Stellaris

Stellaris

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z Expanded Traits, Civics, Pops, and More
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File Size
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7.534 MB
Jan 10, 2019 @ 2:49pm
Apr 14 @ 4:47pm
312 Change Notes ( view )

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z Expanded Traits, Civics, Pops, and More

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
For Stellaris 3.11

This mod adds a large number of new traits and civics, among other things. Please see the discussion post for a full list of features.

Special Thanks to Kuyan-Judith for allowing me to integrate their Trait Upgrader and Better AI Trait-Modding mod

General Features

New Traits
- New Normal Traits (both positive and negative)
- New Species-Specific Traits
- New Advanced Traits
- Better Lithoid Traits
- Some species classes get their own unique traits
- Better Self-Modified Pops
- Integrated kuyan-judith's Trait Upgrader and Better AI Trait-Modding

Many New Civics and Origins, and changes to existing ones
- Equivalent Civics for corporations and gestalts
- Civics and Origins inspired by the Preset Empires
- Civics inspired by the (sadly now defunct) Hive Mind Expanded mod
- Two new megacorp authorities, based on the democratic and imperial authorities
- Preset Empires will use the new origins and civics where appropriate

New ways to get refugees:
- Pops might flee starvation, war, slavery, and very low living standards

New Edicts, and improvements to existing ones
- New Campaigns
- New Subsidies
- New Rare Resource Edicts

New Policies
- Governmental policies such as Media Rights and Healthcare
- Can choose to let vassals expand
- Megacorps get better and more varied trade policies
- Hive Minds can decide what unemployed pops produce
- Machines can chose if matrixed pops produce energy or physics research

Changes to Buildings and Jobs
- Buffed Medical Workers
- Clerks and Merchants produce more trade value on highly populated planets
- Criminal modifiers and branch office buildings often give unique criminal jobs
- Galactic Stock Exchanges and Psi Corps are Empire Uniques
- Buffed Branch Offices
- Buffed Resort Worlds
- Buffed some of the less useful buildings
- Maintenance Drones give more amenities, districts give less of them

Synthetic Empires get some machine intelligence swaps
- Tradition Swaps
- Mega-Warforms
- Chemical Processing slavery and purges
- Machine Worlds perk

Normal gestalts can give give non-gestalts residency, and build Autonomous Enclaves to support them.
- Too many free non-gestalts will cause increasing penalties, which can be mitigated with the Synchronicity finisher and certain civics
Hive Minds build districts and some buildings partially with food (unless Lithoid)
Gestalts can turn relic worlds into city worlds

Pops produce more crime

New ai personalities: Seekers of Knowledge, Xenophobic Protectionists, Decadent Technocracy, Warrior-Scholars, Peacekeeping Interventionists, Sneering Technocrats, Ambitious Unifiers
Ai personalities for Closed Collective and Closed Network, based off of the Xenophobic Isolationist personality
Ai personalities for gestalts that are friendlier and multi-species
Infestation AI personality based on the Driven Assimilator personality

General buffs and bug fixes


Recommended Mods
Mods that compliment this mod, or which this mod can tie into

Expanded Events
https://steamcommunity.com/sharedfiles/filedetails/?id=1641807098


Credits
kuyan-judith, for letting me integrate their Trait Upgrader and Better AI Trait-Modding mod
Pawjwp, for supplying better looking origin icons


Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (5)
379
May 3 @ 11:28am
PINNED: Bug Reports
Tovius
61
May 8 @ 2:13pm
PINNED: Suggestions
Tovius
8
Oct 27, 2023 @ 12:09am
Suggestions: Species Traits
Tovius
1,050 Comments
Kavvan Shrike May 13 @ 12:16pm 
just unrestrict those species traits for machine/synth/cyborg portraits, hard to decide what should be a species trait anymore when it might have added those traits via cybernetic implants
RutraNickers May 9 @ 8:50am 
Since the synthetic and the cybernetic portraits exists on other archetypes, I feel like you don't have to give specific traits to the new classes. As far as I know, your pops will still transform if you pick a portrait with cyber-stuff support to it regardless of where you've picked it.

What I would ask about though, is to make the traits require just the archetype traits instead of the archetype itself, so that way it would be faster and easier to make patches and updates.
Tovius  [author] May 9 @ 8:44am 
The archetype traits would be broken up into new species traits, so different portraits would still have different flavors.
kahvipensas May 9 @ 1:43am 
I'm still one of those people who love species groups having an effect besides just being cosmetic. But also, as before, if maintaining that makes things difficult I also understand retiring the feature. I haven't played the newest DLC yet or even done any proper mod/code wrangling in Irony, so I don't have any insight on how the new features work in the code.
Tovius  [author] May 8 @ 9:55am 
@Ezekiel
The thing is, the new archetypes start out as normal species. They just have special portraits as you ascend synthetically or cybernetically.
Ezekiel May 8 @ 3:17am 
I'm of the opinion that being cybernetic or synthetic is more important than whatever body type you had before that. But I'll put the full ideas in Suggestions.
Nanao-kun May 7 @ 12:35pm 
Any chance for a version that doesn't touch existing civics? Or is that unlikely.
Tovius  [author] May 7 @ 7:52am 
It will be a few days before I get to updating this mod, but I wanted to talk about this now. Machine Age is going to add Syth and Cybernetic portrait groups, which each contain a mix of different species groups (humanoids, reptilians, ext). It will be hard to figure out a unique trait for them, and I am once again wondering if I should retire that feature. I wanted to give you time to discusses it first before I came to a final decision.
Tovius  [author] May 4 @ 11:44am 
Download the required sub mod.
Your mod vanishes the "Damn the Consequences" edict when you play the Overtuned origin.