Expanded Tradition Choice

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Author: Eriounes

Last revision: 22 May, 2018 at 19:46 UTC (5)

File size: 2.63 MB

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Description:

Update for megacorp incoming, PC issues may delay!

A bundle of new traditions, including choices. Doesn’t require Utopia.

By Eriounes/Maethydd & Hootsmon

Description:
I found the lack of real choice between traditions in the base game somewhat disappointing, and was glad to see mods existing to change this. However, most of the tradition mods seem to add many new traditions, where as we wanted to create a mod that worked with the original traditions, offering a few more choices and ways to differentiate our empires. We also kept the perks number the same as the base game, to still encourage empire specialisation. Here is our take on adding some new choices to the game:

– Voidcraft: This tree focuses on defensive capacity of starbases, as well as reducing their upkeep. Offers a decent sized increase in starbase capacity, too. Good for empires that like to have many defensive starbases.

– Collectivism (Mutually exclusive with Individualism): Harking back to the older ethics loadout, this allows for players to further specialise their empire towards a central governance system, with bonuses to edicts, leader slots and a strong central authority (You can, after all, play an egalitarian collectivist). This tree also allows access to a new "Ministry of Order" planet-unique building that increases gov’t ethics attraction.

– Individualism (Mutually exclusive with Collectivism): This tree grants further bonuses to migration speed, xeno-happiness, and faction bonuses. Focus here is on individual rights and their bonuses and offering a small production boost to empires that don’t use slavery.

– Commonwealth (Mutually exclusive with Prosperity): I was rather disappointed with the prosperity tradition tree. Having been raised on star trek, it would have been nice to have a strong economic focus without being overtly corporatist or "profit focused". This tree does that, by allowing access to matter replication and the benefits of education and self improvement over profit. Grants access to two new planet-unique buildings (to balance the lack of unity from the prosperity tree): The Industrial Matter Replicator which makes buildings cheaper and quicker to build on a planet, and the Free Academy, which offers a base science output and unity. Finishing this tradition unlocks the matter replication tech to be research. While the prosperity tree really increases energy output, this offers a small energy bonus but increased mineral output.

– Exploration: As an extension of the Discovery tree, this focuses on planetary surveys and ship speed, along with a ship experience increase bonus.

Credit:
Special thanks to Birdy for the initial idea, and the base code editing the UI. (His Plentiful traditions mod http://steamcommunity.com/sharedfiles/filedetails/?id=903007094 , Sadly is no longer supported/updated). Along with our thanks for his allowing us to use his code.

Compatibility:
Should be compatible with most mods (I myself play with several). I have kept the editing of vanilla files to a minimum, however, the "topbar_traditions_view.gui" has been changed, so if your mod also alters this, there will likely be some issues.

If you are running at a resolution of 1366 and this mod isn’t working for you, try MasterTitan’s compatibility patch:
https://steamcommunity.com/sharedfiles/filedetails/?id=1569183923
all thanks goes to him for this

FAQ:

Can I continue my current campaign whilst adding this mod?

Yes, this mod is savegame compatibile.

Why did you not add ascension perks in addition to the new traditions?

The whole idea of this mod was to encourage specialisation and a sense of "Role-play" with your nation. The whole idea is to not have to select every single tree, but to diversify and offer different play throughs some flavour.

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Revisions:

Old revisions of this mod are available below. Click the link to download.