Stellaris

Stellaris

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Additional Traits
 
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0.171 MB
May 9, 2016 @ 12:18pm
Dec 10, 2018 @ 2:12pm
135 Change Notes ( view )

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Description
Stellaris is a game with infinite possibilities and an infinite potential.
So why not start by adding more species traits to your game, for a more diverse galaxy ?
This allow you different options and more varied handicaps .. and advantages.
One of the objectives of this mod is to provide a balanced assortment of traits, fitting as much for multiplayer as well as singleplayer.

Update :
Five new traits for organics and a small buff to Fast Analyzer. Ho boy, I do love these meat based-lifeforms.
Have fun playing with this mod and remember to give us feedback, so we can balance this mod better and faster.

More details about the update in the changelog.

Content :

You can find the full list here.

The traits added in-game by Additional Traits are :
- Organics
20 Handicaps
23 Avantages

- Presapients
5 traits

- Robotics
7 Handicaps
4 Avantages

The traits marked by a * are using an event which check at game start, when you modify your species and once a year that your main species still possess the trait. These traits apply to the whole empire.
Hateful, Violent, Aggressive, Extremely Aggressive, Competitive, Belligerent and Sociable traits gives opinion modifiers, like Charismatic and Repugnant does.

Future versions may integrate more traits. Don't hesitate to propose your ideas, we are always interested.
The forum discussion and the direct download link for the mods can be found here.[forum.paradoxplaza.com]
Additional Traits : Before the Apocalypse : 1.9.1 version of the mod, for those who want to play before the Cherryh/Apocalypse update.


Languages :

This mod have currently translations in :
- English
- French
- Russian -incomplete
- Polish
- German - mostly complete
- Portuguese -incomplete
- Spanish -incomplete
We're looking for translators. Your help would be greatly appreciated.


Compabilities :

This mod overwrite the files 02_species_traits_basic_characteristics.txt, 03_species_traits_presapients.txt, 04_species_traits.txt and 05_species_traits_robotic.txt
This mod is supported by Core Mechanics Buildings.
This mod is compatible with Enhanced Robomodding by using this compatibility mod from PhoenixWarrior.


Contributors :

Graphics : Meltup, Machinekng, Dskod1

Coding : Granhyt, Black_Imperator, TehT, Sriseru, Gerishnakov, Anitachall

Translators :
English : Ophidian
French : Granhyt
German : Aqua, EselNase, XeNoN, Noobier
Portuguese : Chariman Isaac Buell, Aranha Maluco
Spanish : OBV
Russian : God Of Hyperdeath, Arikotomoshi
Polish : Kazmyl

Special thanks to Meltup of his help, providing these great new icons, his constant ideas, advices, feedback. Special thanks also to black_imperator for his help getting these events working, his explanations, and the impressive compilation of effects, modifiers and the like.
Thanks to Dracarys47 for the opinion modifiers explanation.
And of course, thank to everyone for their inputs, ideas, advices and feedback.
If we forgot someone, just ask us to correct it. :)


Free use :

Any/All parts of this may be used by anyone else for any reason, as long as it is in compliance with the Rules for User Made Mods and Edits of PDS games. If you do use any part of this mod, please give us credit where applying.​
Feedback and ideas are really appreciated. So thank you in advance.
Popular Discussions View All (6)
40
Jan 6 @ 9:52am
Suggestions for future traits
Granhyt
24
Dec 22, 2018 @ 3:25am
Bugs/Glitches
Starfoth The Burgundy Silk Rug
3
Mar 14, 2018 @ 8:46am
German Translation
Noobier
< >
607 Comments
felidaette Jan 4 @ 11:10am 
Do these racial traits really work? How do they apply in game mechanics if my race doesn't have 'Fast Analyzer' trait and an incorporated race has it? It applies to scientist, right? So how about 'infliential' trait? One race has it, another doesn't, both are living on my homeworld - do I get additional influence or not?
TurtleShroom Dec 30, 2018 @ 11:27am 
Does this version work with V2.2 ?
Herr Von Kraft Dec 24, 2018 @ 2:48pm 
Hey no worries. I was just explaining :3
Granhyt  [author] Dec 24, 2018 @ 12:45am 
I don't understand, sorry. Leaving the game running in a machine empire, I see pops being constructed without my input. So it's not manual, it is ?

On the other hand, pop assembly modifiers, despite showing on traits, aren't effecting anything (well, using the planet modifier on the pop would be weird if it worked, but the population one doesn't either so I had to try).


Slowly working on the mod, but well, you know that time of the year. It's busy. :P
Herr Von Kraft Dec 22, 2018 @ 8:35pm 
@Granhyt No, what he means is that instead of Assemblinf automatically, you gotta always do it manually. All mods that change traits seem to have that same problem with the robots.
Granhyt  [author] Dec 22, 2018 @ 3:40am 
I don't often play as Machine Empires, neither does Meltup, so we may be wrong. But isn't that how robot empires are ? They assemble, slowly at first, then faster and faster as the population of the planet increase ?

According to a friend, they as worse in early game but way stronger than organics in late game, so I'd be a bit cautious to buff their early game like that. But as I said, I don't know much ... if someone has link to discussions on this subject, or an opinion, I'm really interested.

In theory, it is possible to upgrade the robot/droid/synthetic traits. We just need to know what to do with it.
Helwind Dec 19, 2018 @ 10:58am 
@Granhyt I dunno if it's been brought to your attention but if you play as a machine race for some reason it prevents your population from building.
Xeltosh Dec 19, 2018 @ 8:31am 
really love your mod, but would it be possible to upgrade the forced robot perk a little? As far as i´m concerned, robots are nearly unplayable hard now. i thought something around this mod here https://steamcommunity.com/sharedfiles/filedetails/?id=1594408565 but this one conflicts with yours and i rather would use yours, and i think it is a little too strong with the better growing AND the ressource buffs.

Robots are really slow now on the start of a game and the only advantage they have(what i have seen so far) is that they can colonize anything. But when a colony grows with 1.XX points per month, they take way too long. Ofc you could move your robots around between the planets, but still they are build slower then any other species grows and to half their growing points with another mod make them somehow too fast.
Granhyt  [author] Dec 13, 2018 @ 3:13pm 
@Thank you Werebat for the kind words, and thanks a lot for the suggestions. :)

@Eunomiac : I shall first blame Meltup, for this title being his idea. Then I'll change it with the next update of the mod. I learnt something about english today, thank you. ^^
Eunomiac Dec 13, 2018 @ 1:14pm 
May I suggest "Impassioned" instead of "Passionated"? The latter isn't technically a word ;)