Stellaris

Stellaris

61 ratings
Proxima: Traits
   
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Tags: Traits, Civics
File Size
Posted
Updated
124.841 KB
17 Jun, 2016 @ 1:31am
17 Oct, 2017 @ 11:46pm
9 Change Notes ( view )

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Proxima: Traits

Description
This mod has been updated on September 24 2017

This mod adds 28 new species traits to the game.

Corrupt
cost = -2
tile_resource_energy_mult = -0.1
leader_influence_cost = 0.25
species_leader_exp_gain = -0.1

Lazy
cost = -2
tile_resource_minerals_mult = -0.1
species_leader_exp_gain = -0.25

Brilliant
cost = 4
tile_resource_engineering_research_mult = 0.2
tile_resource_physics_research_mult = 0.2
tile_resource_society_research_mult = 0.2

Ignorant
cost = -2
tile_resource_engineering_research_mult = -0.1
tile_resource_physics_research_mult = -0.1
tile_resource_society_research_mult = -0.1

Natural Chemists
cost = 2
tile_resource_food_mult = 0.1
tile_resource_engineering_research_mult = 0.1

Natural Geologists
cost = 2
tile_resource_minerals_mult = 0.1
tile_resource_physics_research_mult = 0.1


Natural Statesmen
cost = 2
tile_resource_energy_mult = 0.1
tile_resource_society_research_mult = 0.1

Asexual
cost = -2
pop_growth_req_mult = 0.3

Gifted
cost = 3
leader_skill_levels = 1
species_leader_exp_gain = 0.2

Cultured
cost = 3
pop_happiness = 0.1
pop_other_species_happiness = 0.01

Orthodox
cost = 5
pop_ethic_shift = -0.5

Savage
cost = -1
army_attack_damage_mult = 0.1
army_attack_morale_mult = 0.1
pop_other_species_owner_happiness = -0.05

Ferocious
cost = 1
army_attack_damage_mult = 0.3
army_attack_morale_mult = 0.3
pop_other_species_owner_happiness = -0.05

Ravenous
cost = 3
army_damage_mult = 0.6
army_attack_morale_mult = 0.6
pop_other_species_owner_happiness = -0.05

Docile
cost = -1
army_attack_damage_mult = -0.2
army_attack_morale_mult = -0.2

Defensive
cost = 1
army_defense_morale_mult = 0.15
army_defense_damage_mult = 0.15
pop_fortification_defense = 0.3

Shrewd
cost = 1
leader_influence_cost = -0.2


Brazen
cost = 1
leader_influence_cost = 0.25
leader_skill_levels = 1

Bureaucratic
cost = -1
leader_influence_cost = 0.5

Fragile
cost = -1
garrison_health = -0.5
pop_fortification_defense = -0.5

Towering
cost = 2
army_health = 0.5
army_damage_mult = 0.2
pop_food_req_mult = 0.25

Colossal
cost = 4
army_health = 1
army_damage_mult = 0.4
pop_food_req_mult = 0.5

Aquatic
cost = 3
pop_environment_tolerance = 0.15
pop_migration_time = 0.33
pop_resettlement_cost_mult = 0.25

Subterranean
cost = 3
pop_environment_tolerance = 0.15
tile_resource_food_mult = -0.2
tile_resource_minerals_mult = 0.1
52 Comments
Sven Karim 12 Dec, 2018 @ 11:19am 
Hi will you update this mod for 2.2?
TWrecks 31 Dec, 2017 @ 10:59pm 
Heya, wondering if I could have some help with learning how to add my own traits into the game. Thanks!
Krichase  [author] 17 Nov, 2017 @ 7:04am 
You're right, that should be the case :)
Ruhadre 16 Nov, 2017 @ 10:57pm 
It would appear that same name traits are alright, as long as they don't have a similar "code" name.
Krichase  [author] 8 Nov, 2017 @ 12:23pm 
I think the only overwrite is the icon for wasteful, because I had a trait called wasteful before they added the consumer goods traits. All files should be seperate, the only overwrites that might occur is with other mods that use the same names for their traits, which I haven't checked for.
Ruhadre 8 Nov, 2017 @ 11:56am 
Any overwrites?
Krichase  [author] 17 Oct, 2017 @ 11:48pm 
Thank you for letting me know, it should work now. Apparently there was a change in the way traits were coded for robots versus biological species.
pancake11112 17 Oct, 2017 @ 9:46pm 
Same, can't see any of the traits and I checked multiple times.
Job_Tea 17 Oct, 2017 @ 7:26am 
did you delete the files because I have the mod activated and non of the traits appear
Krichase  [author] 24 Sep, 2017 @ 4:34am 
It has been updated now!