Stellaris

Stellaris

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Diagraphers Trait Mod
   
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5.169 MB
16 Jan, 2021 @ 6:53pm
12 Mar, 2022 @ 11:57pm
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Diagraphers Trait Mod

Description
Adds:
  • More strategic and flavorful AI trait modding
  • Doubled effect of all traits
  • A trait for each species class
  • Many new traits available at game start or through gene-modding...
Popular Discussions View All (2)
0
27 Feb, 2021 @ 10:25pm
List of Added Traits
kuyan-judith
0
22 Jan, 2021 @ 2:34am
List of overwritten objects
kuyan-judith
80 Comments
kuyan-judith  [author] 3 Jun, 2022 @ 5:57pm 
This mod is outdated, current version is here . It does include my trait upgrade mechanic.
baronjutter 3 Jun, 2022 @ 11:03am 
Does this mod also include your trait upgrade mechanics?
JohnSlade 23 Nov, 2021 @ 10:07pm 
I encountered a problem where my pops where unable to do technician jobs, I started filtering my mods and it stopped when I got rid of yours. Something to look into.
Blazeingeagle 15 May, 2021 @ 12:07am 
@kuyan-Judith yes
kuyan-judith  [author] 13 May, 2021 @ 2:06am 
@Blazingeagle: Are you using the Necrophage purge type?
kuyan-judith  [author] 13 May, 2021 @ 2:05am 
@Zoey: You mean, when your pops finished growing, they always changed to the primary species rather than to the secondary species? That wouldn't be because of your being a devouring swarm, I'll see if I can figure out why it is.
Blazeingeagle 10 May, 2021 @ 10:48pm 
im having an issue if i combine this with other trait mods and parasitoid, when i purge other pops i dont gain pops. is there a fix for this?
Zoey The Hexed DM 30 Apr, 2021 @ 11:15am 
Hi! i've been recently trying to use your mod but i had made a devouring swarm and attempted to use the Polymorphic origin but i never grew any of my secondary species. i think that origin should be disallowed along side that civic, and likely others like it. unless i did something wrong.
kuyan-judith  [author] 17 Apr, 2021 @ 1:53am 
Update for 3.0.1 here[/url.
kuyan-judith  [author] 20 Mar, 2021 @ 12:24am 
Update:
AI will now try to give species with Gaia or Relic World preference traits that improve habitability, as suggested by Volcary.

Fixed several traits which were supposed to have positive costs having negative ones instead.

Randomized countries' starting ethics and authorities now will tend to be influenced by their traits, for example Aggressive species will tend to be militarist and Thrifty species will tend to have Megacorp governments. Aside from the "natural [ethic]" traits, which will guarantee a matching governing ethic, most ethics-effecting traits have a 25% chance to trigger a pre-game-start ethics shift in a randomized country.