Stellaris

Stellaris

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Traits Rebalance [latest]
   
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20 Aug, 2023 @ 10:22pm
21 Jun, 2024 @ 5:20pm
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Traits Rebalance [latest]

In 1 collection by Suzarr
Suzarr's Mods
24 items
Description
Mod Version 2.9, for Stellaris v3.12.5

This mod makes balance adjustments to several pop and leader traits.

- Lithoid Scintillating, Gaseous, and Volatile traits rebalanced. Now costs reduced trait points and provides more resources.
- Adjusted inorganic breath output to match the changes made to lithoid traits.
- Drake-Scaled trait output and cost modified in accordance with the changes to lithoid traits.
- Slave price modifiers for traits "Recycled" and "Luxurious" inverted to fit the theme of their descriptions.
- Self-modified pops can be resettled. They can also be forcefully modified if the owner has the appropriate genetic tradition to enable removing positive traits.
- Self-modified pops can be manually force-declined individually, as long as your empire is not egalitarian.
- Exotic gas upkeep of exotic metabolism reduced due to being effected by inorganic breath's upkeep multiplier. This opens up an additional viable pop build combination.
- Fixed Void Dweller trait and Habitat habitability being a huge pain to remove, even when the conditions are met and it's supposed to be possible.
- Moved Admiral per-level bonuses to the basic admiral (commander) council position. Many admiral traits and all ascension perk traits regarding fleet power changed from fleet-only to empire-wide council traits.
- The intent here is to restore fleet performance to levels prior to the Stellaris 3.8 leader changes, which enormously nerfed the number of admirals you can have. Now one admiral on the council effectively provides its admiral bonuses to ALL of your fleets, and only the more advanced and specialized (or situational) traits apply to the individual fleet only.
- Reworked all Admiral traits that modify fleet command limit, so they no longer do so (except for the luminary ruler trait).
- Fixed the martial law effects for commander governors which had been stealth-nerfed and gutted after 3.10.0. They will once again provide stability from soldier jobs, as it was advertised.
- Also vastly increased the crime-reduction effect of commander governors, as the previous effect was too small to be relevant.
- Fixes missing line in tooltips for traits Nerve Stapled, Zombie, and Suppressed, to communicate that they are still unaffected by happiness.



Part of Suzarr's collection of gameplay enhancements, balance tweaks, and bug fixes.
All mods in this collection are designed with modularity in mind, so you can pick and choose to use the components you like, and ignore the ones you don't. None of these mods depend on one another, compatibility with each other is guaranteed, and load order within the collection does not matter.

Looking for an alternate-language localization? See below:
Rus Perevod Перевод всей коллекции
*Disclaimer: I cannot personally guarantee the accuracy of any non-english translations. If you find any issues or apparent inaccuracies, please contact the translator.
*If you would like to request or submit a localization to be added into the core mod, feel free to get in touch in the comments!

Finishing an old save on a Stellaris rollback version?
Check out my (Archive) for older versions that might be compatible.
10 Comments
Athena 7 Jul @ 6:46pm 
Will there be an update to 4.0?
Suzarr  [author] 31 May, 2024 @ 11:50pm 
This mod has been updated for version 3.12.3.
KampfTomate007 8 Mar, 2024 @ 2:42pm 
I see, i'll play without it then.
Thanks for responding so quickly!
Suzarr  [author] 8 Mar, 2024 @ 2:21pm 
Yes there is a change which has an effect on veteran classes. If there was a code/format change in that particular file, then things may be messed up because of it. Based on the recent frequency of patches/changes at the end of last year, I currently plan to wait and update all of my mods once it seems clear that the official version is relatively stable.
KampfTomate007 8 Mar, 2024 @ 11:46am 
Did you happen to change the veteran classes for leaders by any chance?

I started my first 3.11 test run recently and noticed that almost all leaders start out with a veteran class, but instead of it being indicated seperate from the other traits below the official/commander/scientist class icon they are now listed like regular leader traits

They also don't get any regular starting perks, or only 1 if they get a negative one aswell.

Am not sure if this mod is the cause of it, but it was the only one i found that said something about leader traits that wasn't updated to 3.11 yet, so i thought i'd ask just in case.
Suzarr  [author] 22 Dec, 2023 @ 12:19am 
This mod has now been updated and confirmed for version 3.10.4.
Suzarr  [author] 24 Nov, 2023 @ 6:49am 
Not a problem, I'm happy to see people are enjoying them!
KampfTomate007 24 Nov, 2023 @ 4:53am 
Fair, thanks for sharing all these mods with us btw.
Suzarr  [author] 23 Nov, 2023 @ 3:14pm 
Yes, there were many changes in 3.10 that would blow up with this mod. I currently plan on waiting until they put out a couple of patches and the pace slows down a bit before I consider updating again to the current version.
KampfTomate007 23 Nov, 2023 @ 7:22am 
Not sure if you are aware but it seems like the current version of this mod is no longer compatible with the new 3.10 update.
Or atleast i noticed that species traits that affect leader lifespan no longer list them in the species creation screen.