Stellaris

Stellaris

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Psyclops Sep 26, 2022 @ 7:34am
How do I add a trait to a leader?
I want my scientist to have the Expertise: Biology trait but I can't figure out how to do it. Anyone know the exact terms for that?
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Showing 1-14 of 14 comments
titanopteryx Sep 26, 2022 @ 7:45am 
You can learn traits like that sometimes when assigning a scientist to a science ship and having them do stuff, then switch them in to empire research when they're leveled up and possibly have more traits. Scientist leaders don't get xp fast when assigned to empire research in my experience.
HappySack Sep 26, 2022 @ 7:48am 
Do you mean with console commands? otherwise leader traits are randomly given when levelling up or when recruited with the exception of species traits of course.
Psyclops Sep 26, 2022 @ 7:51am 
Originally posted by titanopteryx:
You can learn traits like that sometimes when assigning a scientist to a science ship and having them do stuff, then switch them in to empire research when they're leveled up and possibly have more traits. Scientist leaders don't get xp fast when assigned to empire research in my experience.
My scientist got the Roamer trait (+25% Survey Speed) but has never set foot on a science vessel. I removed that stupid-RNG trait and now I want to give her an appropriate one.
Psyclops Sep 26, 2022 @ 7:52am 
Originally posted by HappySack:
Do you mean with console commands? otherwise leader traits are randomly given when levelling up or when recruited with the exception of species traits of course.
Yes, the console command.
jordanleemn Sep 26, 2022 @ 7:56am 
Add_trait_leader (leader id) leader_trait_expertise_biology
jordanleemn Sep 26, 2022 @ 7:57am 
Use debugtooltip to get the leader id
Psyclops Sep 26, 2022 @ 8:12am 
Originally posted by jordanleemn:
Use debugtooltip to get the leader id
I did all that, yes. Keep getting an 'INVALID arg' error code.
EleventhStar Sep 26, 2022 @ 8:36am 
Originally posted by Psyclops:
Originally posted by jordanleemn:
Use debugtooltip to get the leader id
I did all that, yes. Keep getting an 'INVALID arg' error code.

check for things like typos or double spaces. fairly sure it's also case sensitive.
try it with a different trait.

the leader ID is also just the number, no brackets or anything.
Last edited by EleventhStar; Sep 26, 2022 @ 8:40am
Psyclops Sep 26, 2022 @ 8:50am 
Originally posted by EleventhStar:
Originally posted by Psyclops:
I did all that, yes. Keep getting an 'INVALID arg' error code.

check for things like typos or double spaces.
try it with a different trait.

the leader ID is also just the number, no brackets or anything.
I checked it all...looked good, but won't work for whatever reason. I've successfully added/removed several other traits on different leaders, as well as species-wide traits. I'll have to mess with it and see it I can find the problem.
EleventhStar Sep 26, 2022 @ 8:53am 
Originally posted by Psyclops:
I checked it all...looked good, but won't work for whatever reason. I've successfully added/removed several other traits on different leaders, as well as species-wide traits. I'll have to mess with it and see it I can find the problem.

if others work and you are sure it's not a typo, the usual culprit is that the name of the trait has changed. usually the easiest way to find that out is to go look at the game files.
Psyclops Sep 26, 2022 @ 8:58am 
Originally posted by EleventhStar:
Originally posted by Psyclops:
I checked it all...looked good, but won't work for whatever reason. I've successfully added/removed several other traits on different leaders, as well as species-wide traits. I'll have to mess with it and see it I can find the problem.

if others work and you are sure it's not a typo, the usual culprit is that the name of the trait has changed. usually the easiest way to find that out is to go look at the game files.
You are correct, sir. It most likely is that. I might try to contact one of the modders who have mods dealing with traits and see what they think might be the problem...just to save myself some time.
Immortalis Sep 26, 2022 @ 10:07am 
As a general rule, if you type just the "add_trait_leader" followed by "(leader id)" (which you can get via the debug command), it should list all the traits that can be added to that particular leader. So, for example, if you select a general's id it should not prompt you traits like roamer or eye for talent.

That being said, the list of available trait should also list the id number of the specific trait and you can insert that as the last element of the command.

It also works in reverse, in the sense that selecting "remove_trait_leader" "leader id" should only prompt you the list of the traits that particularl leader already has.
Psyclops Sep 26, 2022 @ 3:33pm 
Originally posted by Immortalis:
As a general rule, if you type just the "add_trait_leader" followed by "(leader id)" (which you can get via the debug command), it should list all the traits that can be added to that particular leader. So, for example, if you select a general's id it should not prompt you traits like roamer or eye for talent.

That being said, the list of available trait should also list the id number of the specific trait and you can insert that as the last element of the command.

It also works in reverse, in the sense that selecting "remove_trait_leader" "leader id" should only prompt you the list of the traits that particularl leader already has.
Thanks for pointing out how to bring up that list! Very helpful!
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Date Posted: Sep 26, 2022 @ 7:34am
Posts: 14