Stellaris

Stellaris

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z Expanded Traits, Civics, Pops, and More
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7.938 MB
10. jan. 2019 kl. 14:49
12. juli kl. 18:55
356 ændringsbemærkninger ( vis )

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z Expanded Traits, Civics, Pops, and More

I 1 samling af Tovius
Expanded Mod Collection
53 genstande
Beskrivelse
For Stellaris 4.0

This mod adds a large number of new traits and civics, among other things. Please see the discussion post for a full list of features.

Special Thanks to Kuyan-Judith for allowing me to integrate their Trait Upgrader and Better AI Trait-Modding mod

General Features

New Traits
- New Normal Traits (both positive and negative)
- New Species-Specific Traits
- New Advanced Traits
- Better Lithoid Traits
- Some species classes get their own unique traits
- Integrated kuyan-judith's Trait Upgrader and Better AI Trait-Modding

Many New Civics and Origins, and changes to existing ones
- Equivalent Civics for corporations and gestalts
- Civics and Origins inspired by the Preset Empires
- Civics inspired by the (sadly now defunct) Hive Mind Expanded mod
- Two new megacorp authorities, based on the democratic and imperial authorities
- Preset Empires will use the new origins and civics where appropriate

New ways to get refugees:
- Pops might flee starvation, war, slavery, and very low living standards

New Edicts, and improvements to existing ones
- New Campaigns
- New Subsidies
- New Rare Resource Edicts

New Policies
- Governmental policies such as Media Rights and Healthcare
- Can choose to let vassals expand
- Megacorps get better and more varied trade policies
- Hive Minds can decide what unemployed pops produce
- Machines can chose if matrixed pops produce energy or physics research

Changes to Buildings and Jobs
- Buffed Medical Workers
- Clerks and Merchants produce more trade value on highly populated planets
- Criminal modifiers and branch office buildings often give unique criminal jobs
- Galactic Stock Exchanges and Psi Corps are Empire Uniques
- Buffed Branch Offices
- Buffed Resort Worlds
- Buffed some of the less useful buildings
- Maintenance Drones give more amenities, districts give less of them

Synthetic Empires get some machine intelligence swaps
- Tradition Swaps
- Mega-Warforms
- Chemical Processing slavery and purges
- Machine Worlds perk

Normal gestalts can give give non-gestalts residency, and build Autonomous Enclaves to support them.
- Too many free non-gestalts will cause increasing penalties, which can be mitigated with the Synchronicity finisher and certain civics
Hive Minds build districts and some buildings partially with food (unless Lithoid)
Gestalts can turn relic worlds into city worlds

Pops produce more crime

New ai personalities: Seekers of Knowledge, Xenophobic Protectionists, Decadent Technocracy, Warrior-Scholars, Peacekeeping Interventionists, Sneering Technocrats, Ambitious Unifiers
Ai personalities for Closed Collective and Closed Network, based off of the Xenophobic Isolationist personality
Ai personalities for gestalts that are friendlier and multi-species
Infestation AI personality based on the Driven Assimilator personality

General buffs and bug fixes


Credits
kuyan-judith, for letting me integrate their Trait Upgrader and Better AI Trait-Modding mod
Pawjwp, for supplying better looking origin icons


Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Populære diskussioner Vis alle (6)
482
For 15 timer siden
FASTGJORT: Bug Reports
Tovius
69
28. dec. 2024 kl. 1:52
FASTGJORT: Suggestions
Tovius
8
27. okt. 2023 kl. 0:09
Suggestions: Species Traits
Tovius
1.215 kommentarer
Skyspace 14. juli kl. 8:47 
Hi, my arborial caretaker does not growth, is it ok?
Thank you for the mod! :)
Thewizardguy 11. juli kl. 12:15 
Just started playing with this mod, and I absolutely ADORE it. It adds so many little details and tweaks that I wish were in vanilla Stellaris, but unlike other 'overhaul' mods doesn't completely change the way Stellaris is played. Easy favourite right here. Did notice some things tho.

The Organic Construction Civic seems to have a broken tooltip. It works just fine, but the description just read 'districts and certain buildings are entirely constructed out of food' like 10 times. Which is probably not the intent.

Also, I seem to be getting two layers of pop crime? The crime tab shows 'crime from pops +x' and then beneath it another, smaller 'crime from pops +x'. As in 'x' is smaller. And I know crime gets increased in this, but it seems.... like a lot. Am I maybe getting both vanilla AND this mod's increased crime? As is my starting planet almost always has 50+ crime at game start, which is not ideal.

Regardless, still an awesome mod.
Ronobla 10. juli kl. 7:00 
If you want an example here it is
Before adding the mod: *being able to add oceanic trait on the modded ocean type planet*
After adding the mod: *not being able to add the oceanic trait becaue the species is not living in "THE" ocean planet*
Ronobla 10. juli kl. 6:56 
This mod messes up with Planetary Diversity, making the planet type exclusive traits not counting the PD planets.
Tovius  [ophavsmand] 9. juli kl. 18:40 
Yeah, it should be near the bottom. I named this when the load order was always alphabetical, and now I'm too scared I'll break something if I try to rename it.
hydra 9. juli kl. 17:31 
+1 to @skip redoing my load order and im only assuming the z means at the bottom?
Skip 1. juli kl. 16:04 
what is the load order?
MadHowa 30. juni kl. 16:55 
Thank you sir!
Tovius  [ophavsmand] 30. juni kl. 16:29 
Thank you for letting me know
Pietas 30. juni kl. 15:31 
A very small bug: the relic world hydroponics deposit (d_relic_hydroponics) appears to be adding jobs at the old scale, ie 6 instead of 600.