Stellaris

Stellaris

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Roleplayer's Paradise [Traits, Origins]
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Oct 20, 2021 @ 11:36pm
Jan 7 @ 4:36pm
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Roleplayer's Paradise [Traits, Origins]

In 2 collections by explodoboy
explodoboy's Stellaris collection
214 items
explodoboy's light Stellaris collection
23 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)
218 Comments
explodoboy  [author] Apr 16 @ 3:27pm 
@FlareTheSlayer
I don't know of any right now. If you have ideas for civics, feel free to present them.
FlareTheSlayer Apr 15 @ 11:21pm 
Is there a similiar mod, but for civics?
explodoboy  [author] Mar 6 @ 2:55pm 
@Hunterr
Good chance it's because of a mod conflict. Try loading RPP lower in the mod order.
Hunterr Mar 1 @ 3:30am 
Hey, I have noticed that trade value traits do not work, both positive and negative ones.
explodoboy  [author] Feb 19 @ 3:22am 
@Tetrako
Thanks for letting me know. I'll look into that sometime in the future, if I manage to remember.
Tetrako Feb 19 @ 12:20am 
I believe the changes this mod makes to to the evolution oriented ascension perks comes into conflict with mods that expand tradition trees; if you go past the vanilla limit for tradition trees, you can no longer select Engineered Evolution/Flesh Is Weak/Mind Over Matter as it claims you no longer have any free tradition slots, even if you do.
explodoboy  [author] Feb 19 @ 12:11am 
@xkuripuri
Different ascension paths give different trait maximums for different archetypes. You'll need synthetic (or cybernetic, i THINK) ascension if you want to go past Intermediate for robots.
xkuripuri Feb 18 @ 4:25pm 
Looking at patch notes for upcoming stuff, it might just be a vanilla bug since they mention fixing the Knight modifiers being fixed.
Is the normal unlock for all Advanced and Grand, just to complete an Ascension path? By the time I start gene-modding I notice I always have the full selection. Although my Robots are only stuck at Intermediate level since I can't find the next level up still
explodoboy  [author] Feb 18 @ 1:29pm 
@Atlas
AI empires are not allowed to use RPP traits, because the AI is too dumb to use traits correctly.

@xkuripuri
That's odd. Those traits are supposed to be pretty universal. I'll look into it...eventually.
Atlas Feb 18 @ 2:01am 
how do i get the ai empires to use these traits?
All other species in my game have the slave gene and nothing else