Stellaris

Stellaris

A Few More Traits!
17 Comments
Shockonator  [author] Apr 17, 2017 @ 9:17am 
To be honest, I was aware of the negative upkeep prdocuing resources and thought it provided an interesting mechanic as the AI are capable of performing this glitch as well. But it seems to be an item a few people havve had issue with so I shall tone it down. :yisha:
Shockonator  [author] Apr 17, 2017 @ 9:14am 
I've changed each upkeep value to be a 33 percent decrease in cost. Let me know if this needs further tweeking.
Shockonator  [author] Apr 17, 2017 @ 9:08am 
Thanks Corvus. Easy fix. I'll balance it out right meow.
Corvus Apr 14, 2017 @ 1:25pm 
HI im glad this mod still works with 1.5.1 even tho its outta date. there is a little issue we found when using this mod online, if you use the Hypernautics trait it gives you 50% - upkeep if you couple this with either god of naval warfare (ruler Trait -75% ship upkeep) or the ship logistican fleet admiral (-50% ship upkeep) you can get your fleet cost to 0% free ships. However it gets worse, if you go further and get the perk in prosperity which adds an additonal -10% your ships will make you money instead of cost you, this allows you to expand indefinently because the further you are over the max naval cap the steeper the penalty meaning you make more money. i was able to get = +20k minerals a month from this. i love the mod and hopfully you can patch this little issue.
Shockonator  [author] Jan 20, 2017 @ 1:55pm 
@kiron 999. This game is awesome!
Kirron Jan 20, 2017 @ 11:54am 
The is one of the first mods I ever got for Stellaris (I got it for my first playthrough in fact) and as such I'm ashamed in myself that I forgot to rate up and faveourite. Please forgive me, none of my playthroughs would have been posiable without it!
casper Dec 13, 2016 @ 2:47pm 
The Hive mind should go perfect with the Playable Robots mod
Cascade Renegade Nov 8, 2016 @ 2:59pm 
I saw hivemind and instantly subscribed. Thank you so much dude!
Shockonator  [author] Nov 2, 2016 @ 1:50am 
As well as other traits. :steamfacepalm:
Shockonator  [author] Nov 1, 2016 @ 6:02pm 
Utilizing events and static modifiers Ship Builders is now functioning correctly. Thanks to Svafa and Plaguelord.
Plaguelord Nov 1, 2016 @ 6:33am 
There's another mod called Svafa's Expanded Species Traits that has a trait called Bio Ships that adds an empire modifier to you empire in-game when your primary species has the respective trait, maybe have a look and do something similar?
Shockonator  [author] Nov 1, 2016 @ 4:02am 
@plaguelord, I've noticed as much in my playtime. I'm willing to bet it hhas something to do with the 1.3.x. I'm going to see if I can make it work again by chhanging it to a ruler/admiral trait
Plaguelord Nov 1, 2016 @ 2:19am 
The Ship Builders trait doesn't appear to be working.
Xenos Oct 30, 2016 @ 10:02pm 
The traits don't do anything for me.
Gecko Oct 25, 2016 @ 11:16pm 
Hello Sir, would you mind updating to 1.3.X? Thanks in advance!
300Achilles Sep 10, 2016 @ 1:47am 
sorry to correct spelling but it is species*
Kirron Aug 16, 2016 @ 1:06am 
quick question was this updated for v1.2 of stellaris