Stellaris

Stellaris

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Roleplayer's Paradise [Traits, Origins]
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3.834 MB
Oct 20, 2021 @ 11:36pm
Apr 20 @ 4:03pm
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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)
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193 Comments
citizern May 29 @ 5:05pm 
To add onto my previous statement, I believe it's an issue with any mod that adds prescripted empires not updated for the 3.8 update. Thus, I recommend not changing your leader's traits during modded gameplay for the next few months or so.
UNSCSpartin May 23 @ 5:01pm 
is there a fix for the ai"s abuse of species trait modifications
citizern May 21 @ 4:42pm 
Oddly enough, I think it may be the changes to the prescripted empires causing it. Removing the prescripted_empires folder actually stopped the crashing.
Vitavincere May 17 @ 10:51am 
Based -- finally I can make Horatio in Stellaris. Could I do that with the cloning trait and necrophage origin? Or perhaps someone knows of a mod that lets you research a way to "necrophage" pops into your own without the origin? Thanks anyway, explodoboy :D
explodoboy  [author] May 14 @ 2:12pm 
I will investigate that, but I can't promise any fixes in the immediate future, due to being busy with college.
Ultra4kill May 14 @ 12:32pm 
ah here i am again, i still love this mod but it actually makes me crash when selecting the ruler traits menu when making a new empire. im sure it's this mod since when i deactivated it i stopped crashing.
AmbientAmoeba Apr 19 @ 6:58pm 
oh wow it got updated i guess looks like new traits?
explodoboy  [author] Apr 4 @ 12:27am 
RPP has been updated to Stellaris v3.7. Among many other things, genemodding should be fixed. If you want a detailed list of changes, join my Discord server.
Shadowblood Mar 17 @ 11:45am 
Hey ho,
there is ab bug after the last stellaris updatet that i cant modify my specis because it ist "not Player controlled" when i have this mod aktiv in my playset
explodoboy  [author] Feb 23 @ 9:32pm 
@kerrigan1603
No.