Stellaris

Stellaris

Plentiful Traditions 2.4.1
SI-Abominus  [developer] Dec 9, 2018 @ 7:23am
Industry
#@cost = 56 tr_plentiful_industry_adopt = { # cost = { unity = @cost } modifier = { category_industry_research_speed_mult = 0.15 station_gatherers_minerals_produces_mult = 0.1 } on_enabled = { give_technology = { message = no tech = tech_plentiful_traditions_orbital_fracking_cannon } } ai_weight = { factor = 10 modifier = { factor = 1 has_ethic = ethic_materialist } modifier = { factor = 2 has_ethic = ethic_fanatic_materialist } modifier = { factor = 1 has_ethic = ethic_fanatic_egalitarian } } } tr_plentiful_industry_finish = { modifier = { #P Edict ascension_perks_add = 1 } } tr_plentiful_industry_1 = { # cost = { unity = @cost } modifier = { station_gatherers_cost_mult = -0.15 } ai_weight = { factor = 1000 } } tr_plentiful_industry_2 = { # cost = { unity = @cost } possible = { has_tradition = tr_plentiful_industry_1 } modifier = { ship_colonizer_cost_mult = -0.2 } ai_weight = { factor = 1000 } } tr_plentiful_industry_3 = { # cost = { unity = @cost } possible = { has_tradition = tr_plentiful_industry_2 } modifier = { country_resettlement_cost_mult = -0.3 } ai_weight = { factor = 1000 } } tr_plentiful_industry_4 = { # cost = { unity = @cost } possible = { has_tradition = tr_plentiful_industry_3 } modifier = { station_gatherers_minerals_produces_mult = 0.1 # B. Min } ai_weight = { factor = 1000 } } tr_plentiful_industry_5 = { # cost = { unity = @cost } modifier = { #E Edict } ai_weight = { factor = 1000 } }
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Showing 1-15 of 15 comments
JessHorserage Dec 16, 2018 @ 4:06am 
What does ship_colonizer_cost_mult = -0.2 exactly do? It's not shown up ingame and the basic description is iffy at best.
SI-Abominus  [developer] Dec 16, 2018 @ 4:54am 
Thank you, changed it and will upload it soon.
Richard Dec 19, 2018 @ 9:19am 
It is not uploaded yet but we had updates, did you forget it or is it still broken?
SI-Abominus  [developer] Dec 19, 2018 @ 10:06am 
Oh yes, forgot it, it should be implemented already.
Hi when I unlocked undustry 3 it somehow changed my jobs and housing in the mining dsitricts from 2 to 3. i think this was not inteded codewise nor from the tooltip. Does anyone know why?
SI-Abominus  [developer] Jan 26 @ 2:11am 
Fortgot about the translation. It will be done today night or tomorrow with the new version.
The 20% reduction costs is still not working for me! Have you fixed it or what?
SI-Abominus  [developer] Feb 6 @ 8:00am 
I hope it will be fixed with the next patch from paradox. The modifier is fine, but it doesnt work so far.
Shade Mar 22 @ 12:50am 
Ok so. This entire tradition is ... meh right now. The colonization ship cost reduction is not working, and needing a PLANET CAPITAL+ to erupt a planet you dont want anymore is so freaking tedious. Can we please erupt planets earlier? If i capture a world I dont want, I want to hit the implode button asap just to keep the "clutter planets" off my menu. I dont want to resettle 20+ pops to a planet just to upgrade a building 1-2 times, resettle them off, just to destroy the freaking planet after wasting that much energy/etc on resettling. Its beyond tedious, and wasteful, and the end result isnt even that great.
SI-Abominus  [developer] Mar 22 @ 2:25am 
OK, I can change that.
Ndog Jun 24 @ 10:45pm 
The industry tradition 3 don't gave me 3 miner and 3 housing for each district

Is this an error
SI-Abominus  [developer] Jun 25 @ 3:50am 
Are you using any other mod than plentiful traditions?
Ndog Jun 25 @ 9:33am 
Yes, expanded trait, civic, and more

Is there anyway to fix this?
IcaX Jun 25 @ 11:58am 
Im also not getting the +1 Housing, +1 Miner Jobs from Industry 3.

Mods:

NSC
Sins of the Prophets
Glavius AI
Planetary Diversity
ESC 3.0
Gigastructures


SI-Abominus  [developer] Jun 26 @ 1:01pm 
Any mod that changes the 02_rural_districts.txt will have this problem...
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