Stellaris

Stellaris

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Resource Traits 3.5
   
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30 Sep, 2022 @ 4:24pm
13 Oct, 2022 @ 3:37pm
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Resource Traits 3.5

Description
Update
I couldnt get this mod to update, if you are using 3.5 and want to use the most up to date version then you will need to subscribe to Resource Traits 3.5 V2

Inspiration
I cannot manage Alloys to save my life (literally).
Inspired functionally by the wonderful (if not now very much outdated) GAPS: Gwen's Additional Play Styles, this mod does as GAPS Bioelectric does for most other resource.

Weather your thinking behind this is natural abilities or brain wired in such a way that they are doing these things is up to you. Traits come in both Organic and Robotic.

Have pops like a Tropius and grow a tasty food on their body. Or have their body as food. Or maybe a lot of them manage their own personal farms.

Have pops like a metal dragon that sheds its metallic skin providing alloys. Or maybe they are just so into metallurgy that personal microforges are a popular item for homes.

How you rationalize these traits is up to you to decide.

Will break things that edit demotion times and things that add new lifes that require different upkeep than vanilla I presume.
Let me know if there are any mods you wanna use with this that are causing an issue and I will try to make a patch.

Special Notes

Biological/Synthetic Ascension will cause their related Organic/Machine Traits to double in output and is/will be listed in the trait description.

PsioNiCS:-Nothing Yet FYI Probably just make Psionic/Cybernetic to do the same as Biological/Synthetic sadly.

Bio-Trophies produce half as much resources from the trait as a normal pop would. Sure they are kicking back but that doesnt mean they cant do what they do naturally and/or what they love even if what they love is running little forges.

Criminals/Purging/Assimilating will not generate resources.

Overtuned Traits have reduced cost but pops with them will reproduce/assemble 10% slower. With Damn the Consequences activated, they will reproduce/assemble 20% slower as well as have a 10% increase in amenities usage and upkeep (upkeep being whatever they eat & consumer goods when applicable) but provide double their resources and job bonus output. They are also not mutually exclusive to the normal versions of the traits. May be OP, untested. Might be fun tho!

If assembly speed (maybe even growth, havent checked) is reduced 100% or over, then pops will be unable to be created. At max Synthetic Evolution can only apply 4 Overtuned Traints so you only get 40-80% Assembly Reduction. But any relics, events or mods that give you more trait points could cause you to go over that and during Damn the Consequences your pops with all the traits will be unable to grow. Currently considering reworking it, just keep that in mind if you go over 4 traits and activate Damn the Consequences. Dont say I didnt warn ya :)

Stats
All traits provide a 5% increase in related resource production when working the relevant job.
Below are resources and their stats from base to fully upgraded through Ascension.
Trade Value:
0.025/0.025/0.05 for a total of 0.1 per pop
Trade is usually pretty powerful so I made it lower than normal traits.
All Sciences:
0.02/0.02/0.04 for a total of 0.08 per pop. But if you have one of the 3 others then you boost that one to 0.16 per pop
I know thats low but we all know science is op. Specific Research Traits provide a 10% increase in related output.
Energy/Minerals/Food/Unity/Alloys/Consumer Goods
0.1/0.1/0.2 for a total of 0.4 per pop
The basic resources (and Alloys & Consumer Goods) with the highest generation amount.
Damn the Consequences/Ascension/Combined Overtuned/Normal Traits
Trade Value:
0.3 Per pop
Science not including specific sciences traits:
0.24 Per pop
Energy/Minerals/Food/Unity/Alloys/Consumer Goods:
1.2 Per pop



Future Plans
SR Traits (Traits that produce various strategics)
A way to amplify the effect (like in GAPS, Looked into it but couldnt figure out how it worked, will still consider for future)
Advanced Versions (ones that provide more based on ascension perk status and higher point cost or other means):
Ascension Perks provide an increase to the base trait so unlikely to make "Advanced" Versions for Bio Ascension
Damn the consequences version (Thinking double the effect at the cost of reduced leader life span and pop growth speed):
Damn the Consequences mostly implemented but future tweaks may be coming
8 Comments
Cephalon Sithalo  [author] 22 Oct, 2022 @ 9:25am 
Ive updated but had to make a new mod for the update Resource Traits 3.5 V2
This fixes some gestalt things I forgot to include and makes it so Psionic AP works the same as Genetic AP
Cephalon Sithalo  [author] 20 Oct, 2022 @ 5:12pm 
I tried to update this to include psionic and some fixes to gestalts that i forgot to include but the launcher wont let me update no matter how hard i try
Cephalon Sithalo  [author] 13 Oct, 2022 @ 3:35pm 
Updated, Minor Localization Tweaks, Overtuned Traits, Trade value Traits on Bio-Trophies produce Energy instead of Trade Value.

Enjoy :LotusFlower:
Cephalon Sithalo  [author] 7 Oct, 2022 @ 8:50am 
To make a not super op Damn the Consequences version, Im considering reducing the resources produced from 0.1 to 0.04-0.06 (numbers still up in air)

Just a warning. When I do release the update I'll also release a patch for this that reverts number to op versions :LotusFlower:
Cephalon Sithalo  [author] 1 Oct, 2022 @ 7:33am 
Your welcome, although Im not sure how I feel about the AI being able to use them. Might change later but I will have to play some more to see. I figure the regular stat boosting traits would probably help the AI more than these.
Luminous_soul21 1 Oct, 2022 @ 7:31am 
good to know thanks.
Cephalon Sithalo  [author] 1 Oct, 2022 @ 7:21am 
I dunno, I havnt put in anything to specifically keep them from using them but I also havnt checked.

As far as I know, they should use them.
Luminous_soul21 1 Oct, 2022 @ 6:58am 
will Ai use these traits?