Stellaris

Stellaris

Expanded Stellaris Traditions 3
205 Comments
07Gasimli 9 Nov @ 6:10pm 
I am using 12 tradition slots mod, generally 7-8 of these are vanilla trees generally. The problem I am facing with is, if I am roleplaying a diplomatic powerhourse, a country that cares about bureaucracy and the state/people, the trees available seem to be underpowered compared to others, like for example 15% extra edict duration/15% extra edict point or governing ethics attraction mods lets you do a good roleplay, but instead of picking those there other trees that will make you into a powerhouse. I would like you to take this into consideration as some of trees are really useless. :steamhappy:
A-Sartek  [author] 6 Nov @ 1:23pm 
@07Gasimli, There are some traditions that have some generic effects but it also depends on the amount of traditions slots you have available, if you have just 7 tradition choices then that is tough, you'd find yourself picking vanilla prosperity and supremacy + ascension all the time leaving only room for 3 or 4 traditions left. For a better experience pair this mods with 24 Tradition Slots or more.

@Evanduril
Played lots of games with Academy lately, no crashes at all. I even had synaptic Lathe and nothing happened. Also, please post bugs or reports in Bug Reports.

@MasterBot
Good suggestion, post it in the Suggestions thread.
A-Sartek  [author] 6 Nov @ 1:16pm 
@Ben_D⚜
I've been playing more than modding nowadays, I just realized there were comments over here. The good part is that I do have some answers for these questions.

@falontani
Traditions work just like ethic-bound ascensions, e.g you can keep ESAP's Pillar of Society even if you are no longer fanatic spiritualist. In this case, for Friendship Tradition you keep it after the xenophile to xenophobic ethic change, you could roleplay that their smiles are now just crafted-smiles or something. In any case, it would be interesting if that ethic change causes a situation event; I'd keep it in mind.
Ben_D⚜  [author] 6 Nov @ 1:01pm 
@falontani
I don't have any info for you on that right, sorry.

@07Gasimli
These traditions are actually overpowered more than not, so I disagree with you. I'm not really maintaining this atm though, so maybe the other guys can give their take.

@Evanduril
Post in the bugs thread.

@MasterBot
Post in the suggestions thread.
MasterBot 3 Nov @ 1:13am 
Traditions which give stuff for killing ships dont work on bioships... Also compatibility for faith tradition with E&C(prefferably bug branch) would be great. Would be cool if covert assets also buffed dark energy from ACOT.
Evanduril 2 Nov @ 1:31am 
Any reason fully researching Academy would cause game to crash on next autosave?
07Gasimli 1 Nov @ 5:19am 
A lot of these traditions need slight buffs, right now they dont feel worth my tradition slot. Most of these are useless
falontani 27 Oct @ 10:36am 
I had a question, what happens if you have Friendship and your ethics shift towards to Xenophobe. Do you lose the tradition's benefits?
Ben_D⚜  [author] 28 Sep @ 7:14pm 
To those who may be using Military Enhancements 2.0 [Invasion Events & More] , I've uploaded a mod that will make the Mechanicum Tradition's units properly use the Armaments strategic resource introduced by the Military Enhancement mod. It's called the Terrestrial Forces Compatibility Patch . I hope this helps some of you.
A-Sartek  [author] 28 Sep @ 4:19am 
Well, now that I look at it, 4.1.1 hotfix also had CTD fixes... Crashes makes troubleshooting more difficult for modders. :seriousboss:
A-Sartek  [author] 28 Sep @ 4:12am 
@Rukh
Maybe a mod from your list got updated after the CTD or for all we know it could be a base game CTD, I remember reading a recent PDX hotfix (4.1.3) focused solely on crashes including one that happened at lunch.
Rukh 27 Sep @ 9:09pm 
@A-Sartek
I'll trust your expertise on that. And chalk it up to my specific load order and something randomly not playing right and my "fix" was just random luck.
A-Sartek  [author] 27 Sep @ 8:21pm 
@Rukh I don't think that lowercase logic gates would cause that issue, however I did identify an issue with administratum that is now solved with the latest update. Maybe that was the root cause.
Rukh 27 Sep @ 6:50pm 
@A-Sartek
Strange. I use Windows, and this is the only tradition mod I have active. Mod list is pretty large and not all mods are marked* up to date in the launcher. I think, I have all the ones disabled that would cause crashes/not work correctly.


So, I started digging through the mod files in the traditions_categories folder and I think I found my issue at least. Both 00_chi_est_chivalry.txt and 00_mec_est_mechanicum.txt ai weight logic blocks were not all uppercase. At least from what I read they need to be? As soon as I switched the ai weight logic block keywords to all uppercase the game launched to the main menu successfully.

No idea if that actually was the fix or if the game just decided to launch after I re enabled the mod.
A-Sartek  [author] 27 Sep @ 5:58pm 
@Lelouch VI Britannia
It is fine so far, I would only recommend not using Administratum or Industry, those two need a rework. The first one for traits and the second one for modifiers.

@Rukh
XXX. txt? There is no such file in this mod. If you have a specific traditions tree name I could take a look at it but I haven't experienced any crashes.
:e33_AP: Are you using Linux or Windows?
:e33_AP: How big is your mod list?
:e33_AP: Are there other traditions mods installed?
Rukh 27 Sep @ 4:05pm 
It could just be my particular modlist, but with this mod active the game ctd upon launch. So looks like it doesn't work with the latest version of the game 4.1.3 for me. Checking the logs I saw this that stood out:

[trigger_impl.cpp:3363]: Error: Unexpected token: 'tradition_category', near line XXX in file: common/tradition_categories/XXX.txt
[main.cpp:1318]: Error: Script parsing errors detected. Exiting.
Lelouch VI Britannia 27 Sep @ 8:48am 
is this still fine in 4.1 just checking cheers
udkudk 26 Sep @ 11:00am 
@07Gasimli

Nah. They're talking about economic categories game folder. And they're right. Not touching those improves both future game update maintenance and mod compatibility.
07Gasimli 26 Sep @ 9:53am 
@A-Sartek you r telling traditions related to economics dont work properly?
A-Sartek  [author] 24 Sep @ 3:44pm 
@everyone Yea, not touching the economic categories anymore definitely was a good choice, it gives us less headaches in the long run. The mod works as it is but I'm going to do some further testing this weekend.
udkudk 24 Sep @ 10:16am 
@OpticBronze

While I would be a little bit cautious about the Psionic Ascension Traditions, it looks like things are working with no problem
OpticBronze 24 Sep @ 7:01am 
does it work with the new up date?
elvathelion 23 Sep @ 7:30am 
So...it appears all is well for use with 4.10? Scanning the discussions/bug reports I don't see any glaring abominations. :steamhappy:
xentionX 22 Sep @ 6:41pm 
Theres no misleading info anywhere @alfharobby >_> People just need to start using their freaking eyes more and stop being so lazy.
alfharobby 5 Sep @ 9:48am 
give my condolence to people who thought this mod is for version 3 instead of version 4
that Expanded Stellaris Traditions 3.14 is so misleading LMAO.
but again its their fault to not reading the updated date XD.
udkudk 2 Sep @ 5:59am 
Thank You! ❤
A-Sartek  [author] 2 Sep @ 5:49am 
@udkudk Ohhh that is awesome, I'll add them to the list of recommended mods here:
https://steamproxy.net/workshop/filedetails/discussion/3181487775/7056650139343392672/
udkudk 2 Sep @ 5:16am 
If there is any infringement, just tell me, and I will take down those sub-mods.
udkudk 2 Sep @ 5:14am 
@A-Sartek

I've created 2 sub-mods for this awesome mod that modifies the related mod settings to separately enable those 2 things:
(Mod doesn't modify anything else)


1- Enabling the Player to get the ability take all the Traditions, no matter if it's Mutually-Exclusive or otherwise Unavailable:
udk Enable All Traditions in Expanded Stellaris Traditions 3

2- Enabling the AI to actually get the ability to take all those Traditions that can do Passive Damage via Modifiers:

udk Enable AI Traditions in Expanded Stellaris Traditions 3
Comrade Phoenix 21 Aug @ 3:56pm 
Mod works fine for me.
a-really-big-cat 20 Aug @ 4:18pm 
I am itching to get back to Stellaris and this plus ESAP are my go-to mods. However last I remember there were a large number of non-functional and broken features; this was back in 2023. What is the general status of this mod at the moment? Are there certain broken things I should be aware of?
A-Sartek  [author] 11 Aug @ 10:57am 
I have been away for a bit, hmm lets start with @Inviz comment:
That works backwards, it is actually traditions (unity price) that get affected by empire size.

@Warder I think Automata was meant for cybernetics (in fact, it was called cybernetics) but I could take a look at it.

@RedTheKnown There is no list as of yet (for the updated version at least).

@TeamOnMyBack Gigastructures tradition is not from this mod but I think it requires mega-engineering.

@恐粉症(狐狼徒弟) There is no infringement at all, Doves version is probably outdated and your translarion is very welcome indeed.
恐粉症(狐狼徒弟) 11 Aug @ 8:15am 
https://steamproxy.net/sharedfiles/filedetails/?id=3546900233,If there is any infringement, I will take down this mod.
恐粉症(狐狼徒弟) 11 Aug @ 8:01am 
Author, can I make a simplified Chinese translation mod for this mod?
TeamOnMyBack 10 Aug @ 5:46pm 
How do you use gigastuctures tradition? I can't seem to find the tech requirement
RedTheKnown 24 Jul @ 12:53pm 
is there a text list of each tradition and its various effects?
Pietrooperv 20 Jul @ 7:57am 
so the mineral and food slave production bonuses from the order tradition work with 4.0? I can't seem to find their effects on my slaves. Maybe its just the sloppy 4.0 UI hiding modifiers.
Wardeer 5 Jul @ 7:09pm 
Should machine intelligence empires have access to automata tradition. It doesn't show up for my nanomachines.
Inviz 2 Jul @ 3:15am 
The total size of the empire does not change with the adoption of traditions
A-Sartek  [author] 27 Jun @ 4:09am 
@Maximillionysis Plentiful Traditions latest update in May was sloppy and it is causing issues, I would recommend using other Traditions mods like "More Traditions" by @kroun or "Expanded Stellaris Traditions 3" (this one)
kroun  [author] 27 Jun @ 12:24am 
@Maximillionysis
Most likely the UI mod, though I am not sure.
Maximillionysis 26 Jun @ 11:15pm 
I have a question; a friend and I are doing a very, *VERY* lightly modded run using this mod, Plentiful Traditions 4.X, and More Traditions, as well as the UI overhaul. Do you know if there are any issues with any of the traditions in this mod with Nanite world specializations? His game crashes every time he tries to specialize one of his districts, and no error message gets thrown up.
NightOwl 18 Jun @ 10:44am 
@Furrnomenon UwU Ok, thank you!
Furrnomenon UwU  [author] 18 Jun @ 8:59am 
@NightOwl
Should stack, I will do some testing this weekend to make sure!
NightOwl 18 Jun @ 8:13am 
Hey, I'd just like to ask if the perk "The Joy of Destruction" from the Xenophobia tradition stacks with the perk "Glorious Battle" from the Chivalry tradition or if having both is just the same as having one?
Furrnomenon UwU  [author] 9 Jun @ 3:37am 
@Trains6824 Sure! There shouldn't be any problems. At least I didn't encounter any when I added it to a Multiplayer save at around 2276
Trains6824 8 Jun @ 3:41pm 
@Furrnomenon UwU is it possible to add your traditions mod mid game to a save plz? :)
Xenomorph Kitty 6 Jun @ 12:38pm 
You guys are awesome
Furrnomenon UwU  [author] 6 Jun @ 4:59am 
The Traditions should now be fixed, if you still encounter any issues don't hesitate to inform us!
Xenomorph Kitty 5 Jun @ 12:09pm 
Will do, thank you :)