Stellaris
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Plentiful Traditions 4.x
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24 FEB 2018 a las 2:21 a. m.
30 MAY a las 11:54 a. m.
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Plentiful Traditions 4.x

Descripción
Welcome to Plentiful Traditions,

it wasn't always easy to implement everything Birdy made for 1.9 into 2.0 and further.
NOW for the 4.x Please report bugs! :)

Works with:


Languages:

Features:
  • 19 new traditions
  • 24 possible tradition-slots (instead of 7)
  • Some swapped ones for hive, machines or both
  • 4 new Ascension Perk
  • 47 Ascension Perk Slots (not each one will be available, possible for other mods)
  • 19 new Buildings
  • New Traits
  • New Jobs
  • New Deposits
  • Reduced costs for Traditions
  • Habitats could be cheaper
  • New Edicts
  • New Starbase Modules
  • Increased Terraforming possibilities

P.S.: If you have subscriped and DON'T got the traditions, try to reload the mod with the launcher. There is a new button for it. I have no idea if it works.
Discusiones populares Ver todo (56)
5
13 MAY a las 1:37 a. m.
3.14 version?
Full Spade
10
23 JUN 2024 a las 10:24 a. m.
Tradition UI is broken in 3.10
Headless Horseman
3
15 DIC 2024 a las 5:51 p. m.
Can't Pick Ascension Perk
pdevencenzi
3,812 comentarios
Vulture7734 hace 7 horas 
true but since skimmed through the discussions, they don't seem to be active at all and thought this might get more traction. i can delete them if they are too cluttered.
bascott83 hace 7 horas 
you could have wrote that all out in the Discussions section.
Vulture7734 hace 7 horas 
Sorry for spamming but the comment section only allows for 1000 characters.
Vulture7734 hace 7 horas 
Industry:
Planetary Eruption can be used multiple times on the same Planet, making it an Influence sink, as it seemingly increases the output you get the more you click it. not 100% sure. But using it on a Ring Segment spawns a planet there which is funny.
Creative Accounting Edict works even for species that don't use Consumer Goods, which makes it useless for them.

Transformation:
Change through obsolescence says Access to edicts to convert Nergy, Minerals and Food but only gives an edict that's called Local transformationdecision - OFF (or ON) which doesn't seems to do anything.

Endurance:
The glance into the abyss gives the Fertilizer Array but the Spaceport Module says: mod_station_gatherers_food_produces_mult: +10%
Vulture7734 hace 7 horas 
Affinity:
No Adaption effect.
Finisher says Jobs are increased by 1 but apparently increases them by 300 but only once. So when building Civilian Industries on a new planet: it goes from 350 to 650 but adding another doesn't go to 1150 but 850. Seems to only work once for every district and only for the first Industry you build. Also seems to work for the first City District; using Hive Mind just gives another foundry category which can't be filled. It's all sort of weird.
Tolerance says înfluence
Tower of Affinity doesn't work. You can build it, but the 500 Culture Workers can't be filled and the building itself says: job_culture_worker_effect_desc

Experimentalism:
Repeated Enquiries has mod_shipclass_research_station_build_cost_mult: -15%
Trial and Error Leader Level Cap doesn't work. 10 is still max.
Experimental Weapons Facility and University of Wisdom have no Drone Workers.
Vulture7734 hace 7 horas 
Looking through Malice Finisher i noticed that it gives a Spaceport Module and there i saw that things like Craftwork Headquarters are also Spaceport Modules, there was just no indication for it.
Construct Amplifier apparently adds new traits, but when biological species get it through robots without becoming machines, it's pretty much useless as it's not available for them in Template Modification.

Aspiration:
Persuasion says Market Fee decreased by -5% and at the bottom Market Fee -5% again but only decreases it by -5% total. The Unity bit seems to do nothing or is poorly worded as i couldn't see a difference.
Vulture7734 hace 7 horas 
Biogenisis:
Playing Machine gives 1 Organic Species Modification Point

Faith:
No Adoption Effect.

Mysticism:
Adoption effect should give Cosmic Ray Shields but it's the same as Robotics, 0 research, missing icon and no effect.
Finisher has no effect besides Ascension Perk.
(Hive Mind) Obelisk of Frugality only give 5 Jobs, while the other Obelisks give 500.
(Machine) Encrypted Designs gives mod_shipclass_research_station_build_cost_mult: 33%

Order:
Inner Workings gives Craftwork Headquarters which like the other Techs does nothing and has no Icon.

Malice:
Can be used by Machines and Hive Minds even though they don't have access to Neural Implants and thus can't use the Advanced Slave Processing Facility.
Vulture7734 hace 7 horas 
Also many Buldings such as Experimental Weapons Facility from Experimentalism needing Energy Districts or Pillar of Affliction from Mutagenesis needing Agriculture District should be better communicated since i thought they were unable to be build.

Robotics: (Hive Mind)
Regularity Blueprints has no effect.
Jazarian Clockworks adds the Research for Automatic Spare-Parts Industry just shows a missing icon, 0 research and no effect.
Finisher Construct Amplifier doesn't even come up with research_all.
In General, you can take this tradition even without going/being robotic/cybernetic from the get go which makes me think thats why it's all wonky as hell.

Robotics: (Machine)
Finisher now gives Construct Amplifier and has an Icon but no effect and 0 research.

Robotics: (Democracy)
Finisher Modification Points only work when finishing Synthetic Yield Situation from the Synthetics Tradition first.
The rest is the same as Machine.
Vulture7734 hace 7 horas 
hey, is there a reason why this mod overrides mods like Galaxy Shapes: https://sp.zhabite.com/sharedfiles/filedetails/?id=2895850700 ?

when it's above your mod in the load order, the shapes don't appear until i use it's bigger galaxies like 1250 systems.

some other things i noticed: (everything was tested using only this mod, Hive Mind, Democracy and Machine Intelligence)

You can go both Robotics and Biogenesis which i think is an Oversight. Especially since when going for Synthetics while already having stuff like Biogenesis, you get organic modification points which are useless to machines.

Also you should add stuff for the Evolutionary Predators origin, since they can't take advantage from Modding Points and should instead get a modifier to their unique Adaptive Evolution Situation.
Aflack 3 JUN a las 5:31 p. m. 
Where be the 3.14 Version? or does this still work in that version?