Stellaris

Stellaris

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Traits Unlimited [Event Based]
   
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12 May, 2016 @ 3:50pm
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Traits Unlimited [Event Based]

In 1 collection by Machi
Machi's Cheatbox
4 items
Description
This small 'mod' (if you can even call it that) gives you the ability to pick an unlimited amount of traits and allows you to pick all traits simultaneously, even if they're opposite.

I've released this version as a seperate mod because it uses events instead of a more polished system, this is just a quick fix for the hotfix released recently that broke my original mod.

This version also doesn't suffer from the AI getting the same bonuses as you, meaning you can now leave the mod enabled all the time.

***TL;DR***
Enable the mod, start a game with any empire, press "Begin" and you'll get a series of events allowing you to add any trait you wish.
Popular Discussions View All (1)
1
24 Feb, 2018 @ 6:36am
Update
Ash39503
27 Comments
Bishopofblunt 22 Feb, 2017 @ 2:20pm 
ive had no events begin for me and i have the mod enabled
Avalanche 20 May, 2016 @ 9:11pm 
Just thought i would let you know, if you get the event that gets you the monolith and you can either archive it for research points or show it off to your people, some of them gain the xenophile ethic, this adition removes all your traits, except for random traits that add up to what the game allows.
Cross Cowboy 17 May, 2016 @ 12:27pm 
Is there anyway to give these traits to your Surpreme Leader like you give them to your regular ones and the ones that you already start the game with?
unjustifiable existence 15 May, 2016 @ 12:39am 
@Loli This still doesn't seem to work. Even scientists I have replaced die in their 70s-80s.
skelemane 14 May, 2016 @ 8:39am 
Can you make a mod where it gives unlimited gene points.
The Gunslinger 13 May, 2016 @ 8:59pm 
ohhhhhh Ok thx
Dick Stealing Weasel 13 May, 2016 @ 6:15pm 
@Hairy_Charlie @The_Gunslinger It adds the traits to newly created pops. The reason those scientists are dying is becasue they aren't affected by it as they were created at the start of the game. If you replace those scientists with new recruits the recruits will have the traits.

The mod is working.
Hairy Charlie 13 May, 2016 @ 5:13pm 
@ The Gunslimger, I also noticed this in my game... scientists die around 85 ish...
The Gunslinger 13 May, 2016 @ 5:09pm 
Well, the trait that gives +120 life span does not work. My govs and scientists die at about 80 ish.
Cross Cowboy 13 May, 2016 @ 4:24pm 
Works great even with other mods that add traits! Great Job!