Stellaris

Stellaris

2,073 ratings
Trait Diversity
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1.367 MB
Dec 4, 2019 @ 11:12pm
May 15 @ 5:34am
20 Change Notes ( view )

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Trait Diversity

Description

This mod adds 220 new species traits to the game:
    ■ 169 Biological Traits
    • 113 common traits
    • 46 non-lithoids only
    • 10 lithoids only
    ■ 51 Robotic Traits
    • 33 common traits
    • 7 robots only
    • 11 machines only



The mod contains some origin traits which cannot be added or removed after the start of the game. The traits will provide very distinctive attributes/backgrounds for the species and some of them may alter the gameplay remarkably. They are indicated as blue icons.






If you are still using VitesseDL's Expanded Traits, I suggest you to move this mod from VDL since almost every trait in VDL is included in this mod. Yes, you can consider this mod as a sequel of VDL.

Note:
If you have your custom empires with VDL traits, do not unsubscribe VitesseDL's Expanded Traits immediately. You need to replace existing VDL traits with corresponding traits in this mod, otherwise, you will lose your trait data in your custom empire when you unsubscribe VDL mod. Sorry for inconvenience.



User Interface Mods Compatibility
This mod contains Cadence's Extremely Lazily Written Genemodding UI to provide enough space for species modification window. Hence, the mod overrides the user interface file for species modification window:
  • interface/species_mod_window.gui
I've run several tests with some popular UI mods and I found no critical issue; you can use other UI mods without any compatibility mod. You can choose which species modification window you would like to use by sorting the mods. If you want to use the species modification window from other UI mod, sort the UI mod below of this mod. Otherwise, if you want to use the species modification window from CELWGUI, sort this mod below of the UI mod.


Other Compatibility Issue
Note that the mod manipulates and overrides vanilla elements of:
  • (game_rules) pop_has_random_ethics
  • (game_rules) species_has_happiness
I believe these are quite few changes, the mod should be compatible with most other mods.






  • Cadence - the creator of CELWGUI
  • Scradegn - provided polished descriptions
  • oh no - provided polished descriptions
  • C Moore - contributed on the update for Libra (v3.3.*)



[www.paypal.com]
If you really enjoy the mod and wish to support me, you can offer a donation for my work on this mod with a few dollars. Any support is greatly appreciated. Thank you!



Hope you enjoy this mod, please rate it if you like it!
Popular Discussions View All (2)
49
Aug 4 @ 8:59am
PINNED: Bug Reports & General Feedbacks
Lylant
8
May 26, 2020 @ 12:47pm
Spoilers: Traits List
Lylant
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263 Comments
Maxar 6 hours ago 
I think it would make more sense if some of the traits in this mod were government civics instead. The traits that concern entire cultures instead of individuals, such as Flesh and Spirit, Noblesse Oblige, Aristocratic, Lust for power, Right of Succession, and Infanticidal should be moved from traits to the government civics category.
tristrame3- Jul 21 @ 10:43am 
hey languages french ?
Westrian Jul 8 @ 5:53am 
on the other hand, last child origin breaks necrophage lithoid terravore and causes your pops to decline if you purge other species while you have any sort of organic assembly, still trying to find a way around it.
DrukenReaps Jul 5 @ 3:37pm 
I find a number of these are too strong. Like Genius or Brilliant even. Then there is Last Child (or something like that) that is just an auto pick 8 free points for any necrophage origin. Plenty of cool creative thought went into this though! Hope you'll keep the work up and try to find some more balance for it.
9Heavens Jun 15 @ 8:27am 
Author can you make an addon with traits picks?
Ragnin Jun 4 @ 10:06pm 
I have an issue where often when I take Theninthrope (sorry for bad spelling) my worker pops just stay unemployed. They keep trying to promote and then demote over and over again. Never taking the open worker jobs or quitting them soon after.
Fire Gaming™ Jun 4 @ 12:17pm 
Moop515 , you don't need to use any of the fantasy inspired traits, just ignore them. I personally find a few like the Ignis great for species which might evolve with biological defenses around fire (like the bombardier beetle) or learn to manipulate it by using the shroud/warp/psychic shenanigans
PCR_Anibal Jun 2 @ 4:41am 
Hello, Does the AI uses this traits when generating empires?
Moop515 May 21 @ 8:38pm 
Hey I love this mod, but some of the traits seem a little fantastical and such for some of my playthroughs, could we maybe get a version with only the more strictly sci-fi stuff (and maybe one with only the more fantastical ones, too?).
MuckingAbout May 18 @ 11:41am 
Can confirm weeaboo's bug report. As a Necrophage the secondary species does not take Necrophyte jobs. Deactivating this mod fixes it. This is on 3.4, but I had the bug in earlier versions as well.