Stellaris

Stellaris

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Additional Traits 2.3
   
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15 Jun, 2019 @ 9:10am
14 Jul, 2019 @ 6:41am
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Additional Traits 2.3

Description
- Not working with v. 2.4 -

Adds 17 traits to the main game.


Overview:

Extroverted
cost = 1

diplomacy_upkeep_mult = -0.2

Introverted
cost = 1

jobs research output +10%
diplomacy_upkeep_mult = 0.2

Martial
cost = 1

army_damage_mult = 0.35
planet_stability_add = -5

Peaceful
cost = 1

planet_stability_add = 10
planet_amenities_mult = 0.05
army_damage_mult = -0.25

Pragmatic
cost = 1

planet_jobs_engineering_research_produces_mult = 0.2
planet_jobs_minerals_produces_mult = 0.05
country_unity_produces_mult = -0.1

Spiritual
cost = 1

planet_jobs_minerals_produces_mult = -0.05
country_unity_produces_mult = 0.15

Hierachical
cost = 1

pop_government_ethic_attraction = 0.25
leader_skill_levels = -1

Nonhierachical
cost = 1

leader_skill_levels = 1
pop_government_ethic_attraction = -0.15

Tribal
cost = 1

country_unity_produces_mult = 0.1
pop_government_ethic_attraction = 0.15
diplomacy_upkeep_mult = 0.15

Openminded
cost = 2

planet_jobs_physics_research_produces_mult = 0.15
planet_jobs_society_research_produces_mult = 0.15
pop_government_ethic_attraction = -0.10

Narrowminded
cost = -1
pop_government_ethic_attraction = 0.2
planet_jobs_physics_research_produces_mult = -0.15
planet_jobs_society_research_produces_mult = -0.15

Big
cost = 1
army_health = 0.25
army_damage_mult = 0.25
planet_jobs_minerals_produces_mult = 0.1
pop_housing_usage_mult = 0.20
pop_growth_speed = -0.05

Small
cost = 0
army_health = -0.25
army_damage_mult = -0.25
planet_jobs_minerals_produces_mult = -0.1
pop_housing_usage_mult = -0.20
pop_growth_speed = 0.1

Fragile
cost = -2
army_health = -0.3
planet_jobs_minerals_produces_mult = -0.1

Very intelligent
cost = 5
jobs research output +20%
species_leader_exp_gain = 0.2

Unintelligent
cost = -3
jobs research output -15%

Dimwitted
cost = -7
jobs research output -0.35%
species_leader_exp_gain = -0.30
pop_happiness = 0.1


I took some of the resources from the mod Proxima Traits https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=705208570, which does however not work with current update 2.3.


Is combinable with other mods.

HF!
10 Comments
Flockerkill 21 Oct, 2019 @ 12:23am 
will this be updated for 2.4?
Dr Seltsam  [author] 14 Jul, 2019 @ 6:47am 
I tried to find a quick fix for the problems regarding trade value and government attraction, but could find none. There seems to be currently no accessible way for adjusting them.
I removed both from all the trades and adjusted, as well as simplified most of them. If anybody solves this issue in the future, feel free to use my files :-)
Prolbo 5 Jul, 2019 @ 9:22am 
Didnt want to bother you or dissapoint, but fow now trade value and amenities didnt work for pops, you need to adjust jobs (file) to change output.
Also, I saw some ramarks in game files that devs want to add at least trade value to pops properly. But when they do it is a big question.
Dr Seltsam  [author] 25 Jun, 2019 @ 7:47am 
Thanks for the offer! Right now I have absolutely no time, but I will try to figure the mechanics out later and if there is anything produced that needs testing I will contact you :)
Gavril 24 Jun, 2019 @ 9:55am 
hey, if a tester would help I would be willing to help out. Dunno if that would save enough time for you. Haha
Dr Seltsam  [author] 22 Jun, 2019 @ 5:03am 
I checked again and you are right. It seems not to work. It seemed to work before, as I could for example get a faction of 50% pop in the middle-endgame without any additional measures. Maybe it were just several times chance that it had more pops with the corresponding ethic or the latest patch intereferred. The idea with the leader skills is good, but I do not have currently the time to go into creating those for each ethic and to play enough to test them. So for now this will be as it is I am afraid...
An Apple Pie 19 Jun, 2019 @ 3:53pm 
So, I'm pretty sure civ mods don't work on pops. just tested it out with your pacifist/militarist species, and they did nothing.
You'd probably be better off adding in a unique leader ability for generals/admirals for them than trying to mimic the civic section.
Gavril 17 Jun, 2019 @ 7:17pm 
ah, cool. your welcome. :)
Dr Seltsam  [author] 17 Jun, 2019 @ 2:56pm 
As far as I understand it, diplomatic upkeep is a multiplier for the influence costs you suffer from making pacts and agreements. A defensive pact is for example reducing your influence income by 1 unit. The multiplier should increase/decrease those costs accordingly.

Glad you like it and yes, I got a bit carried away with the amount of bonuses, but it was simply too much fun adding more stuff ;-)

*I fixed the link, thanks for pointing it out!
Gavril 17 Jun, 2019 @ 9:24am 
The link you have is flagged by steam as being malicious? But it goes to a steam page, wtf? Anyway, I was wondering what diplomacy_upkeep_mult actually does. I don't think I've ever heard of an upkeep in diplo. It's probably something really obvious in hindsight. I like your traits. Especially the tiny bonuses or malices. Dimwitted being a good example because it's right there as I type. There's a tiny pop happiness bonus, that really doesn't make up for the rest of the trait. haha