Stellaris

Stellaris

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p2d's OP traits and civics (3.7 and older)
   
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5 Jul, 2022 @ 6:19pm
4 Jan, 2023 @ 4:35pm
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p2d's OP traits and civics (3.7 and older)

Description
DOES NOT WORK AS INTENDED FOR 3.8, 3.8 version is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2974858577

basically a ripoff of https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2445512710 but that mod isn't maintained so whatever and its sort of different

extremely unbalanced traits and civics that are half broken, documentation to be delivered soon

currently work in progress, will be finished when I feel like it

feel free to report bugs in the comments

compatibility: modifies vanilla capital buildings, so any other mod that does that will probably not play nicely with this one (you won't get any ruler jobs from this mod's civics), load order accordingly if you want to use this with another mod that does that.
Modifies vanilla economic policies, might run into trouble there if another mod uses them.

known bugs:
suprisingly seems to not be broken right now, please comment to bring me back to reality
8 Comments
p2d  [author] 9 Jul, 2022 @ 1:07pm 
Sry, the civic/trait randomization enables the AI to select traits and civics from this mod.
Figaround 9 Jul, 2022 @ 11:01am 
I didn't understand your last remark. I was asking, can the AI choose to use traits and civics from this mod?
p2d  [author] 9 Jul, 2022 @ 10:14am 
Ye, trait randomization is broken so I used civic randomization to help get around it never showing up in game
Figaround 9 Jul, 2022 @ 9:45am 
Can the AI choose your traits and civics?
p2d  [author] 9 Jul, 2022 @ 4:24am 
Hi @Figaround,

All civics are available at country creation, most of them will be addable during the game. (unless I broke this :P)

This mod should only have compatibility issues with other mods that modify the vanilla capital buildings to add unique jobs. I don't do much aside from adding new jobs, so if you have another mod that does more with the vanilla capital buildings you'll want to put it below my mod in the load order so the game uses its capital buildings update.

Will add some better screenshots today when I deliver a new update
Figaround 7 Jul, 2022 @ 6:39pm 
Did I understand correctly that civic from your mod can't be selected before game creation, you can only get them as an event in the game, and he (or they) depend on the main building of the planet, which (the main building) can be broken by other mods that change the main building (like Ancient Cache of Technologies, for example)?
Wouldn't it be better to do without events, and make everything available at country creation, before the start of the game? :cleanfloppy:
Figaround 7 Jul, 2022 @ 6:35pm 
And what about compatibility with other mods, I have a lot of them? :gregory:
Figaround 7 Jul, 2022 @ 6:33pm 
Please write in more detail and clearly your section "known bugs", I did not understand in the end, none of the 3 errors, what exactly they are, understood only approximately, like vague hints.
And add for illustrations of better and larger screenshots, it is difficult to read the text on those screenshots, what is now, re-posting more readable screenshots will attract subscribers.

Question: is your mod compatible with the save, can I add it to the game already started?