Stellaris

Stellaris

353 ratings
[2.1] Stellar Expansion - Genetics
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
29.296 KB
Nov 3, 2016 @ 12:29am
May 22, 2018 @ 2:38pm
18 Change Notes ( view )

Subscribe to download
[2.1] Stellar Expansion - Genetics

In 1 collection by King Lemming
[2.1] Stellar Expansion: Complete
8 items
Description
NOTE: This is a legacy mod. It is for Stellaris version 2.1. (Niven)

This is a simple addon mod which adds a couple of technologies that play with Genetic Modification, adding some trait points, and reducing genetic modification cost.

Features
  • Repeatable technology which adds Trait Points for the purposes of Genetic Modification. (Up to 5 total.)
  • Repeatable technology which reduces the cost of Genetic Modification and increases Society Research Speed.

Feature List[raw.githubusercontent.com]
Change Log[raw.githubusercontent.com]

Localizations: English, Brazilian Portuguese, German, Russian.

NO VANILLA FILES ARE OVERWRITTEN.

If you like the mod, please give it a thumbs up! If you don't, please let me know what you don't like about it.

If you're interested in the bulk of my work, be sure to check out Stellar Expansion.
74 Comments
hsenna Mar 14, 2021 @ 5:27pm 
We have an update or alternative for this mod?
Ann July May 26, 2020 @ 10:06am 
HI! Could anyone recommend good alternative to this mod? Steam workshop search failed miserably for me
Yukitaka Oni Feb 22, 2019 @ 9:53am 
don't push yourself too hard...if you don't do it someone else will. v(o.o(<
Milk Dec 30, 2018 @ 12:35am 
The species trait pick limit seems to have moved to 00_species_archetypes in 2.2. I'm looking forward to the new Stellar Expansion series, or its successor. They've been my favorite low key mods since the early days of Stellaris.
King Lemming  [author] Dec 9, 2018 @ 11:18am 
No idea. I'm making new mods for 2.2. given the absolutely hardcoded trait limit though, I'm thinking it's probably time to just retire this.
MidnightCoffee Dec 9, 2018 @ 10:48am 
Is this working with 2.2?
wooley2000 Nov 10, 2018 @ 10:28pm 
The only downside is that the AI gets the max trait increase too. If you dont use the mod to start a new game. and load it only for a savegame it should stop the AI from starting too OP.
wooley2000 Nov 10, 2018 @ 10:17pm 
@Draco Lander I tried to do the same with my mod and it does not work the only solution I found was to change the species_archetypes.txt file increasing the amount of overall max trait points. I just doubled them and it seems to help and is no too overpowered. Link to my mod here: https://steamcommunity.com/sharedfiles/filedetails/?id=1399806188 . btw King Lemming awsome mod:steamhappy:
King Lemming  [author] Aug 16, 2018 @ 12:29pm 
No, that isn't possible.
Draco Lander Aug 16, 2018 @ 11:57am 
That's how code of the tech look now:

# Genetics
######################################################################

@species_trait_POINTS = 3
@species_max_traits = 1

# Gene Drive Architecting
tech_cofh_se_repeatable_increased_biological_trait_points = {
icon = "tech_cofh_se_repeatable_increased_biological_trait_points"
area = society
cost = @repeatableTechBaseCost
cost_per_level = @repeatableTechLevelCost
tier = @repeatableTechTier
category = { biology }
levels = 5
prerequisites = { "tech_gene_expressions" }
weight = @repeatableTechWeight

modifier = {
BIOLOGICAL_species_trait_points_add = @species_trait_POINTS
BIOLOGICAL_species_trait_points_add = @species_max_traits
}

weight_modifier = {
factor = @repeatableTechFactor