Stellaris

Stellaris

Proxima: Traits
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!
Visaryes 23 Sep, 2017 @ 11:52pm 
Any update for 1.8?

robin's_egg 17 May, 2017 @ 4:35pm 
Fuck yeaaah
Krichase  [author] 17 May, 2017 @ 4:19am 
Thank you, it seems i forgot to change the pop growth modifier when they changed it. Should be fixed and updated now :)
robin's_egg 17 May, 2017 @ 1:32am 
Loved this mod in 1.5, hope it brings towering, ravenous terror birds to my galaxies again soon
Alzara 10 May, 2017 @ 1:41pm 
Does asexual do anything?
Krichase  [author] 9 Apr, 2017 @ 9:52am 
added icons for feudal and jingoistic civics
Krichase  [author] 9 Apr, 2017 @ 9:32am 
It should now "work" though I have move feudal and jingoistic to civics and they lack icons at the moment, but it should be functional for now
Krichase  [author] 9 Apr, 2017 @ 8:01am 
I can make a quick update to make it usable for 1.5, but since they have included civics I want to move some of the traits to civics instead, which will require some art work to make it all look nice.
StreetJimmy 8 Apr, 2017 @ 7:48pm 
Great mod. Any plans to update for 1.5?
Fugasas 7 Feb, 2017 @ 5:46am 
I find it strange that Natural Chemists is good at engineering...
Krichase  [author] 9 Jan, 2017 @ 7:47am 
The mod has now been updated to version 1.4.1 and it should be more compatible with other trait mods
Bittersweet 8 Jan, 2017 @ 12:33pm 
It says this mod is not up to date in mod list. Please update this mod ASAP thank you.
Krichase  [author] 9 Nov, 2016 @ 1:09pm 
I will look into updating the mod as soon as I have the time for it, there will be some minor adjustments and will probably make it more compatible as well
TInyBOnr 9 Nov, 2016 @ 12:18pm 
could you please update the mod if posible because i think it starts making my game crash ,and i don't like only the vanilla traits
IpuntTurtlezz 6 Nov, 2016 @ 9:59am 
update?
King of Winter 30 Sep, 2016 @ 1:34pm 
You know there's a vanilla research that give -50% ethics divergence right?
Venser's Prodigy 24 Jul, 2016 @ 5:17pm 
@calake Asexual was probably made with the idea of asexual humans instead of asexual reproduction. A very low drive for reproduction would make sense from a stats perspective, and its current name is far less crude than using more accurate words.
Venser's Prodigy 24 Jul, 2016 @ 5:14pm 
Also, a 5 point ability is supposed to be extremely powerful. The only other 5 point ability in-game is venerable, which adds 90 years onto the life-span of leaders. Since they start at around 40 and live to about 100, that more than doubles the amount of time they have to level up. and be useful. Extremely adaptive, one of if not the most powerful ability in the game, is 4 points. The catch for these abilities is you need to use most of your traits to gain the points needed to buy them, and don't have enough points afterwords to synergize effectivly with them. I would say compared to venerable and especially extremely adaptive, -50% ethics is on-par with the vanilla power curve.
Venser's Prodigy 24 Jul, 2016 @ 5:07pm 
@bitter-sweet I would say aquatic on a desert is definitly possible. Every desert has an oasis, and in these oasis sactuaries life thrives. Some animals live their entire lives in the waters of these ponds, spread across the desert by floods and the like. Arid makes even more sense. A icy world definitly has oceans that could prove to be a haevn for life far from the frigid winds, likewise for tundra.

"There is a reason the dying ask for water, they know it contains the essence of life"
Calake 23 Jul, 2016 @ 12:35pm 
Asexual could perhaps give -ethic divergence since there is much less diversity in asexual species. Additionally maybe make leader traits less common, although I understand that steps outside the bounds of basic modifiers.
Krichase  [author] 8 Jul, 2016 @ 12:51am 
hey thanks for all the comments, I'm currently reaching a deadline on my master thesis, so I don't have the time to update the mod unfortunately. Hopefully I can get back to the mod when I finish writing.
Bittersweet 7 Jul, 2016 @ 8:47am 
Love the mod an thanks for keeping it updated. Yet after playing with it I have problems with 3 traits as far as balance an logic.

1. Orthodox: Even at 5 points the trait is still too powerful. at -50% an you are playing Divine Mandate. There will never be a penalty. I like the trait I think its good to have a trait like that but I would suggest brining it down to -25% instead of -50%.

2. Aquatic: I like the trait stats but the name an flavor text do not fit the trait tbh. For example if you run into a race thats playing an Arid or Desert world an they have the aquatic trait an you are like ...uh?? how? why? Mabye rename the trait to Adaptable or Morph? something along those lines that represents a race changing to their environment.

3. Asexual: This trait is fine as far as stats an all but the name should be changed to something like Impotent or unfruitful? Since some could argue that Asexual reproduction is faster than Sexual.

Thats it, Thanks for the mod its really fun.
Job_Tea 30 Jun, 2016 @ 10:41am 
will you update to 1.2?
Fortitude of the Night 22 Jun, 2016 @ 3:12pm 
Good work!
garyriley1982 22 Jun, 2016 @ 12:41pm 
Aquatic doesnt make sense, esp when you meet a desert planet species that has the trait
Cubos 22 Jun, 2016 @ 12:13pm 
Asexual reproduction is in fact faster than sexual reproduction.
flyinglama 22 Jun, 2016 @ 7:17am 
A balance note, ethics divergance is a bit more powerful than you may be accounting for. a +10% to ethics divergance will lead to ethics divergance in all non-capital planets even after you have a planitary administration. (Ignoring the theocratic republic government type.) Conversely, -50% ethics divergance means that ethics for that pop will never diverge. I would recomend havling the effects of both traits.
Wahops 21 Jun, 2016 @ 8:52pm 
Nice, about time. Thank you
Krichase  [author] 19 Jun, 2016 @ 12:26am 
@Nightshade:
Yeah, that's a typo, should be a -2% penalty.
Krichase  [author] 19 Jun, 2016 @ 12:25am 
@Solarius Scorch:
Wow, thanks for the feedback, I agree with many of your points, particularly on asexual which I thought myself was very problematic. In regards to Orthodox I chose the name since it has the same weight in my mind as venerable, whereas inflexible comes across to as a bit negative considering it's a 5 point trait. Some of the traits make a little bit more sense when you read their description, though I think that's not necessarily the best excuse ;) but, yeah thanks for the feedback it's really appreciated! :)
Nightshade 18 Jun, 2016 @ 6:01pm 
Other than that this mod looks pretty cool, I may have to try it.
Nightshade 18 Jun, 2016 @ 6:01pm 
Alright so question about the "Ravenous" and "Savage" traits, are they actually +2% other species happiness or is this just a typo? Should it be -2%? It seems like if it's not a typo, Savage has no downside whatsoever.
Solarius Scorch 18 Jun, 2016 @ 4:05am 
[continued]
Warrior Castes: sounds good, but it should stifle other areas a little bit. Having specialized warrior castes means that these people are way better trained, but also that they can't contribute to research or trade because they're basically not allowed to.
Wasteful: nothing a little social engineering couldn't optimize. :P How about adding these penalties to "Fragile" and increasing the amount of points it gives you?

These are my thoughts. Mind you, I haven't played with your mod, so I can't say much about numbers, but hopefully this will be of some use to you. Cheers!
Solarius Scorch 18 Jun, 2016 @ 4:05am 
[continued]
Ravenous: eh? How does this even work?
Savage: how can a spacefaring civilization be "savage"? With their billions of residents, social organization way beyond our own etc.? The stats are also more army bonuses, I think there's enough of these. I'd scrap this one.
Shrewd: sounds good. I'm not sure if it's not too cheap, it depends a lot on your circumstances.
Subterranean: sounds good.
Towering: sounds good. I'd rather see a simpler word though, like "Massive", for ease of use within the interface.
Solarius Scorch 18 Jun, 2016 @ 4:04am 
[continued]
Ferocious: sounds good overall, but i think there could be more areas where this comes into play, like diplomacy. I don't really like the penalty for other species though, since some of them should feel quite at home among your virile barbarians. :)
Feudal: I appreciate keeping with Master of Orion tradition, but I'm against traits that conflict with government types. Feudalism is a form of social organization and nothing else. If you want a trait that promotes feudalism, this should be done differently, by adding some synergies which are especially good with feudal governments... And then giving them some other name. :)
Fragile: sounds good.
Jingoistic: sounds good.
Lazy: good, maybe "Inherently Lazy".
Natural Chemists/Geologists/Statesmen: sounds good.
Non-conformists: sounds good.
Orthodox: sounds good, but maybe name it "Inflexible", since what is orthodox and what isn't is often a bone of contention. ;)
Solarius Scorch 18 Jun, 2016 @ 4:04am 
[continued]
Defensive: Hmmm, but why? Is it a cultural thing, or a physiological trait, or something else? Why can't some other species become "defensive" through tactics? I think it needs some clearer concept.
Docile: sounds good. Actually it sounds great, like something that has always been missing from the game. ;)
Drone: I am at a loss with this one. I gather it's about social order and has slave-like implications, but doesn't it conflict with government types and ethics? Maybe the name should be more informative, since I just don't understand what it is.
Solarius Scorch 18 Jun, 2016 @ 4:03am 
Hi,
I haven't tried this mod yet, as it would certainly collide with my mod setup, but it looks interesting. I'd like to mention some things just from the description.
Aquatic: sounds good.
Asexual: I don't think asexual should equal growth penalty, asexual beings like amoeba reproduce damn fast. ;) Of course it's hard to predict how it would affect higher organisms, since these almost always reproduce sexually on Earth, but it still sounds somehow inaccurate. I thought about changing the name to "Low Libido" or something, but hey, contraceptives. So I am currently unable to defend this trait.
Brazen: good. I am not against such "psychological" traits; it's a space opera after all. But I think it'd be better to call them "Inherently Brazen", to emphasize on the fact that each individual is different, but there is a tendency with this species towards a certain personality type.
Инкви! 17 Jun, 2016 @ 4:40pm 
conflicts with the "Expanded Species Traits" (((
Krichase  [author] 17 Jun, 2016 @ 12:33pm 
@jtlenton, added a list of the traits now, thanks for the feedback :)
Quite Possibly, 'Fraid So 17 Jun, 2016 @ 10:54am 
@Krichase
If it's not too much trouble, would you put the traits and their effects in the description? I'd like to know what I'm getting before I download.