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z Expanded Traits, Civics, Pops, and More
File Size
6.491 MB
Jan 10, 2019 @ 2:49pm
Aug 9 @ 1:37am
229 Change Notes ( view )

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z Expanded Traits, Civics, Pops, and More

In 1 collection by Tovius
Expanded Mod Collection
61 items
For Stellaris 3.4

This mod adds a large number of new traits and civics, among other things. Please see the discussion post for a full list of features.

Special Thanks to Kuyan-Judith for allowing me to integrate their Trait Upgrader and Better AI Trait-Modding mod


General Features

New Traits
- New Normal Traits (both positive and negative)
- New Species-Specific Traits
- New Advanced Traits
- Better Lithoid Traits
- Some species classes get their own unique traits
- Better Self-Modified Pops
- Integrated kuyan-judith's Trait Upgrader and Better AI Trait-Modding

Many New Civics and Origins, and changes to existing ones
- Equivalent Civics for corporations and gestalts
- Civics and Origins inspired by the Preset Empires
- Civics inspired by the (sadly now defunct) Hive Mind Expanded mod
- Two new megacorp authorities, based on the democratic and imperial authorities
- Preset Empires will use the new origins and civics where appropriate

New ways to get refugees:
- Pops might flee starvation, war, slavery, and very low living standards

New Edicts, and improvements to existing ones
- New Campaigns
- New Subsidies
- New Rare Resource Edicts

New Policies
- Governmental policies such as Media Rights and Healthcare
- Can choose to let vassals expand
- Megacorps get better and more varied trade policies
- Hive Minds can decide what unemployed pops produce
- Machines can chose if matrixed pops produce energy or physics research

Changes to Buildings and Jobs
- Buffed Medical Workers
- Clerks and Merchants produce more trade value on highly populated planets
- Criminal modifiers and branch office buildings often give unique criminal jobs
- Galactic Stock Exchanges and Psi Corps are Empire Uniques
- Buffed Branch Offices
- Buffed Resort Worlds
- Buffed some of the less useful buildings
- Maintenance Drones give more amenities, districts give less of them

Synthetic Empires get some machine intelligence swaps
- Tradition Swaps
- Mega-Warforms
- Chemical Processing slavery and purges
- Machine Worlds perk

Synthetic Mastery, alternative to Synthetic Evolution for robot exploiters

Normal gestalts can give give non-gestalts residency, and build Autonomous Enclaves to support them.
- Too many free non-gestalts will cause increasing penalties, which can be mitigated with the Synchronicity finisher and certain civics
Hive Minds build districts and some buildings partially with food (unless Lithoid)
Gestalts can turn relic worlds into city worlds

Pops produce more crime

New ai personalities: Seekers of Knowledge, Xenophobic Protectionists, Decadent Technocracy, Warrior-Scholars, Peacekeeping Interventionists, Sneering Technocrats, Ambitious Unifiers
Ai personalities for Closed Collective and Closed Network, based off of the Xenophobic Isolationist personality
Ai personalities for gestalts that are friendlier and multi-species
Infestation AI personality based on the Driven Assimilator personality

General buffs and bug fixes

Available Comp Patches
Ecology Mod:

Useful Heirs

Recommended Mods
Mods that compliment this mod, or which this mod can tie into

Expanded Events

ARC Servitor Morale Restored

kuyan-judith, for letting me integrate their Trait Upgrader and Better AI Trait-Modding mod
Pawjwp, for supplying better looking origin icons

I have recently launched a patreon[] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (5)
Aug 6 @ 1:24am
PINNED: Bug Reports
Jul 30 @ 3:00am
PINNED: Suggestions
Feb 22, 2021 @ 8:53am
Suggestions: Species Traits
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IlliaYanchuk 8 hours ago 
What about adjusting Mechanist origin to also work with Machine Cult civic? Changing the prerequisites from "some level of materialist" to "materialist or has a machine cult civic" if it is possible. Or maybe just changing Machine Cult so that you start with a robot assembly plant and relevant tech.

Also, can you please check the Bug Reports section?) I have a issue i wrote there, but it wasn't answered (Although I'm not sure if the part about exploration there is even an issue, but the non-colonisation definitely is).
Butcher Pete Aug 14 @ 3:11pm 
I'm having issues getting this mod and NSC to work together. Specifically, it seems that NSC does not like your changes to political parties (like ones created from the cult mechanicus civc) or changes to vanilla species traits. Is there a mod order anyone can recommend that might fix this?

Really the species traits reverting are not the biggest deal, but the spiritualist machine empire just creating a vanilla spiritualist political is the one that screws everything up. If the political faction for the machine cult was created at the beginning of the game (instead of a few years into the game like most political parties) that would probably fix the issue.
Spider Aug 14 @ 11:42am 
Is there any way to get rid of the abolitionist movements?
Tovius  [author] Aug 11 @ 2:23pm 
The Ruling Class mod completely overhauls the authorities and civics, and has a design philosophy that is very different from my own. Any comp patch would be extremely labor intensive to make.
kenken244 Aug 11 @ 4:26am 
I'm wondering, if it wouldn't be too much trouble, would it be possible to make a compatibility patch with the new "ruling class" mod? I really like both mods and I hate that they don't work together
Tovius  [author] Aug 9 @ 1:29pm 
That is intentional, at least for now.
IlliaYanchuk Aug 9 @ 1:22pm 
Corporate version of mining guilds only gives bonus minerals from miners and mining station output bonus. Should it perhaps be like the version for normal empires with new jobs? Is that intentional or an oversight?
In'ei Aug 9 @ 7:11am 
It's minor thing, but I think there's missing icon for this job modifier "country_edict_fund_add" at least - as it looks like "M" on eyecracking purple background. Other than that - great job so far. Thanks for the update. :)
Tovius  [author] Aug 9 @ 1:38am 
Should be fixed now.
In'ei Aug 8 @ 9:14pm 
Probably so. I was mostly playing corporates after installing your mod though (with some trade conversion adjustments to make it less OP - as it's worth it even playing without criminal heritage AND commercial pacts - my own trade value generation plus immunity to enemy criminal heritage branches). :)