Stellaris

Stellaris

234 ratings
V_TRAITS
2
4
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.690 MB
8 Oct, 2022 @ 8:10am
19 Jun @ 5:41pm
117 Change Notes ( view )

Subscribe to download
V_TRAITS

Description
3.12.* Ready

What is it about
In the game only Fungoids, Plantoids and Lithoids get unique traits that no other species class has. This is a bit of a problem because at the end of the day there is no difference between them. There is no difference between Arthropods and Mamalian species when it comes to unique traits as they get none. This mod adds over 200 traits, that are divided between all species classes. All of these traits are based on real phenomena, and tropes related to the species class.

A lot of these traits are focused on how they impact or are impacted by the environment they find themselves in and how they impact the environment themselves. As a example Avian, Arthropoid and Aquatic species gain access to the Brood Parasite trait, that increases their pop growth speed at the cost of other species. For a more positive kind of impact we have the Fertilising trait avilable to Plantoids and Fungoids that increases habitability for all by +1%. There is something for even pop bombing connoisseurs with traits like Infertilising, Locusts, Plagued, and Polluting that reduce habitability, but do it in different ways and differing severity.

Maybe you want to have a different take on Xenophilia. A more... Parasitic kind of it. Growing your species at the expense of others via brood parasitism, being a brain parasite that slowly takes over other empires, or just ignoring food and instead feasting on the blood of fellow pops directly. You can even be a social parasite and refuse to do any worker jobs at all. And if you want to be nicer to your neighbors you can always have your species make use of the Behaviour Altering trait making your other pops more happy.

For now the mod includes:
  • 8 Previously cut traits
  • 25 Generic traits for Biological and Lithoid species
  • 31 Ethic specific traits
  • 89 Species class specific traits for Biological species
  • 26 Traits for Lithoid Biological species
  • 1 History trait for organics
  • 20 Traits for Machines
  • 2 History traits for Machines
  • 11 Traits for Presapients
  • 4 Traits for Hiveminds
  • 1 Optional trait for the Post-Apocalyptic Origin
  • 24 Traits for Cyborgs

Future content
  • More traits for every species class.
  • Rebalancing, fixing and reworking of certain traits that cause gameplay and performance problems *cough* Mutagenic *cough*.
  • Adding more languages and fixing typos.

Performance
This mod might be on the more resource intensive side of things. So if you feel the game lags too much for your taste go and subscribe to the Performance Patch and put it below V_TRAITS in the load order. The Patch disables randomization for traits using triggered modifiers, only allowing custom empires to make use of them. Another thing you can do is to turn Xenocompatibility off.

Languages
  • English
  • Simplified Chinese by Darkborderman

Compatibility
Files owerwritten: 00_social_classes, 01_gestalt_drones, 02_other_categories,
If any mod also overwrites these files, something will most likely break and will require a compatibility patch.




My other Mods

Remember to leave your suggestions for traits and ballance changes below.
Also please report the bugs when you find them, it really helps.
Popular Discussions View All (3)
96
10 Jun @ 3:44am
PINNED: Bug Reports and Grammar
Xyre
37
13 Jun @ 1:44am
PINNED: Trait and balance suggestions
Xyre
153 Comments
sKitzO 16 Jun @ 5:17am 
W Mod :br_star:
Xyre  [author] 14 Jun @ 5:03pm 
Genetic Assimilation has been reworked. Now it works like a kind of pseudo-ascention in which advanced biological traits can be added, as long you have at least one species with a basic or advanced version of that trait in your borders.
Xyre  [author] 4 Jun @ 2:34pm 
@andre001155 The trait is very old for the mod. With the way it works as of now it only affects pop, growth and habitability modifiers as army traits and lifespan can't be added using that system. As of now I'm considering reworking the trait to be better.
andre001155 29 May @ 11:06pm 
In the earlier comments author mentioned "Genetic Assimilation" perk should work with basic perks and other mods, but I can't find any modded perk compatible with assimilation perk. Also species specific traits incompatibility seems like a big loss to me. And there are still a ton of basic traits like increase lifespan, more exp for leaders, army damage etc, that also give no benefits. Really disappointed in this trait, frustrated by the fact I can't play some conquestive enslaving empire wishing to steal more genes from many species.
ElegantMud 21 May @ 9:20pm 
Hi, do the traits that effect priest jobs also effect Haruspexs and Technographs from the machine cult origin? Thanks for the hard work on your amazing mod btw!
Tanrice 18 May @ 3:58am 
No, i mean the new DLC‘s modular tradition, which have some modifier implemented in priest, manager and administrator jobs. Since your mod override this files, so you need to update them

particularly the code is

triggered_planet_modifier = {
potential = {
planet = {
exists = owner
owner = {
has_tradition = tr_modularity_4
}
}
}
planet_jobs_worker_produces_mult = 0.02
}


And also, some jobs in your override forgot an older vanilla modifier for civic_efficient_bureaucracy , which is

triggered_country_modifier = {
potential = {
exists = owner
owner = { has_valid_civic = civic_efficient_bureaucracy }
}
country_edict_fund_add = 2
mult = value:job_total_output_modifier|JOB|death_priest|RESOURCE|unity|
}
Xyre  [author] 17 May @ 5:13pm 
I think that is a different mod that uses it.
Tanrice 17 May @ 2:02pm 
Then it makes sense :steamthumbsup:, dont forget to check tr_modularity_4_modifier for old priest jobs.
Xyre  [author] 17 May @ 11:37am 
The trait works as intended. I just need to update the job list because some new priest jobs have been added. Bioluminescent only affects other bioluminescent species and not all species present on a planet. Pseudocopulative does however affect other species.
Tanrice 16 May @ 1:54pm 
In common\inline_scripts\pop_jobs\v_traits_priests_effects , bioluminesce should have effect when spcies have astrology