Stellaris

Stellaris

Better Leader Traits 3.4
12 Comments
Keukotis  [author] 8 Jan, 2023 @ 7:14am 
They changed some stuff with leaders, so I would doubt it. When I eventually come back to this game, I'll be going through and updating all my stuff to whatever game version is current at that time.
parlaymars 7 Jan, 2023 @ 4:50pm 
fantastic mod! is it 3.6+ compatible? would love to add it to my modlist C:
salisthemaster 7 Jan, 2023 @ 5:59am 
Mod looks great, exactly what I am looking for. Does it work on 3.6.1 and is it save-game compatible?
Keukotis  [author] 2 Sep, 2022 @ 4:27am 
I haven't looked at that mod, but leader level up is a script that I'm overriding, or rather, I made a new version and I point the level up process at mine. Either way it wouldn't work well with another mod that edits the level process. One would override the other.
Kolo... 1 Sep, 2022 @ 6:30am 
Out of curiosity, has anyone tried this mod with the modded origin: Endeavour to Enlightment? As I understand they do pretty much the same, leaders gave a higher chance to gain traits and can gain more than one on level up. Would they stack or just simply are incompatible?
Keukotis  [author] 27 Dec, 2021 @ 10:33am 
@Cooperthedog2
I rebuilt the scripts that handle all of this. The wiki stuff does not apply when using this mod. All leaders can gain traits when leveling up now, and everyone can gain two traits from leveling up, regardless of how many other traits they have from other sources.
Cooperthedog2 23 Dec, 2021 @ 1:34pm 
Quick question does "All leaders can gain up to 2 traits from levelling up, instead of the previous 1" override

Every time a leader gains a level, they have a chance to receive an additional trait, unless they:

Are a scientist leading research.
Already have 3 traits.
Have already gained a trait via level-up.

Because would that mean a ruler witch already has two traits will never get a forth because they would already have 3 traits or does this overwrite that check. I got this info from the wiki Thanks for any response. [stellaris.paradoxwikis.com]
Kaivian 11 Dec, 2021 @ 8:05am 
Ah, let me explain better.

I like to tech rush. I usually maintain a scientist assisting research per planet I have, and these scientists I rotate around as I change what I'm researching. This provides me some backups in case one dies, and I'm getting a little bit better research by having more specialists. This just means if I do the same thing, and one levels up and gets a trait while assisting research, they're more likely to get something unhelpful.

Overall, still a great mod. Takes a lot of randomness out of the often frustrating leader system.
Keukotis  [author] 10 Dec, 2021 @ 6:34pm 
Assisting research only improves by scientist level. It isn't affected by any traits.

Scientists who are researching are your leaders in physics, society, and engineering research. With this mod, only those scientists will gain traits that boost research, and only traits that would benefit their particular field of research. So Maniacal on your society guy is fine, or even expertise in New Worlds. But your Engineer researcher won't get expertise in Computing, and a scientist out surveying won't waste a trait getting any of those when they should get something that actually affects what they do. Mixed stuff like Custom AI Assistant can happen on any scientist.
Kaivian 10 Dec, 2021 @ 3:23pm 
"* Scientists who are not researching will not gain research traits."

Hmm, not sure if I like this. Or does "assisting research" count as "researching?"

Research ends up being a lot more useful later than anomaly research speed...
Keukotis  [author] 25 Nov, 2021 @ 11:09am 
It would be very easy to modify this to allow for a third trait. I left it at two because I want this to be "like the base game, but less annoying" rather than explicitly more powerful. Having a second trait and making ethics/authority/civics affect perk weights should make you very likely to get at least something useful, plus you have a good chance to "refund" negative perks or just outright not get them as your ruler gets stronger.

I don't play on Ironman and I commonly found myself reloading when a leader got a stupid trait that was useless to them, especially scientists. The goal of this mod is to get rid of that annoyance.
Lochranza 25 Nov, 2021 @ 10:41am 
I was looking for a 3 trait leader mod but I Like the sound of this and will give it a try.

Not sure how difficult it is to have an option window for 2 or 3 trait options but that would be amazing.
Or another Mod of the same calibre with a 3 trait option as 10 levels are quite a lot!

Anyway, Thank you so much for the effort you have put into creating this Mod, I am going to try it now! <3