Stellaris

Stellaris

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Superior Species for 2.6
   
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1.925 MB
2 Feb, 2019 @ 7:01am
17 Apr, 2020 @ 11:01pm
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Superior Species for 2.6

In 1 collection by Mugi
TSB Modlist
10 items
Description
Updated for Stellaris 2.6!

Superior Species is an overhaul mod for species traits, leaders, and other pop mechanics. Its aim is to provide further depth and customisation to these features of the game without causing radical gameplay imbalances.

Now compatible with Photosynthesis!

Genetic Experiments are now a standalone mod. If you feel like this mod strips the genetic ascension path of some of its best features, use it.

Superior Species Main Features:
  • An additional 30+ species traits for use during empire creation, with modifiers and point values that follow the precedents set by Stellaris' existing species traits.
  • Almost all organic traits are now available during empire creation and have been rebalanced when appropriate, but any traits of a value higher than +2 or lower than -2 require genetic ascension to add or remove.
  • Robot and machine traits are slightly more impactful than organic traits and can be altered at any time, but they receive fewer trait points overall and have fewer angles for customisation.
  • An additional 40+ leader traits, many of which are derived from their species traits.
  • Rulers are twice as likely to receive these traits, as befits their station.
  • Additionally, all rulers start with 3 traits (up from 2), and all leaders with 2 traits (up from 1).

Quality of Life Improvements:
  • Leaders can now have up to 20 levels, up from 10. You still need to acquire these levels through traditions, technologies, and traits, but if you can, you can now benefit from those advanced leaders.
  • Species Assimilation now occurs more gradually on a monthly basis, rather than once every year. No more crippling your economy after acquiring dozens of useless Hive Minded pops or because you've decided that The Flesh Is Weak.
  • The Horizon Signal event chain now culminates in a unique species trait, just like the existing Alien Box event. No need to worry about your species' traits getting mangled beyond all recognition by the Worm.
  • Many more traits now effect slave prices if it would be appropriate to do so.
  • Presapient traits like Conservative, Earthbound, and Natural Intellectuals can now be crossbred through Xeno-comptability, if you get lucky, and come with their own distinct icons.
  • The yearly ethics shift chance of pops has been massively increased, making it far more likely for pops to change ethos or faction and making modifiers like Governing Ethics Attraction or actions like Suppressing a Faction significantly more impactful.
  • Genemodding and Robomodding has a lower initial base cost, but higher cost per pop and per trait point, making minor alterations to small population pools less of a pain in the neck.
  • NEW: Scientists filling Head Researcher positions can now gain traits in the line of duty, just like their companions on survey ships can.


Compatibility
This mod is unlikely to be compatible with any other mod that adds or removes species or leader traits, or modifies the existing ones. Consider this your warning. This mod overwrites the following files:
  • Everything in common/traits (except habitability traits, those are fine)
  • 00_species_archetypes (If overwritten, robots will have vanilla trait picks)
  • The Horizon Signal event akx.10020 (If overwritten, you won't benefit from the unique Worm trait this mod offers)
  • The action.64 and action.65 events (If overwritten, assimilation will work as in vanilla Stellaris)

Related Mods:
  • A UI Overhaul Mod of some description may improve your play experience when genemodding or creating your empire.
  • Auto Gene Assimilation gives you a much more robust way of handling subspecies when the need inevitably arises.

Thanks to icons8.com for their excellent selection, and to Devious, whose excellent Xenology Traits mod served as a thorough inspiration.
206 Comments
dand 19 May, 2024 @ 6:31am 
i really liked this one :/
the4skin666 16 Jan, 2024 @ 9:09am 
Have a bug where when starting a new game the 4 leaders I start with create a 4.3 million % over cap causing me to start with a -343k energy credit deficit. Does anyone know how to fix this or use another mod to fix this problem. This mod is just what I am looking for for some good old fashioned roleplay and i am desperate to find a way to make it work, Thank you
XCABAL 8 Jan, 2022 @ 2:06am 
Just curious if this mod will ever come back. It was a mandatory inclusion in my playthroughs back in the day.
Major Triphazard 13 Nov, 2021 @ 7:04pm 
Not sure if this mod is being maintained anymore, but just in case it is: there is a bug in 3.1 where this mod prevents robots from assembling. Apparently this is a problem with other trait modification mods as well. When the assembly plant is built no robot template is made and no robots ever begin assembly.
Rolhn 22 Oct, 2021 @ 8:21am 
I take it that this mod is dead/?
jht_89 20 Jun, 2021 @ 5:54pm 
@KZ3838 if you look in your browser's address bar (or alternatively, if you click the share button in the main Steam program), you'll see the following part of the URL: ?id=1642634313

That number is what the mod uses as the folder name on your computer.
KZ3838 15 Jun, 2021 @ 12:42pm 
First I would like to thank MantiSynth for the solution to the problem regarding leaders not having traits, but I have a question. This is the first time I've had to go into Stellaris's mod files and while I have found where they are, all of the mods are listed as numbers. Does anyone happen to know what numbers correspond with this mod?
MantiSynth 9 Jun, 2021 @ 8:38pm 
if this mod makes leaders not have traits: go into the mod files and delete the leader_classes folder. not even sure what its supposed to be overwriting, since its the same as vanilla 2.6 as far as i can tell
Rolhn 16 May, 2021 @ 10:44am 
This needs an update to fix the Envoy issue
SteelCrow 19 Apr, 2021 @ 1:57pm 
Leader traits don't show up visually anymore, I think this is because envoys have no traits, and mess up the others.
Anyway, Devious decided to update
Xenology : Traits Expansion , go check that out.