Stellaris

Stellaris

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More Traditions
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54.419 MB
2023 年 10 月 31 日 下午 2:16
10 月 1 日 下午 1:49
101 项改动说明 ( 查看 )

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More Traditions

在 kroun 的 1 个合集中
More Everything
16 件物品
描述
Updated for 4.1
Please read the following!
While More Traditions has been updated for 4.1, we have not yet gone through all tradition trees and refined them for the new balance and mechanics for 4.0, so do expect some trees to be unbalanced or have minor issues or bugs.
The mod however is functional, and other than the aforementioned issue there should be no other issues.
Some trees also proved harder than expected to update, and have been disabled for the time being, these being: Evolution and Integration.
Additionally the Desecration has a major rework pending, and have thus been disabled for the time being.

This mod adds many (53) new traditions! These range from simple stuff like Archaeology, which helps you excavate archaeological sites, to more specialized ones such as Insurgency, a tradition tree meant for vassals who want to reclaim their independence.

This workshop page has a picture for each tradition, showcasing 2 or 3 bonuses from each of them.

High-Quality Traditions
All traditions have agendas, unique icons and have been made to be as flavorful as possible.
You can check what each does here.

Translations

Japanese by Bee636

Italian by Rahl81

German by Kal

Korean by Mari

Russian by AsC

Simplified Chinese by 卡尔文迪斯梅特

Ukranian by △ 𝕸𝖊𝖒𝖊𝖓𝖙𝖔 𝕸𝖔𝖗𝖎 ꑭ

Brazilian by Oliveira

Forgotten History Traditions
The Archeology and Desecration tradition trees come from my other mod Forgotten History , although with slight changes. Having both mods enabled will not result in duplicate trees.

Utilities
Hydra's Mod Menu allows for disabling any of this mod's traditions for all players and AI.

Credits
Special thanks to Azurian! Not only helped a lot, but also designed the new version of Evolution, reworked Industry and designed Ruination, Integration and Opulence while also designing and coding Astronomy, Botany, Genesis and Geology!

Also special thanks to TrueWolves, who also helped a lot, and also designed Maritime, Entrepreneurship, Cosmopolitan and Desperation!

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热门讨论 查看全部(3)
38
10 月 3 日 下午 1:28
置顶: Suggestions
kroun
7
7 月 1 日 下午 3:10
All the names are broken
Dmitriy Batkovich
12
1 月 27 日 上午 9:23
置顶: Traditons Description Page
kroun
501 条留言
ellenweorc 2 小时以前 
Can this be added without starting a new game?
Geki 10 月 23 日 上午 5:36 
Bug, pre-requirement in Antiquity is graphically indicated but not actually there: https://i.imgur.com/xxKcYxc.png
ItsHavel 10 月 16 日 上午 11:10 
Hey the seektruth tradition seems to be too op for giving 12 months unity.Any idea how to modify that?3 months should be ok for enchanted vanilla gameplaying
LordVipul 10 月 15 日 上午 7:08 
Hey, love this mod!
Just wanted to let you know that under Maritime Tradition, for the Navy Draft Policy, the options are:
- Monthly Trade +20%
- Monthly Trade +10%, Naval Cap + 10%
- Naval Cap +10%

Option 2 is simply better than option 3 as both give 10% naval cap (possible typo?). Maybe Option 3 could be changed to +20% naval cap for balance.
Thanks for the hard work!
Raidboss_L 10 月 11 日 下午 5:14 
@Ishmael Tibbs Fix for archaeology tradition --> Media Coverage tradition:
In the MT_tr_archaeology_events.txt :

fleet_event = {
id = MT_archaeology.1
hide_window = yes
is_triggered_only = yes

trigger = {
owner = {
OR = {
has_tradition = tr_mt_archeology_respect_the_dead
has_tradition = tr_mt_archeology_respect_the_dead_hive
has_tradition = tr_mt_archeology_respect_the_dead_machine
}
}
}
immediate = {
owner = { country_event = { id = MT_archaeology.10 } }
}
}

country_event = {
id = MT_archaeology.10
hide_window = yes
is_triggered_only = yes

trigger = {
days_passed > 0
}

immediate = {
add_monthly_resource_mult = {
resource = unity
value = @tier2unityreward
min = @tier2unitymin
max = @tier2unitymax
}
}
}
Rubber Ducky 10 月 4 日 下午 3:24 
@Azurian ah thanks for the explanation.
Azurian  [作者] 10 月 4 日 下午 1:18 
@Rubber Ducky
Nope, any job swaps require hard overwrites that makes the mod incompatible with any other mods that do the same thing. I must admit, it is rather painful and frankly, limiting.
Rubber Ducky 10 月 4 日 下午 1:06 
@Azurian Would it not be possible to do what the facility of archostudies does that converts all biologists to archaeo-engineers? Covert all soldier jobs or something to the merchant marines, a new job that adds better trade income, either way thanks for the reply
Azurian  [作者] 10 月 4 日 上午 10:04 
@Rubber Ducky
Maritime merchant marines were disabled due to 4.0+ requiring overwrites for most new features, which is against our ethos of not having overwrites (for mod compatibility reasons). I assume we forgot to change a tooltip, sorry for the confusion!

@A-Sartek
Thanks for the detailed report!

@everyone else
Kroun/Hydra updated the mod with a heap of fixes a few days ago, he never posted a comment here so I thought I'd inform anyone reading the comments :)
If any new issues pop up/unresolved issues persist please do let us know!
Rubber Ducky 10 月 3 日 下午 11:03 
Maritime merchant marines dont work, the building just provides soldiers and not merchants