Stellaris

Stellaris

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ScradegnsCustomMods
   
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645.799 KB
May 24, 2019 @ 8:50pm
Aug 19, 2019 @ 11:28am
6 Change Notes ( view )

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ScradegnsCustomMods

Description
This mod was made for personal use and therefore I do not claim ownership to any of the assets used in this mod.
The reason why I uploaded this mod for the public was that I thought others might want something like this.

-----IMPORTANT-READ------

Do note that I made this mod using all Stellaris DLC so test and try it out.
Probably will not be keeping this up to date.
Current game version 2.3.3 with all DLC
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Adds Traits
---------------------
Elder
cost = 0
gives +18 trait points
allowed_archetypes = { BIOLOGICAL }
-
Pyrokinesis
cost = 5
allowed_archetypes = { BIOLOGICAL PRESAPIENT }
modifiers

planet_jobs_energy_produces_mult = 15%
planet_jobs_alloys_produces_mult = 25%
army_health = 10%
army_morale_damage_mult = 5%
army_damage_mult = 25%
-
Electrokinesis
cost = 5
allowed_archetypes = { BIOLOGICAL PRESAPIENT }
modifiers

planet_jobs_energy_produces_mult = 25%
army_health = 10%
weapon_type_energy_weapon_damage_mult = 10%
army_damage_mult = 30%
-
Hydrokinesis
cost = 5
allowed_archetypes = { BIOLOGICAL PRESAPIENT }
modifiers

planet_jobs_food_produces_mult = 5%
planet_jobs_minerals_produces_mult = 15%
army_health = 25%
army_damage_mult = 15%
-
Aerokinesis
cost = 5
allowed_archetypes = { BIOLOGICAL PRESAPIENT }
modifiers

planet_jobs_minerals_produces_mult = 10%
pop_environment_tolerance = 5%
pop_housing_usage_mult = -15%
army_health = 20%
army_damage_mult = 20%
-
Geokinesis
cost = 5
allowed_archetypes = { BIOLOGICAL PRESAPIENT }
modifiers

planet_jobs_alloys_produces_mult = 10%
planet_jobs_minerals_produces_mult = 30%
army_health = 30%
army_damage_mult = 10%
-
Thermokinesis
cost = 6
allowed_archetypes = { BIOLOGICAL PRESAPIENT }
modifiers

planet_jobs_food_produces_mult = 15%
planet_jobs_alloys_produces_mult = 25%
pop_environment_tolerance = 15%
army_health = 25%
army_damage_mult = 25%
-
Healing Hands
cost = 5
allowed_archetypes = { BIOLOGICAL PRESAPIENT }
modifiers

pop_happiness = 10%
leader_age = + 25 Years
army_health = 25%
-
Creative
cost = 4
allowed_archetypes = { BIOLOGICAL }
modifiers

planet_researchers_produces_mult = 35%
num_tech_alternatives_add = 4
-
Keen Insights
cost = 5
special leader traits - Yes
allowed_archetypes = { BIOLOGICAL }
modifiers

planet_researchers_produces_mult = 25%
planet_jobs_engineering_research_produces_mult = 10%
planet_jobs_physics_research_produces_mult = 10%
leader_skill_levels = 3
num_tech_alternatives_add = 2
-
Reapers
cost = 0
gives +18 trait points
allowed_archetypes = { MACHINE }
modifiers

country_base_influence_produces_add = 1
country_engineering_tech_research_speed = 20%
planet_jobs_engineering_research_produces_mult = 25%
planet_jobs_energy_produces_mult = 20%
army_morale_damage_mult = 30%
ship_hull_mult = 20%
weapon_type_kinetic_weapon_damage_mult = 15%
-
Symbiotic Ships
cost = 3
special leader traits - Yes
allowed_archetypes = { BIOLOGICAL }
modifiers

ships_upkeep_mult = -20%
ship_hull_regen_add_perc = 0.8%
ship_armor_regen_add_perc = 0.8%
weapon_type_energy_weapon_damage_mult = 10%
weapon_type_energy_weapon_fire_rate_mult = 10%




It also adds a reddish-black avian city with reddish-orange lights, sadly no ships.

Yes I know psionics are in the game ;)
2 Comments
Scradegn  [author] May 27, 2024 @ 5:06am 
But i'll probably hold off updating for awhile paradox seems pretty intent on releasing updates that change how everything is structured lately here.
Scradegn  [author] May 27, 2024 @ 5:03am 
The traits work to a extent basically the leader part is broken but if you want to use it go ahead wont cause an issue in 3.12. The new leader trait's system is just as confusing as the old one and my motivation to fixing it is pretty low but i'll let you know if i do finally fix it.