Stellaris

Stellaris

564 ratings
z Expanded Traits, Civics, Pops, and More
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7.938 MB
10 Jan, 2019 @ 2:49pm
10 Jul @ 9:19pm
354 Change Notes ( view )

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z Expanded Traits, Civics, Pops, and More

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
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.
Popular Discussions View All (6)
480
3 hours ago
PINNED: Bug Reports
Tovius
69
28 Dec, 2024 @ 1:52am
PINNED: Suggestions
Tovius
8
27 Oct, 2023 @ 12:09am
Suggestions: Species Traits
Tovius
1,214 Comments
Thewizardguy 22 hours ago 
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 Jul @ 7:00am 
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 Jul @ 6:56am 
This mod messes up with Planetary Diversity, making the planet type exclusive traits not counting the PD planets.
Tovius  [author] 9 Jul @ 6:40pm 
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 Jul @ 5:31pm 
+1 to @skip redoing my load order and im only assuming the z means at the bottom?
Skip 1 Jul @ 4:04pm 
what is the load order?
MadHowa 30 Jun @ 4:55pm 
Thank you sir!
Tovius  [author] 30 Jun @ 4:29pm 
Thank you for letting me know
Pietas 30 Jun @ 3:31pm 
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.
喵小夕 · F_thx 30 Jun @ 8:42am 
Please set a scripted_variable to mark that your mod has been loaded
to ensure compatibility with Universal Ascension Compatibility and
BPV - More Building Slots - Compatibility.
```
#/common/scripted_variables/any_name.txt
@your_mod_name_mod = 1
# end this file with a empty line or a # comment
```