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I hope it works indefinitely, but if it doesn't I apologize in advance. Good luck.
Due to the fact that the mod sets a (massively) higher trait count limit than the vanilla game, the only way to remove that limit would be to use another mod that sets an even higher limit (so high as to be effectively limitless), prioritizing that mod over this one. This is because a mod that removes the limit would only be overwritten by any mod that sets a limit (non-null values always overwrite null values, regardless of mod priority).
If anyone still notices any problems with this mod, please let us know.
It would take a lot of research and reverse-engineering of the files to determine the process without any developer help, assuming it's within our powers, and all of this is volunteer work charitably donated to the community, so it would be a long time before such a thing would be even decided upon let alone implemented.
It's always possible, but it doesn't mean it's likely.
Thank you for your ideas.
I have started a discussion in the Discussions tab for this specific purpose, go ahead and list everything you'd like there. We would prefer to keep the public comments section here to be more general.
Extreme farmers
cost: 10 or 15
+3 food on hot and cold
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Born to kill
cost: 15
+100 damage done to attackers during ground battles
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Crazy foremen
cost: 20
+300% FIDSI on undepleted planets
+2 depletion points per turns on planets
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Religious events supports industry and military
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Genius
science events supports industry and pacifist
cost: 15
+4 science on cold
+2 brume on cold
+2 industry on cold
-2 happiness on hot
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make another trait which is a copy of the first but you replace cold by hot and hot by cold.
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cost: 10
+2 influence on population
+1 influence on temparate
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Adept miners
cost: 15 or 20 you decide
+1 ressources on strategic ressources deposit
+1 industry per strategic ressources deposit
for now its all i have im gonna search some more.