Stellaris

Stellaris

218 ratings
Roleplayer's Paradise [Traits, Origins]
6
4
2
3
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
4.022 MB
Oct 20, 2021 @ 11:36pm
Jan 7, 2024 @ 4:36pm
44 Change Notes ( view )

Subscribe to download
Roleplayer's Paradise [Traits, Origins]

In 2 collections by explodoboy
explodoboy's Stellaris collection
208 items
explodoboy's light Stellaris collection
22 items
Description
Roleplayer's Paradise is currently in development, but is close to a full release; all major content has been added.

LINK: Roleplayer's Paradise Experimental Branch
This version of RPP contains experimental and in-development features. It's also prone to more bugs and being far less polished.

LINK: My Discord server[discord.gg]
This server is my main hub for all my mods. You are likely to be the first to get notified of updates and will have opportunities for sneak-peaks and voting on future content.

A few years ago, back in the days of Stellaris version 2.0, there was a mod called 'RPG Traits', a mod that added a large number of traits that allowed for players to truly express themselves (and for some others, minmax themselves into gods) unlike many other mods at the time. Almost everything could be changed for a species, and to a strong degree. You want your species to take up little housing space? Done. Strong armies? Just a few trait points. Minmax research? Done, but good luck getting enough trait points for that. The literal opposite? You could do that, too.

Since v2.2, RPG Traits hasn't been updated at all and has fallen into a state of disrepair. Other people have tried to keep RPGT alive, myself included, but RPGT has become too broken and a large amount of its original content has now been lost, even in the latest restored versions of RPGT--and even those haven't been updated in a while, to my knowledge. I can pretty confidently say that RPG Traits is dead, now, and will remain so for a long while. Maybe even forever.

That's where this mod comes in. I believe that RPG Traits is broken enough that making an entire new mod would be easier than trying to fix RPGT. RPP also attempts to solve issues the original RPGT had never solved, such as a severe trait point cost imbalance allowing one to easily pick the best traits and ruin the fun, machine empires being absolutely overpowered across the board, and other balance issues such as the subterranean system.

RPP isn't intended to be just an updated version of RPGT, however, and instead tries to take a similar path running parallel to RPGT. RPP's traits for the most part affect a single stat, rather than RPGT's (and vanilla stellaris by extension) approach at modifying how many stats it made sense to modify. Additionally, RPP has more overall trait categories, and more individual traits in these categories, making a smoother and more customizable curve of how much a trait modifies something.

And I intend on RPP eventually containing more content than RPGT ever did, through re-implementing things from RPGT, alongside creating entirely new ideas.

Of course, traits aren't going to be the only thing for RPP, as I intend on adding many more roleplay aspects to maximize the potential for creativity in players; more is to come as I develop RPP.

So, what galaxy will YOU create?

===================

There's literally too many categories of trait to list here, so I'll instead provide a dozen highlights.
Overall Job Production (and job upkeep, doesn't include research or unity)
Trade Production
Unity Production
Research Production
Unenslaved Pop Happiness
A Ton of Upkeep Traits
Leader Lifespan Maximum
Leader Experience & Max Level
Pop Cloning
Pop Growth Speed
Machine Empire Stability
Machine Empire Deviancy

===================

Roleplayer's Paradise overwrites the following vanilla files:
common/pop_categories/00_social_classes
common/pop_categories/01_gestalt_drones
common/pop_categories/02_other_categories
common/species_archetypes/00_species_archetypes
common/traits/02_species_traits_basic_characteristics (disable/rework various traits)
common/traits/04_species_traits (to disable vanilla traits)
common/traits/05_species_traits_robotic (to disable vanilla traits)
common/traditions/01_cybernetics
common/traditions/01_genetics
common/traditions/01_psionics
common/traditions/01_synthetics
common/traits/02_species_traits_basic_characteristics
common/traits/04_species_traits
common/traits/05_species_traits_robotic
common/traits/09_tox_traits
common/traits/10_species_traits_cyborg
common/traits/11_first_contact_traits
events/crisis_events_1
events/crisis_events_2
events/crisis_events_3

Roleplayer's Paradise also overwrites the following vanilla things, but not the entire files they originate from:
[ascension perk] ap_engineered_evolution
[ascension perk] ap_the_flesh_is_weak
[ascension perk] ap_organo_machine_interfacing
[ascension perk] ap_organo_machine_interfacing_assimilator
[ascension perk] ap_synthetic_evolution
[ascension perk] ap_mind_over_matter
[ascension perk] ap_synthetic_age
[building] building_clone_vats
[gamerule] can_modify_species
[origin] origin_syncretic_evolution
[species right] citizenship_slavery
[tech] tech_gene_tailoring
[tech] tech_glandular_acclimation
[tech] tech_gene_expressions
[tech] tech_robomodding_m
[tech] tech_binary_motivators
[tech] tech_robomodding
[tech] tech_robomodding_points_1
[tech] tech_robomodding_points_2 (DISABLED TECH)
[tech] tech_nanite_assemblers (DISABLED TECH)
237 Comments
57z May 18 @ 1:44am 
yeah this mod spams infinite events, "crisis.2050" and "crisis.2023" both of which say nothing and do nothing, with just a picture of a ship, then spam every day
Lotus May 12 @ 10:44am 
Not sure what exactly the problem is, but whenever I have this mod on, I get empty 'event ID crisis.2050' text box that keeps popping up every few days.
truelove101992 Mar 22 @ 5:41pm 
The event talking about the destruction of that mid-crisis event featuring the robot priestess (can't remember her name).
explodoboy  [author] Mar 22 @ 4:00pm 
Don't know what that is, but either way try playing with the experimental branch. It's more likely to not conflict with the current version.
truelove101992 Mar 21 @ 11:48pm 
Having an odd situaiton where the wheel of time event fires every single month when this mod is enabled.
explodoboy  [author] Mar 9 @ 9:10pm 
thank you :)
AmbientAmoeba Mar 9 @ 8:49pm 
Still one of the best mods out there
explodoboy  [author] Mar 9 @ 1:20pm 
The AI aren't supposed to be able to genemod at all. It's been a problem for a while and I've yet to figure out how to stop it.
Zenvy Mar 8 @ 4:39pm 
Hi New to this mod, i haven't thoroughly read through previous comments.
However i wanted to know whether the use of extra trait picks can be disabled for AI empires, its disrupting my rp. Thanks
AmbientAmoeba Jan 15 @ 8:26pm 
One of the best Stellaris mods out there ❤️