defaulted to 0 and never kills pops
MasterBot Jun 27 @ 3:15pm 
@alexandertyrell2 it doesnt touch vanilla traditions at all,just adds its own.
alexandertyrell2 Jun 27 @ 2:08pm 
Uploaded Mod today and started a new game. There is no change. Vanilla traditions are still there.
MasterBot Jun 27 @ 1:12pm 
It's really sad as a megacorp without Maritime tradition.
Darrow O' Lykos Jun 24 @ 11:32am 
Commerce finisher - shouldn't it be +100 trader jobs from branch offices instead of +1?
Sylvieeeeeeeeeeeon.com Jun 22 @ 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] Jun 20 @ 7:58am 
@biggyzs
Since the tradition uses a vanilla modifier, it most likely is a vanilla bug.
biggyzs Jun 20 @ 7:51am 
The Gudance tradition -> Caretaker does NOT work. It will not lower divided patronage. I this a known issue?
Azurian  [author] Jun 20 @ 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 Jun 18 @ 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 Jun 18 @ 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 Jun 18 @ 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 Jun 18 @ 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] Jun 10 @ 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 Jun 10 @ 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 Jun 10 @ 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 Jun 10 @ 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] Jun 6 @ 10:49am 
@Zenchi.Senkusha
Only temporarily.
Curiosity and Archaeology will return once we have finished reworking them.
Zenchi.Senkusha Jun 6 @ 10:14am 
Aww We lost our bonus Unity from completing Archaeology and Astral Scars...
kroun  [author] Jun 5 @ 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 Jun 5 @ 8:35am 
@kroun ah I see, thank you anyway!
kroun  [author] Jun 5 @ 2:59am 
@Tassassin
Chronicling and Confederacy are not from this mod. Most likely they are from Expanded Traditions 3
Tassassin Jun 5 @ 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 Jun 4 @ 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.