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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.
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!
I think I found a little bug: The industry tradition has the following perk: "Prefabricated Factories: +50% industrial district build speed"
However, industrial districts no longer exist, so I guess this should be adjusted.
@MasterBot I'll investigate what I can do to get some maritime functionality in place. As a maintainer I'm trying to not deviate from the owner's vision much at this time, so I need to see what is reasonable.
Things that were fixed:
Botany agenda GMO Trials should now be giving the proper negative food modifier and correctly scaled bonus research. (@Dan.llama, @Kazeck)
The Archaeology finisher will now actually work and spawn sites once a decade again! (@Ipiv, @LastJedi)
The ruination tradition will now give regular miner jobs instead of scrap miners, since scrap miners were removed. (@Gold)
the Energy Beaming Array can now be used by Astro-Mining drones too, and works the same with their replacement for solar arrays. (@Ipiv)
Unfortunately, I'm still having trouble figuring out what's going wrong with the Media Coverage tradition and why it's not triggering. Part of it was the same issue as the archaeology finisher, but I'm still not getting it to work. More investigation is required, but it shouldn't hold up the rest of the fixes. (@riskin, @Dan.llama)
As an aside, the Botany tree's GMO trials should be 1 per farmer, it is still at 100 per which gives enormous amounts of research, I am sure you already know though, thank you all for the work!
@Lava: Can you be more specific?
@udkudk: Good question! I'll try and run a test when i can, but that will take some setup, so if you find something out in your own game, let me know!
@eros10602: Bonus districts should be fixed now. The last patch broke things by changing the modifier name, but I've got a fix in for it. For the pop growth, I'm a bit confused as to what you're referring to. Can you elaborate?
@vyraxan97: This should be working as of the latest patch. It's possible that your local copy hasn't updated properly. Workshop items can be kinda slow to pick up on updates. You can try unsub then resub to force an update.
@NerdEmoji: Nope. The tradition limit remains the same, so i would personally advise playing with a mod like "A Lot of Traditions" https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3089160548 as well.
I hope the Stellaris devs updated it for 4.0
It gives 1 Month of Unity when you kill a pop via orbital bombardment. Which would rapidly become OP if you haven't updated it to 4.0
Or, do I need to start a new save?
You could also add a special Military-Industrial Complex specialization which gives Solders & Traders and buffs both jobs, but adds an Alloy & CG cost to both jobs too, like how research support adds basic resource upkeep to a researcher type.
We're unsure on how to re-implement the unique maritime jobs, as last I checked any job replacements require overwrites. More Traditions remains strictly a no-overwrite mod to this day, and 4.0 has made that a rather difficult prospect for a mod of this size. Especially so with the planet/pop/job overhaul, as any mods interacting with it risk becoming incompatible with many other mods. Thus, we're not really sure what to do with Maritime, we've mostly been banking on the developers... developing things further. Sadly, that has not really happened thus far.