Stellaris
Omega's Stellaris Traditions
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Omega  [producent] 19 października 2021 o 12:15
Tradition Tree Details
Perseverance

  • Adoption Effect: Habitability +5%. / Clear blocker time -25%
  • 1: Food from jobs +25%. / Maximum Agriculture Districts +2
  • 2: Food Processing Centers Provide +1 Farmer Ruler Job and +5 Housing
  • 3: Society Research from Farmers / Agri-Drones +1
  • 4: Pop Growth Speed +10%. / Pop Assembly Speed +10% (Machine)
  • 5: Orbital Bombardment Damage -10% and War Exhaustion Gain -10%
  • Finish Effect: Unlocks Planetary Decision: Food from jobs +25%. / Monthly Food +5%

Radiance

  • Adoption Effect: Ship Experience Gain +25%
  • 1: Energy from jobs +25%. / Maximum Energy Districts +2
  • 2: Energy Grids Provide +1 Technician Ruler Job and +5 Housing
  • 3: Physics Research from Technicians / Tech-Drones +1
  • 4: Research Station Output +20% and Starbase Constructions Research Output +20%
  • 5: Planet Sensor Range +2
  • Finish Effect: Unlocks Planetary Decision: Energy from jobs +25%. / Monthly Energy +5%

Mettle

  • Adoption Effect: Starbase Outpost Hull Points +200%
  • 1: Minerals from jobs +25%. / Maximum Mining Districts +2
  • 2: Mineral Purification Plants Provide +1 Miner Ruler Job and +5 Housing
  • 3: Engineering Research from Miners / Mining Drones +1
  • 4: Mining Station Output +20%
  • 5: Defense Army Health +25% and Attack Army Health +25%
  • Finish Effect: Unlocks Planetary Decision: Minerals from jobs +25%. / Monthly Minerals +5%

Metallurgy

  • Adoption Effect: Metallurgist job upkeep -10%
  • 1: Resources from Metallurgists +25%
  • 2: Research Speed (Materials) +15%
  • 3: Foundry buildings provide +1 Chief Engineer job and 5 Housing
  • 4: Foundries now provide +2 Unity / +1 Alloys from jobs / +4 mineral upkeep
  • 5: Unlocks Planetary Decision: Designate Forge Worlds
  • Finish Effect: Unlocks Planetary Decision: Alloys from jobs +25%. / Monthly Alloys +5%

Solidarity

  • Adoption Effect: +10% Pop Happiness / Pop Growth Speed Reduction -25% (Machine) (Reduces the ethos penalty in half). / +5% Habitability (Hive Mind)
  • 1: Unity from jobs +25%
  • 2: Foreign Empire Opinion +20 and Unity from Power Projection increased by +50
  • 3: Capital Buildings provide +1 Medical Worker / +1 Spawning Drone / +1 Replicator
  • 4: Pop Amenities Usage -5%. / Unity from Miners / Farmers / Technicians / Agri-Drones / Mining Drones / Tech-Drones +0.5
  • 5: Unity buildings now increase governing ethics attraction by +50%. / Deviancy -25 (Gestalt)
  • Finish Effect: Unlocks Planetary Decision: Unity from jobs +25%. / Monthly Unity +7.5%

Benevolence

  • Adoption Effect: Available Envoys +2
  • 1: Unity Buildings now produce 5/10/20 Unity
  • 2: Empire Size from Pops -10% and +25% Diplomatic Weight (Population)
  • 3: Trade Attractiveness +50%, Federation Technology Sharing +50%, Accuracy and Tracking in Friendly Territory +10%
  • 4: Trust Cap +50, Envoy Improve Relations +25%, and Evasion in Friendly Territory +10%
  • 5: Foreign Empire Opinion +20 and Society Research from Power Projection increased by +50
  • Finish Effect: Pop Growth from Immigration +25%, +1 Monthly Influence, and Fire Rate in Friendly Territory +10%

Malevolence

  • Adoption Effect: +2 Maximum Rivalries and Unity from Power Projection increased by +50
  • 1: Envoy Harm Relations +25%, Overlord Maximum Holdings +2, Slave Job Output +10%, and Slave Political Power -25%
  • 2: Monthly Influence +1 / Influence from Rivalries + 100% / Unlocks Policy: Colonial Desertion
  • 3: Ship Command Limit +20 and Ship Starting Experience +100
  • 4: Ship Hull Damage +10%
  • 5: Assault Army Morale +50% / Assault Army Damage +25% / Unlocks Policy: Orbital Bombardment Objectives
  • Finish Effect: Power Projection production increased by +100% and Unlocks Edict: Aggressive Expansion - Border Friction +250%, Naval Capacity +25%, Ship Command Limit +25%, Starbase Damage +25%

Defense

  • Adoption Effect: Starbase Defense Platform Capacity +10 / Unlock Technology: Global Defense Grid (if not unlocked)
  • 1: Starbase Defense Platform Hull Points +50%, Starbase Defense Platform Build Speed +25%, and Orbital Ring Hull Points increased by +100%
  • 2: Starbase Hull Points +100% and Starbase Evasion +20%
  • 3: Starbase Upgrade Speed +25% and Starbase Capacity +5
  • 4: Defense Army Damage +25%, Defense Army Health +50%, and Defense Army Morale +50% / Adds military ruler/specialist/complex drone jobs to military buildings
  • 5: General Staring Level +1 / Leader Capacity +2 / Unlock Building: Zitadom
  • Finish Effect: Starbase Modules +2 / Starbase Buildings +2 / Unlocks Planetary Decision: Military Moonbase Designation

Naval Ascendancy

  • Adoption Effect: Naval Capacity +20%. Fleet Command Limit +20
  • 1: Research Speed (Voidcraft) +15%
  • 2: Commander Staring Level +1 and Research Speed (Statecraft) +15%
  • 3: Starbase Capacity +20%. / +2 Hostile Operation Difficulty for Sabotage Starbase
  • 4: Megastructure Build Speed +10%. Megastructure Build Capacity +1
  • 5: Leader Pool Size +2 / +2 Commander Leader Capacity
  • Finish Effect: Civic Slot +1 and Mercenary Enclave Capacity +1

Naval Heritage

  • Adoption Effect: Ship Hull Points +25%. Ship Hull Regen +5
  • 1: Ship Shield Points +25% and Ship Armor Points +25%
  • 2: Emergency FTL Cooldown -10% and Ship Interstellar Speed +10%
  • 3: Ship Accuracy +10% and Ship Tracking +10%
  • 4: Ship Evasion +10% and Ship Sublight Speed +10%
  • 5: Ship Weapon Range +10% and Influence from Power Projection +1
  • Finish Effect: Ship Build Speed +25% / +2 Engineering Research from Researchers

Commerce

  • Adoption Effect: Trade Value +25%. / Energy from Tech-Drones +2 (Gestalt)
  • 1: Trade Value from Clerks / Energy from Maintenance Drones +2
  • 2: Base Trade Protection +5, Damage vs Mercenary Enclaves +25%, Damage vs Pirates +50%, Monthly Minerals +5%
  • 3: Commerce Buildings now produce 5/10/20 Unity / Monthly Unity +5% (Gestalt)
  • 4: Commercial Pact Efficiency increased by +25% / Unlocks Building: Advanced Resource Silos - +25000 Resource Storage, +1 Politician job, +3 Clerk job
  • 5: Unlocks Policy: Taxation / Collection (Gestalt) - +10%/+20%/+30%/+40%/+50% Monthly Energy and -2.5%/-5%/-10%/-15%/-20% Happiness (Gestalt: +2.5%/+5%/+10%/+15%/+20% Pop Amenity Usage)
  • Finish Effect: Unlocks Policy: Improved Trade Policies / Monthly Energy +20% (Gestalt)

Ingenuity

  • Adoption Effect: Research Speed (Engineering) +5%. / +2 Operation Skill (Military) / Operation Speed (Military) +25%
  • 1: Ship Hull Points +25% / Engineering Research from Power Projection +50
  • 2: Ship Armor Hardening +25% / Explosive Weapon Speed +25%
  • 3: Research Speed (Military Theory) +15% and Orbital Ring Tracking +50%
  • 4: Medical Workers, Spawning Drones, Replicators, Soldiers, and Warrior Drones +2 Engineering Research
  • 5: Starbase Shipyard provide +2 Engineering Research and Anchorages provide +5 Engineering Research / Unlocks Building: Mechanicum Academy - Upgraded Military Academy - +1000 Army Starting Experience / Black Knight Encampment (Necromancer)
  • Finish Effect: Unlocks Policy: Engineering Research Priority / Unlocks Armies: Titan Battlegroup / Unlocks Planetary Decision: Deploy Titan Garrison / Mercenary Enclave Capacity +1

Order

  • Adoption Effect: Edict Fund +200
  • 1: Edict Fund increased by +25%. / Edict Upkeep reduced by -5%
  • 2: Governing Ethics Attraction +50%, -10 Crime, and +5 Housing on all planets / -10% Deviancy and +5 Housing on all planets (Gestalt)
  • 3: Empire Size from Pops -10% and Hostile Operation Difficulty (Spark Rebellion) +2
  • 4: Government Buildings now produce 5/10/20 Unity
  • 5: Planet Stability +5 and Occupation Armies +2
  • Finish Effect: Unity from Soldiers, Enforcers, Telepaths, Warrior Drones, and Hunter Seeker Drones +2 / Unlocks Building: Reeducation Center

Insight

  • Adoption Effect: Research Speed (Physics) +5%. / +2 Operation Skill (Technology) / Operation Speed (Technology) +25%
  • 1: Scientist Staring Level +1, Research Station Output +20%, and Starbase Constructions Research Output +20%
  • 2: Ship Sensor Range +2 and Anomaly Discovery Chance +15%
  • 3: Research Facilities now produce 5/10/20 Physics Research
  • 4: +2 Research Alternatives / +2 Scientist Leader Capacity
  • 5: Ship Weapon Damage +15% / +25% Ship Shield Hardening
  • Finish Effect: All Starbases produce +7.5 Physics research / Unlocks Policy: Physics Research Priority

Compassion

  • Adoption Effect: Research Speed (Society) +5%. / Unlocks Edict: Aid Friendly Empire in War
  • 1: Society Research from Medical Worker / Culture Worker / Duelist / Entertainer / Priest / Death Priest / Death Chroniclers / Manager / Spawning Drone / Replicator / Evaluator / Chronicle Drone +2
  • 2: Official Staring Level +1 and Research Speed (Biology) +15%
  • 3: Maximum Districts +2 / Unlocks Edict: Compassion Initiatives - +10% Happiness, +10% Habitability, +5% Consumer Goods Upkeep
  • 4: Additional Leader Trait Options +1 / Official Leader Capacity +2
  • 5: Pop Growth from Immigration +25% and Leader Lifespan +20 years
  • Finish Effect: Diplomatic Weight +15%. / Unlocks Policy: Society Research Priority / Unlocks Planetary Decision: Encourage Planetary Growth

Administratum

  • Adoption Effect: Empire Size -15%
  • 1: Administrator category job upkeep -10%
  • 2: Unity from Bureaucrat / Priest / Manager / Coordinator / Synapse Drone +3
  • 3: Encryption +1 / Empire Size from Districts reduced by -20%
  • 4: Edict Fund increased by +25% / Edict Cost -5% / +2 Society Research from Researchers
  • 5: Build Speed +25% and Planet Buildings +2
  • Finish Effect: Civic Slot +1 / Unlocks Policy: Food Policy

Academy

  • Adoption Effect: Leader Experience Gain +25% and Leader Recruitment Cost -10%
  • 1: Increase the Starting Level of leaders by +1
  • 2: Leader Leader Capacity +2 and Leader Lifespan +20 years
  • 3: Empire Leader Pool Size +2 / Maximum Negative Traits -1
  • 4: Army Starting Experience and Ship Starting Experience +200
  • 5: Hostile Operation Cost +10% / Maximum Infiltration Level +20 / Anomaly Discovery Chance +10%
  • Finish Effect: Monthly Influence +1 and Base Intel +10

Nanobiotics (formerly Cybernetics)

  • Adoption Effect: Research Speed (Industry) +15%
  • 1: Pop Assembly Speed +10%
  • 2: Foundries and Factories now automatically produce 5/10/20 alloys / consumer goods.
  • 3: Research Speed (Computing) +15% / Encryption +1
  • 4: Nanites from Metallurgist / Fabricator / Foundry Drone +0.05, Starbase Module Capacity +1, Starbase Building Capacity +1
  • 5: Daily Hull Regen and Daily Armor Regen +0.5%
  • Finish Effect: All Starbases produce +7.5 Engineering research / Unlocks Planetary Decision: Research from jobs +25%.

Exploration

  • Adoption Effect: Research Speed (Propulsion) +15%
  • 1: Survey Speed +25% / Science Ship Evasion +25 / Physics Research from Power Projection increased by +50
  • 2: Science Ship Hull +200%. / Ship Interstellar Speed +10%. / Ship Jump Drive Cooldown -10%
  • 3: Research Speed (Particles) +15% / Physics Research from Researchers +2 / Codebreaking +1
  • 4: Research Station Output +20%. / Starbase Constructions Research Output +20% / Research Alternatives +1
  • 5: Archaeological Site Excavation Speed +25% / Megastructure Build Capacity +1
  • Finish Effect: Archaeology Skill +2. / +2 Operation Skill (Gather Information) / Operation Speed (Gather Information) +25%

Splendor

  • Adoption Effect: Monthly Influence +0.5 / +4 Hostile Operation Difficulty for Diplomacy
  • 1: Research Speed (Field Manipulation) +15% / Ship Disengagement Chance +10% / Ship Disengagement Opportunities +1
  • 2: Research Speed (Psionics) +15%. / Hostile Claim Influence Cost +50%. / Unlocks Planetary Decision: Syndicate Alloy Production (Gestalt)
  • 3: Factions now provide Influence and Research / Monthly Influence +0.5 (Gestalt) / Maintenance Drones and Omni-Drones now produce +0.5 all research (Gestalt)
  • 4: Council Veto Cooldown -10%. / Council Veto Cost -10%. / Emergency Measures Cooldown -10% / Codebreaking +1
  • 5: +1 Available Envoys / Base Intel +10 / Ship Cloaking Detection +1
  • Finish Effect: Diplomatic Weight (Economy) +50% / Monthly Influence +5%

Renewal

  • Adoption Effect: Research Speed (New Worlds) +15%
  • 1: Colony Development Speed +25% and Habitability +5%
  • 2: Empire Storage Capacity +50000
  • 3: Additional Pop Jobs from Strategic Resource Buildings
  • 4: Production of Exotic Gases, Rare Crystals, and Volatile Motes +10%
  • 5: Unlocks Megastructure: Planet Construction
  • Finish Effect: Terraforming Speed +25% and Research Option Unlocked: Terrestrial Sculpting
Ostatnio edytowany przez: Omega; 4 marca 2024 o 23:10
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Wyświetlanie 1-7 z 7 komentarzy
Cryswar 19 października 2021 o 15:37 
Academy looks good.

Administratum looks good.

Benevolence looks good, but TCP Handshake Nodes doesn't work for Rogue Servitor buildings, so that node is completely useless to them.

Commerce trade value swap doesn't seem to work for Rogue Servitors, they still get the trade bonus. Gestalts in general getting 2 monthly 10% energy bonuses from adoption/finisher is a tad boring, maybe swap one of them to +1 energy from tech drones or something?

Compassion is nice, but Patience and Understanding doesn't seem to actually be swapping? It says in the description here it works for spawning drones, replicators, and evaluators, but loading up my RS I don't seem to get any of those bonuses and the ingame description doesn't register it. Machine empires don't get much from biology research speed or immigration growth either, so maybe those could use swaps.

Cybernetics looks great!

Ingenuity is good, buuuuut I'm not sure about giving every starbase a shipyard slot. I would rather have ships build from my mega shipyard or dedicated shipyard starbase rather than showing up from god knows where, especially with the current reinforcement bugs.

Insight is good, though I think 25% weapon damage might be a bit much, 15% maybe?

Malevolence is good, but Spiteful Negotiations needs a gestalt swap badly.

Metallurgy is good, but Optimized Ore Processing is... overwhelmingly strong. Maybe +1 alloy instead?

Mettle - Mining Consortium gives energy districts instead of mining districts. Looks great otherwise!

Naval Ascendancy looks solid.

Naval Heritage adoption giving 25% hull is pretty crazy, I'd suggest 15% instead. Similar with the armor/shield bonus. Otherwise, I like it a lot.

Order - Extended Control Subroutines doesn't have the bonuses properly spaced (all on one line instead of 2), and the gestalt swap doesn't seem to work. Otherwise fine.

Perseverance is good, though machine empires might need a swap for the agri districts at the very least.

Radiance looks good, though 25% ship XP might be a bit too low? idk.

Renewal is dope, but the strategic resource job node seems... idk, out of scope? And a compatibility nightmare. Maybe change it so those jobs give +1 of their strategic resource instead?

Solidarity has THE most creative bonus I've seen on a tradition in any mod lol. Great for Lithoids, Rogue Servitors, etc. The finisher has a typo (empire empire monthly unity). The unity bonus doesn't seem to work for agri/mining/tech drones, sadly, and the medical worker job doesn't work for gestalts. Governing ethics attraction is also useless for a gestalt. Otherwise, one of the cooler and stronger traditions of the bunch, I really like it!

Splendor is cool and creative.

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Overall, a very solid set of traditions. I'm impressed with the end result. You even managed to make 'get more food' into a useful and viable tradition, so props for that.

Unfortunately, the building overrides make this mod absolute hell for compatibility. I realize you may not be interested in changing it and that is fine, but if you are willing to reconsider, adding resources or reducing upkeep to jobs is far safer imo; ex. instead of +10 unity from unity buildings, +1 unity to unity jobs or halving bureaucrat upkeep would have a similar effect without making this mod nearly impossible to run alongside anything else that touches buildings.

Job resource bonuses are also handled in the least compatible way possible. It would be FAR more compatibility friendly to add this mod as a dependency (https://steamcommunity.com/sharedfiles/filedetails/?id=1688887083) and use proper "planet_x_y_produces_add" modifiers. Same results, far less work (all you have to do is add some localization for those that aren't vanilla), and no need to overwrite every vanilla job in the game.

Please consider switching to this method; you can overwrite the file in economic_categories yourself if you don't want a dependency, but you'll be saving yourself a LOT of work in the long term regardless.
Omega  [producent] 19 października 2021 o 17:14 
@Cryswar Thank you very much for all of the feedback and bug testing.
  • Benevolence - Is now fixed (Unity has been added).
  • Commerce - I've fixed the swap error, thinking about what I want to do with the +10% Energy as I agree it is quite boring.
  • Compassion - Is now fixed, though may need to do a swap later for immigration.
  • Ingenuity - Agreed, though looking for testing to see how it functions in practice.
  • Insight - Weapon damage reduced from 25% to 15%.
  • Malevolence - Gestalt now gets +25% Envoy Harm Relations, +5% Simple Drone Output, and +25% All Army Damage
  • Metallurgy - Agreed, though looking to test this first to see how it goes. Might be good to stagger the bonus to +0.5/+1/+1.5 per tier.
  • Mettle - Max Districts type has been corrected.
  • Order - Wasn't able to find this one, might have fixed it already perhaps.
  • Solidarity - There were quite a few typos in this tree, very sorry about that! Should be all cleaned up now.

I agree the way I've implemented some of this has caused a number of compatibility issues; particularly with mods that adjust vanilla pop jobs and buildings. I did initially begin coding in job bonuses with the dedicated legacy modifiers. Mettle, Perseverance, and Radiance are all using this legacy method. However, doing so requires the creation of four localization entries and four modifier icons. I wanted to get the core of the mod completed and thus resorted to coding the bonuses directly in the pop jobs files. This is likely something that I will revisit in the future.

Buildings are going to be a bit tricky because I wanted to add a large number of T2/3 buildings didn't previously exist. I really like the design space and wanted to utilize it in order to encourage players to build some buildings that have historically been very niche. If there are other mods that want to use these building mods I'd be happy to write up compatibility patches to ensure that they work for others.

I think I've covered everything, though if not please let me know. I greatly value all of your feedback and really appreciate you taking the time to write all of this up.
Cryswar 19 października 2021 o 17:59 
Happy to help. As I said elsewhere, I really like the ideas you're working with and am happy to offer feedback as requested. I hope none of it came off overly harsh.

For the localization stuff - most of the icons etc are already existent, just need to be put together. mod_planet_telepaths_society_research_produces_add: "£society£Society research from £job_telepath£Telepaths increased by" (or similar) is the most you need to do localization wise with the method I linked above, all the parts already exist, the only struggle is sometimes finding the vanilla icon if it's named weirdly enough lol. You can simplify a bit by skipping the job icon and just writing "Metallurgists," so you only need to track resources, I doubt anyone would notice/care.

I think a portion of the disconnect about buildings is that, generally speaking, I prefer to use focused mods with minimal overlap. If I add a tradition mod, I want traditions, with as little else as possible. Some mods (ex. Ethics and Civics: Bug Branch) make far more building changes than I'd like, but it makes sense in context of the mod.

I'm actually working on my own building expansion as well, to add more options. I definitely agree there is a lot of space there, it's just not pleasant to run into unexpected compatibility errors due to expanded scopes haha, and the less compatibility issues you have, the less patches and angry people in comments you have to deal with.

But yea, again, I'll definitely be eager to see how this progresses. You have a phenomenal foundation here, and I'm glad this saw the light of day 'cuz I'd definitely like to work it into my MP games.
Ostatnio edytowany przez: Cryswar; 19 października 2021 o 22:38
Princezilla 5 stycznia 2022 o 12:09 
Hi just a note here, Malevolence ironically has a number of boosts that are useless for genocidal empires despite the tradition fitting them thematically because they can't have rivalries or use evoys for anything other than spying and can't have slaves even if they aren't gestalt
Ostatnio edytowany przez: Princezilla; 5 stycznia 2022 o 12:11
Princezilla 5 stycznia 2022 o 12:13 
.... sorry for popping up everywhere with opinions and suggestions I just really like your mod and the directions it takes the game.
Omega  [producent] 6 stycznia 2022 o 16:12 
No problem at all, feedback is very much appreciated. Thank you so much for providing it! That is a very good point. I have been thinking a few perks on that tree were a little lackluster. Open to ideas, otherwise will be looking to add things to it during the next big update that I do (hopefully by end of February).
Ostatnio edytowany przez: Omega; 6 stycznia 2022 o 16:12
Princezilla 6 stycznia 2022 o 19:16 
Perhaps instead something that increases the bonuses they get from purging for one. And a temporary buff whenever they declare war for another, like all of their resource output is boosted for a couple years after they declare, because they get all vigorous at the thought of all the killing.
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