Stellaris

Stellaris

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z Expanded Traits, Civics, Pops, and More
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8.201 MB
10. jan. 2019 kl. 14:49
2. juni kl. 22:48
322 ændringsbemærkninger ( vis )

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z Expanded Traits, Civics, Pops, and More

I 1 samling af Tovius
Expanded Mod Collection
53 genstande
Beskrivelse
For Stellaris 3.12

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.
Populære diskussioner Vis alle (5)
399
26. maj kl. 16:36
FASTGJORT: Bug Reports
Tovius
61
8. maj kl. 14:13
FASTGJORT: Suggestions
Tovius
8
27. okt. 2023 kl. 0:09
Suggestions: Species Traits
Tovius
1.085 kommentarer
𝄡TheDevilsKnock𝄡 4. juni kl. 6:00 
Hey, just letting you know this mod disables the new feature in the patch that shows kilostructure info (like arc welders, habitats and dyson swarms). Took me a while to narrow it down to just this mod but even when just this mod and your required sub mod are loaded, it disables the feature.
Myphicbowser 1. juni kl. 17:49 
Hey Tovius, so I tried another mod "Sensible Multiple Ascension" or something like that, and while testing I discovered it was your mod once again. Is there anything we can do about that on our end? Or is there something you could do? I hate to keep bugging you, I just want to have multiple ascension paths and ALSO include your mod
Tovius  [ophavsmand] 1. juni kl. 17:17 
Yeah, I removed them in the last comp patch. They had become more trouble to maintain than I thought they were worth.
lidku716 1. juni kl. 16:21 
Were the species identifier traits (Mammal, Molluscoid, Reptile, etc.) removed from this mod? If so, all of my custom Empires made with this mod have become broken :/
Myphicbowser 30. maj kl. 17:10 
Hey Tovius, I hate to bother you, but do you think you could add compatibility with the "All Ascension Paths" mod by Draconas? Something in this mod disables the ability to select another ascension perk, and me and a friend couldn't figure out why either, I don't think it even adds that many Ascension perks if any at all right?
Tovius  [ophavsmand] 27. maj kl. 20:43 
It has recently come to my attention that releasing vassals as a Master Computer generates a subject with no authority or civics. Nothing I tried would fix it, and I fear that something hard coded is preventing me.

As such, I have removed the ability for Master Computer to release vassals for the time being. (tooltip will be updated next time this mod is updated). I apologize for the inconvenience.
JKingJ 25. maj kl. 15:23 
@Tovius headsup. @Nanao-kun was right.
Whatever Inny did on the recent ! The Merger of Rules update fixed the unemployed robots issue for me.
Nanao-kun 25. maj kl. 11:47 
Hm, in that case the most likely large mod culprits are "Sartek District and Economy Merger Add-on" and "The Merger of Rules" since they both include your mod as part of their merged values and probably haven't been updated for the 3.12 version of this mod. And after doing some testing it is Merger of Rules. I'll comment over there that your mod is updated so they can fix the issues.
Tovius  [ophavsmand] 25. maj kl. 11:09 
@Hangfish
Next patch will have built-in compatibility with A deadly tempest. When that happens, load my mod after.
Tovius  [ophavsmand] 25. maj kl. 10:59 
When I tested it our on my end with only this mod and the sub mod active, robot's take worker jobs normally on a new game, so it is likely a mod incompatibility. What other mods are you using?