Stellaris

Stellaris

25 ratings
Weird Traits
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
81.651 KB
14 Oct, 2018 @ 10:35am
9 Dec, 2018 @ 3:31am
3 Change Notes ( view )

Subscribe to download
Weird Traits

Description
The trait list[1]

"Gigantic" / Cost: -2
Members of this species grow to a colossal size. They require a proportionally huge amount of food and long gestation periods.
- Food consumption is 50% higher.
- Pop growth is 20% slower.
- Army health is 50% higher.

"Simple" / Cost: -2
Members of this species tend to be rather dim. There is no gentler way to put it.
- This trait was just copied from another mod. There is no gentler way to put it.
- Leader skill levels are 2 less then normal
- All research -10%

"Obligate Carnivor" / Cost: 1
This species evolved from obligate carnivores and is still confined to a diet consisting of nearly 100% meat.
- Food production is lower by 15%, since your people have to turn wheat into meat first.
- Army morale is higher by 20%, and damage by 10%, thanks to aggressive instincts

"Inquisitive" / Cost: 1
Members of this species are intensely curious, and make excellent scientists.
- 5% bonus for all science production.
- New scientists are 25% cheaper in influence costs. (This part of the trait doesn't show up in the description, is untested yet.)

"Lethargic" / Cost: -3
Members of this species are rather slothful and averse to hard labor.
- Mineral production per tile is reduced by 10%
- All science production is reduced by 5%
- Army morale is 10% lower

"Minuscule" / Cost: -1
Members of this species tend to be rather tiny. At least there are always a lot of them.
- You can't be both tiny and gigantic, obviously.
- Leader age is reduced by 10
- Army morale is reduced by 10% and army damage by 15%
- Pops require 10% less food
- Pops grow 10% faster

"Baleful" / Cost: 1
Members of this species are rather unnerving, especially on the battlefield.
- Army morale damage is 30% higher
- Alien pops on your worlds are getting spooked: Other peoples' happiness is reduced by 5%
- Straight-up taken over from the base mod I hijacked.

"Polygenic" / Cost: -4
This species has more than two biological sexes. Reproduction can get convoluted and slow.
- Reduces population growth by 50%
- Since a species with this trait has 2+ sexes, you obviously can't be a one-sex species, see below.

"Thelytokic Parthenogenesis" / Cost: -3
This species only has one biological sex. While this should speed up reproduction, in truth parthenogenesis has many drawbacks, leading to a net reduction in population growth.
- The "I really hope I understood all those bio-science articles correctly"-trait
- Reduces population growth by 25%
- Makes taking Non-Adaptive, Adaptive and Polygenic impossible, for various reasons

"Toxic" / Cost: -2
Members of this species emit toxic secretions, either due to their biochemistry, or biology, that can poison most organic lifeforms.
- Was in the original mod, but a bit weak. The drawbacks are now stronger.
- Food production is down by 5%
- Other species will be vary of your glands/stingers/whatever. Other species happiness -10%
- Army morale (+10%) and damage (+5%) are slightly up, since being toxic is rather helpful in close combat.

"High-Pressure Adapted" / Cost: -3
This species is adapted to a high pressure environment, like the deep sea of a continental or ocean world. Leaving it without massive technological help is perilous and often fatal for them.
- Habitability is 30% worse, since your environment is a very specific one you have to find first. Not every ocean you find will have kilometers deep oceans, for example
- Migration speed is 25% slower and resettlement costs 150% more. Getting your deep sea ass from one planet to the next is hard work.
- At least your people will be accustomed to pressure-based hardships. You get a 10% bonus to pop happiness.*

"Low-Pressure Adapted" / Cost: -2
Members of this species are adapted to environments with very low atmospheric pressure. Traveling through space is easy for them, but alien planets often represent a tough obstacle to overcome.
- The obvious counter-trait.
- Tolerance for alien environments is down 30%, like above.
- Migration speed (+25%) is better than normal since your people don't have to be surrounded by high pressure environment at all times
- And resettlement costs (+110%) are slightly less harsh since at least the part where you're traveling through space will be easier.
- Obligatory pop happiness bonus: +10%, same reason as above.
- Obviously both traits are opposites, you can't take both!

"Slow Metabolism" / Cost: 1
This species is adapted to resource-starved environments. Their bodies conserve energy any way they can, slowing down both aging and activity levels by a high margin.
- Energy, mineral and food production is lower by 5%
- Population growth is reduced by 25%
- Population requires 25% less food
- Population uses 25% less consumer goods
- Leader age is 50 years higher

"Fast Metabolism" / Cost: 0
Members of this species have an unusually fast metabolism. They are faster and stronger than they should be, but their bodies also demand more food to fuel this bio-furnace. They tend to expire faster, too.
- Energy, Food and Mineral production +5%
- Population growth is 25% faster
- Population consumes 5% more consumer goods
- Leader age is reduced by 10 years
- Population requires 25% more food
- Again, both versions of this trait are opposites to each other.

"Eternal" / Cost: 4
This species doesn't age beyond reaching maturity, as their bodies can repair cellular damage at an impressive rate. But sooner or later the fire goes out, and ennui and suicide strikes. Maybe a form of cosmic balance?
- Leader age is changed by +90 years
- This highly specific kind of immortality comes with trouble if this species decides to leave its home environment: Habitability is lowered by 10%
- It's assumed that individuals of this species die of accidents and diseases (both normal and mental) after a certain point, so I didn't make them literally immortal, which would have been probably too much.
- All other age-related traits are set in opposite, so now cheeky combination of Eternal + Venerable, sorry.

"Empathic" / Cost: 2
This species has an uncanny sense of empathy, allowing them to understand each other and alien beings with unerring precision.
- Your population is generally happier (by 10%), will produce more unity (+10%) and understands even aliens so well they'll be happier living on your worlds (by 10%)

"Metallotolerant" / Cost: 0
This species evolved in an environment with a high abundance of heavy metals. However, this makes their biochemistry toxic for most other organic lifeforms.
- Another one that was in that other mod, but the author apparently didn't think things through, as a species living in a heavy metal environment would probably be incredibly toxic to other organic lifeforms.
- The better survivability when dealing with metals results in a bonus to mineral production of 10%
- The population requires 10% more food and produces 5% less food, to simulate having a metabolism dealing with all those heavy metals, which I assume is some tough ♥♥♥♥, considering a little bit of lead already destroys our livers. Even alien biochemistry has some limitations!
- Other species won't appreciate being poisoned by your people breathing in their direction, so their happiness will go down by 10%
- Army damage is slightly higher by 5%, to simulate that every individual of your species is a walking chemical weapon

"Cyclical Sexes" / Cost: 2
Members of this species change their biological sex multiple times during their life. As a result, reproduction is vastly simplified for them.
- Simple and to the point. You obviously need at least two genders to take this one.
- Population growth is 25% higher
29 Comments
Lama 15 May, 2022 @ 10:40am 
it's a shame it's not updated
Boltergeist 12 May, 2022 @ 6:57am 
Thank you :)
thegreyprophet  [author] 12 May, 2022 @ 6:10am 
Sure, go ahead! I copied a lot of the original traid code from another mod anyway, so it would be hypocritical of me to complain if someone else then copies it again.
Boltergeist 11 May, 2022 @ 7:10am 
Heya, since this hasnt been updated in a while, would i be allowed to incorporate it into my mod?
Amazon Prime 27 Apr, 2021 @ 1:08pm 
sex
kuyan-judith 23 Jul, 2020 @ 3:48am 
Thanks. What was the mod you copied them from?
thegreyprophet  [author] 11 Jul, 2020 @ 3:39am 
I copied all the icons from another mod, so feel free to use them! They're not mine, anyway.
kuyan-judith 11 Jul, 2020 @ 3:24am 
Is it okay if I use some of your icons from this mod for a trait mod I'm making?
Popo Bigles 30 Aug, 2019 @ 3:26pm 
I just found you on the Stellaris Workshop, I like what you make, really nice. Hope you get your reality sorted out so you can return to the Cult of Steam .
thegreyprophet  [author] 15 Apr, 2019 @ 10:22am 
Probably. At least it's still planned. Just too much to deal with in RL right now for doing everything I want. Sadly, this mod here was part of the things I had to cut to make time.