Stellaris

Stellaris

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Additional Traits
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11
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688.018 KB
May 9, 2016 @ 12:18pm
May 9 @ 12:05pm
201 Change Notes ( view )

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Additional Traits

Description
Stellaris is a game with infinite possibilities and an infinite potential.
So why not start by adding more species traits to your game, for a more diverse galaxy ?
This allow you different options and more varied handicaps .. and advantages.
One of the objectives of this mod is to provide a balanced assortment of traits, fitting as much for multiplayer as well as singleplayer.

Last update :
Update for 4.0. All bug reports are welcome, we'll do our best to fix it swiftly. 4.0 is a very big update. Even if our log file and tests looks fine, there's usually hidden surprises.

Have fun playing with this mod and remember to give us feedback, so we can balance this mod better and faster.

Content :

You can find the full list here.

The traits added in-game by Additional Traits are :
- Organics
23 Handicaps
35 Avantages

- Presapients
5 traits

- Robotics
10 Handicaps
10 Avantages

The traits marked by a * are using an event which check at game start, when you modify your species and once a year that your main species still possess the trait. These traits apply to the whole empire.
Hateful, Violent, Aggressive, Extremely Aggressive, Competitive, Belligerent and Sociable traits gives opinion modifiers, like Charismatic and Repugnant does.

Future versions may integrate more traits. Don't hesitate to propose your ideas, we are always interested.
The forum discussion and the direct download link for the (very old) mods can be found here.[forum.paradoxplaza.com]
Additional Traits : Before the Apocalypse : 1.9.1 version of the mod, for those who want to play before the Cherryh/Apocalypse update.
Additional Traits : Niven : 2.1 version of the mod, for those which liked tiles on their planets.
Additional Traits : Wolfe : 2.3 version of the mod, before the new launcher.
Additional Traits : Circinus : 3.14 version of the mod, before the new population system of 4.0.

Languages :

This mod have currently translations in :
- English
- French
- Russian
- Polish
- German
- Portuguese
- Spanish
- Chinese
Some of these translations are old, inacurrate or incomplete. All help is welcome to make it complete.


Compabilities :

This mod overwrite the files 02_species_traits_basic_characteristics.txt, 03_species_traits_presapients.txt, 04_species_traits.txt and 05_species_traits_robotic.txt
This mod is included in Rtt Russian Localization modpack.

Contributors :

Graphics : Meltup, Machinekng, Dskod1

Coding : Granhyt, Black_Imperator, TehT, Sriseru, Gerishnakov, Anitachall

Translators :
English : Ophidian, Target Practice
French : Granhyt
Polish : Kazmyl
German : Aqua, EselNase, XeNoN, Noobier
Portuguese : Chariman Isaac Buell, Aranha Maluco
Spanish : OBV, Valgarv
Russian : God Of Hyperdeath, Arikotomoshi, Resident-tt
Chinese : Anold_GH

Special thanks to Meltup of his help, providing these great new icons, his constant ideas, advices, feedback. Special thanks also to black_imperator for his help getting these events working, his explanations, and the impressive compilation of effects, modifiers and the like.
Thanks to Dracarys47 for the opinion modifiers explanation.
And of course, thank to everyone for their inputs, ideas, advices and feedback.
If we forgot someone, just ask us to correct it. :)


Free use :

Any/All parts of this may be used by anyone else for any reason, as long as it is in compliance with the Rules for User Made Mods and Edits of PDS games. If you do use any part of this mod, please give us credit where applying.​
Feedback and ideas are really appreciated. So thank you in advance.
Popular Discussions View All (7)
56
Nov 7, 2024 @ 2:21pm
Suggestions for future traits
Granhyt
56
Mar 20, 2024 @ 5:56am
Bugs/Glitches
Starfoth The Burgundy Silk Rug
13
May 25, 2022 @ 7:54pm
List of the traits
Granhyt
1,144 Comments
Granhyt  [author] 12 hours ago 
According to the code, it's 0,5%, and on the empire creation screen, it says "Daily Hull Regeneration : +0,5%.

I would think it's just a misnommer, but ingame it shows as +90% daily hull regen, while basic ships have +40% daily armor regen (and hull regen).

I'll ask to other people, I'm a bit confused and unsure if it's normal or if it changed.
REDbeard 21 hours ago 
Hey bud, the Living Ships trait is showing up in my empire's modifier list as giving +50% to daily hull regen. I'm hoping the glitch/error is with the text and not the effect of the trait lol
Granhyt  [author] May 18 @ 4:44am 
Unless something went really weird, and as far as I know it hasn't, the "empire-wide" traits (like Aggressive or Living Ships, for example) will apply on the first day of the new year. The mod checks if your empire dominant species has new traits or lost some, and adjust the empire modifiers according to it.
Lava May 17 @ 3:34pm 
Thats awesome, thank you :)
Granhyt  [author] May 17 @ 5:00am 
@Lava : It has been tested by GhostFox and it does work.
On a code perspective, there is no special tag to block traits away from being applied by Evolutionary Predators. Eat all you want. :)
Lava May 16 @ 8:38am 
will these traits get automatically applied in evolutionary predators?
Granhyt  [author] May 10 @ 4:51am 
Ascetic isn't blocking the others unity traits, and that was by design. Especially since it's a pretty costly trait, so taking it and Traditional would cost 4 points ... interesting but means neglicting many non-unity bonuses.
I think it is fine, but it's a recent trait, compared to many others, so all I can really say about balance is that nobody complained yet. ^^"
Granhyt  [author] May 10 @ 4:47am 
Maybe I'll have to add a bit of text in the description and not rely on the automatic/paradox provided descriptions, it's a good point. I'll keep that in mind.

In my experience, the unity traits were rather strong, compared to traits like Rooted/Pionners which are fun but don't have much impact over a game. But not as impactful as pop growth bonus/malus, for sure.
Anyway, I'm far from playing meta, so I am probably missing massive things. Like the robotic Swarm trait,

And part of me want to put the "unity to all jobs" even on the vanilla traits. But some bureaucrats jobs provide more bonus than plan unity, and for those non-unity ressources, the vanilla traits will boost the production.
I guess it will need for the player to consider more carefully which trait to take.
TheTimeCreator May 10 @ 3:09am 
Hi, wow thanks for checking, i did some testing and it really works on managers and stewards. I was a little confused for a moment becouse it was addding a "efficiency" work force. I thought it was something diffrent, my fault.

Alright so bureaucracy 10% bonus from Impassioned stacking with 10% bonus from Ascentic
For example i have 360 work force (from buildings) and i have one of the these traits so it gives me + 36 work (efficiency) force, if i have both it gives me + 62 work force.

I mean, i dont think + 10% for all unity workers is that overpowered. Maybe dont let it stack ?
Before it was + 10% for all unity outputs (jobs), it wasnt OP either. ¯\_(ツ)_/¯

I would just change description, so that everybody would know what job gets the bonus ( or/if all of them), just byro jobs ? maybe all Administrators workers ?
Granhyt  [author] May 9 @ 12:02pm 
Ok, I have the explanation by looking at the job definition, actually.
Manager, steward, preacher, numistic priest, unifier, culture worker, death priest, low tech bureaucrat, memorialist, haruspex, are all bureaucrats.
Mortal initiate are considered as bureaucrats too, but defined as a specific job. In theory it should work too.

I may do Melancholic/Passionate as "all jobs unity" having a (slightly lowered) bonus, and the others traits boosting only bureaucrats look-alike like the vanilla trait.

Any thoughts on this proposition ?