Stellaris

Stellaris

New Leader Traits - New perks and tradeoffs
23 Comments
PookySmile Oct 24, 2021 @ 8:47pm 
One thing really bothers me, that is 500 energy cost.
That is really too much for the early-early-game. It is supposed to be full of exploration, anomalies, archeology sites. And you need like alot of scientists. Basically for the first 15-20 years there is literally nothing else to do, than just build those science ships and dig artifacts.
So, maybe make a scaling cost modifier that grows every 25 years or so, or at mid-game and late-game dates. Or maybe the cost should grow depending on empire sprawl.
Retheri Aug 28, 2021 @ 8:29am 
Such a criminally underrated mod!
Dar Kunor Jul 2, 2021 @ 4:08pm 
is. . . 3.0 compatible? i would love to know
Derek Liqueur Apr 28, 2021 @ 12:17am 
Thank you:steamhappy:
Dar Kunor Apr 27, 2021 @ 9:50am 
Thank you man, people like you make this game worth the money
Krystal  [author] Apr 27, 2021 @ 4:55am 
Wow, thanks everybody for the feedback. I took a break from modding and Stellaris but with Nemesis DLC Im back into this. I'll update the mod to be compatible, plus look into game balance of this.

Thanks everyone :)
randy Apr 18, 2021 @ 6:48am 
Not compatible. Traits don't show up at all in 3.0.1
Derek Liqueur Apr 16, 2021 @ 2:11pm 
Please update this mod:steamthumbsup:
Dar Kunor Apr 16, 2021 @ 8:16am 
so, here we go... its 3.0 compatible?
Samar Feb 7, 2021 @ 11:23am 
Hello! Great work, I like it! But could you slightly customize your mod, please? The "Inactive" trait for scientists (-1000% EXP) is too hard, I think. And 500 energy leader's cost is too much for me in the starting game. I tried to edit txt files, but probably it works the different way. :)
Kepos Aug 5, 2020 @ 4:37am 
This produces quite interesting choices for the leaderboard. Thx!

Anyhow, would you consider to re-think the pricing dynamically? As for the very first years, it seems quite high to spend 500-1000 energy for a scientist. Probably let them grow...in traits as well as in costs? Start with level 1 and 1 simple trait and enhance them, the farther the empire expands with colonies? Like...more colonies, more interesting leaders to find? Just my view on it.
TortoTheConqueror Jul 23, 2020 @ 6:20am 
Just a suggestion but Marquis de Sade should really increase crime from what quick research I've done on him.
scythe_kbs Jun 3, 2020 @ 2:04am 
thanks, almost there and thanks for making this mod, stellaris just wouldnt be the same without it
Krystal  [author] Jun 3, 2020 @ 1:09am 
Sounds sick ;)
Good luck with that.
scythe_kbs Jun 2, 2020 @ 1:52pm 
Its a Star Wars total conversion mod based off of KOTOR 1 and 2
Krystal  [author] Jun 2, 2020 @ 5:40am 
Sure. Just as long as you post a link to my mod on Steam - feel free to do that.
Mind me asking what mod you're working on?
scythe_kbs Jun 1, 2020 @ 4:10pm 
can i integrate your mod into my own and give you credit for it?
Krystal  [author] Jun 1, 2020 @ 1:47am 
Thats a weird one. I made sure that its a fixed +2 army bonus and it successfully passed the tests. But I'll investigate it further. Thanks for heads up, mate.
bukschr May 29, 2020 @ 8:09am 
I think it's the +2 army line. I think it repeats every month or something.
bukschr May 29, 2020 @ 8:00am 
Not sure if it is just this mod or a conflict I have, but the ai is getting like 4k+ garrisons from the paranoic trait.

I did use the github version.
K0rruptedYouth May 16, 2020 @ 5:38am 
Can never go wrong with more leader traits. Going to try this out!
Krystal  [author] May 10, 2020 @ 9:41am 
Thanks :)
Socialist is meant to be an opposite of the Right-wing.
And yes - I do have a spreadhsheet with all traits and their bonuses described. I'll put it out after I format it to something more readable and user friendly
Conannerd May 10, 2020 @ 9:28am 
This is really cool! Could you make a list of the traits with their descriptions? Also have you thought about adding a left wing trait for rulers?