Stellaris

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Stephan's Alternate Traits
   
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28 Sep, 2019 @ 9:06pm
6 Oct, 2019 @ 3:40pm
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Stephan's Alternate Traits

Description
My first mod, but there will be more to come!

This mod adds 18 new traits to the game, including traits that add starting tech to your empire, and traits that generate new leader bonuses.

In addition to new traits, this mod also creates the CYBER species type, which are organic species with the machine portraits. This was done to go with the new trait "Cyber Exoskeletons" as inspired by the Meklar from Master of Orion.

Since there are more traits, I've also added more trait pics and more civic and ethics pics while I'm at it.

Most of the coding knowledge (and some of the graphics) I shamelessly stole from VitesseDL's Expanded Traits and PJs :: Traits. Without those two mods I would have never learned how to do this. Please go check out those excellent mods as well!


*****
New Traits

Green Appendages
Poor Farmers
Bioengineers
Cyber Exoskeletons
Brilliant
Warriors
Giant
Tiny
Flyers
Photosynthetic
Very Traditional
Very Nonadaptive
Scientific Community
Rock Diggers
Clean Energy
Metal Workers
Artisans
Efficient Manufacturing
Exotic Surveyors
16 Comments
stephangoodwin  [author] 30 Sep, 2019 @ 8:29am 
Lastly, you have to call the first event. To do that, you need a text file in the On Actions folder, text looks like this:
_____________________________________
on_game_start = {
events = {
alternatetraits_bioengineers_event.1
alternatetraits_clean_energy_advocates_event.1
alternatetraits_cyber_exoskeletons_event.1
}
}
______________________________________

I want to note, this all came from PJs :: Traits and VitesseDL's Expanded Traits, I just adapted it to my needs.

I see no reason you can't swap civic for trait. To check civics you'll need something like:

is_technocracy_civic = {
limit = {
owner = {
has_civic = civic_technocracy
}
}
}

I haven't tested this, but this would be my first guess.

stephangoodwin  [author] 30 Sep, 2019 @ 8:29am 
Next, you will need to define the "is_traitname_trait limit.

Make a text file in the Scripted Triggers folder. Text should look like this:

_____________________________
is_brilliant_trait = {
owner_species = {
has_trait = trait_brilliant
}
}

is_bioengineers_trait = {
owner_species = {
has_trait = trait_bioengineers
}
}

is_clean_energy_advocates_trait = {
owner_species = {
has_trait = trait_clean_energy_advocates
}
}

is_cyber_exoskeletons_trait = {
owner_species = {
has_trait = trait_cyber_exoskeletons
}
}
______________________________________

stephangoodwin  [author] 30 Sep, 2019 @ 8:29am 
@Peter34
First make a text file in the events folder that corresponds to the mod and trait you have in mind. The text looks like this:
------------------------------------------------------------
namespace = modname_traitname_event

event = {
id = modname_traitname_event.1

hide_window = yes
is_triggered_only = yes

immediate = {
every_country = {
limit = { is_traitname_trait = yes }
country_event = { id = modname_traitname_event.2 }
}
}
}

country_event = {
id = modname_traitname_event.2

hide_window = yes
is_triggered_only = yes

immediate = {
give_technology = { tech = "tech_genome_mapping" message = no }
give_technology = { tech = "tech_gene_tailoring" message = no }
}
}
-----------------------------------------------
Peter34 30 Sep, 2019 @ 1:50am 
Can you please explain how you add starting Techs? The modder behind the StarterTech 3 mod can't figure out how to make Civics to that, so if you can do it with Traits in 2.3, maybe the method can also be used with Civics?
stephangoodwin  [author] 29 Sep, 2019 @ 8:00am 
Up to 10 traits
Start with 5 trait points
Start with 4 civic picks
Take from 3 to 5 Ethics points
Mr Lowe 29 Sep, 2019 @ 7:14am 
Looks interesting. Can you list in detail the trait point and picks as well as the civics point changes?