Stellaris

Stellaris

Gwens Complex Traits And Civics
94 Comments
GwenBlanketSpecter  [author] 27 Mar, 2018 @ 1:48am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1343281923&tscn=1522121821 this new mod is the offspring of the traits part of this mod and a completel reworking of my no logner working zero cost traits mod. every trait functions like the onese in this mod here.
GwenBlanketSpecter  [author] 24 Mar, 2018 @ 6:25pm 
I'm not good at keeping things up to date so expect to see me keep them update for a few patches and then leave them to someone to update for a few patches as I Can never seem to update more than once every 4-5 patches
GwenBlanketSpecter  [author] 24 Mar, 2018 @ 6:24pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1341191627 I've started updating my mods myself. I've made a new mod that makes use of soem of the civics from this mod, such as spaceborn which works wodnerfully now. the updates to the game really helped. the rest of the traits nad civics will be going into a different mod. give me soem time I'm only now getting back inot all of this
Darrien  [author] 8 Mar, 2018 @ 3:33pm 
I am now one of the contributors to the mod, I will be updating this as soon as I can. A few civics/traits were removed as they were not working correctly or 2.0 makes them redundant.
adecoy95 7 Nov, 2017 @ 2:31pm 
darrien, i would love to get a chance to try to play as blighted, if you get that working i would really appreciate
TheWorld 21 Sep, 2017 @ 11:37pm 
hi, any chance for the update? Civics woks fine, but traits are not available during race creation menu.
TheWorld 26 Jul, 2017 @ 1:32pm 
Hello, there, i love your mods, they are fantastic and make me enjoy stellaris even more. I wish they were a part of original game!

Can you please do me a favor and add russian localisation template?
All is needed is to duplicate the english localisation files, changing the name to russian in file name and first line, no any translation required.
This will help a lot, cause i would see the normal english text instead of something like "Society_trait_output".
davidb11 25 Jul, 2017 @ 11:36am 
Wouldn't that mean they grow at the rate of one every 2 years? That's a bit slow.
Exende 25 Jul, 2017 @ 11:27am 
I noticed that Droids have +200 Habitability, maybe -200% will work for Pop Growth penalty?>
Nathan the Dwarven Shark 20 Jul, 2017 @ 5:28am 
This is amazing!
Darrien  [author] 19 Jul, 2017 @ 3:00pm 
Todays update is

Small Fix to Expanionist Civic to include the Savannah planet class
Changed the pop growth penalty to Cloning Species Trait to -100% instead of -500 as it was causing the engine to count it like a +500% modifier. Use at your own risk as you will be stuck with with a growing pop.

Next I will help Gwen with the blighted trait that does not appear to be working correctly.

Darrien  [author] 13 Jul, 2017 @ 8:54pm 
The update today was a few fixes that showed up in the error log, the blighted trait has been disabled till its fixed. Cloning Species trait is fixed(I have not actually tested it yet though)
dernibelung 11 Jul, 2017 @ 7:00am 
Also, thanks for addressing the Gigantic and Small traits needing to be exclusive.
Now seeing that Claustro and Agoraphobia civics should be exclusive too but theyre not....
dernibelung 11 Jul, 2017 @ 6:55am 
Well, that was weird. Was playing my current game and exited... Steam updated Gwen's mod automatically, then shortly I started my saved game back up... and behold, no civics or traits relating to this mod.
After taking off my tin-foil hat, I deactivated all other mods and re-subscribed this mod... now it works fine =)
Darrien  [author] 10 Jul, 2017 @ 9:41pm 
@david by grabbing a lot of system with research points so you can put stations on them. I do run Stellar Energy Balanced which does in crease the amount of resources in the galaxy so my game might be different.@Dern what is currently not working?
dernibelung 10 Jul, 2017 @ 6:36pm 
I believe this last update did something drastic. Either its not working OR a ton of features were removed....
davidb11 9 Jul, 2017 @ 10:34pm 
Darrien, how do frontier outposts help with research production?
Darrien  [author] 9 Jul, 2017 @ 7:11pm 
Due to the amount of frontier outposts you can build, you should not have issues with research since with only one planet you have little to no penalty
davidb11 7 Jul, 2017 @ 12:47pm 
You know, I probably should do that, yeah. Thanks, Adecoy95. Sadly, real life has gotten me pulled away from this game. :)
adecoy95 7 Jul, 2017 @ 12:32pm 
davidb11, pair it with one of the mods that lets you build habitats with less prerequisites
adecoy95 7 Jul, 2017 @ 7:43am 
i cant get the blighted trait to change the planets my species inhabits. is it working right? only mod loaded is this one and it still is not changing it
davidb11 5 Jul, 2017 @ 12:15pm 
Darrien, the problem with the nerf is you can't beeline to habitiats from the start of the game super quickly, and therfore are stuck with glacially slow technology production even with a one planet population thing.
Even if you were to beeline straight for all the modifications to research, and all the best systems around your empire, it's still a hell of a crap shoot to get to habitats before everyone outpaces your technology fast.

It's not a powerful enough boost at only +20% research. Sure the nerf was needed, but how exactly do you support the idea of having glacially slow research for half a century?
Darrien  [author] 5 Jul, 2017 @ 12:11pm 
@dav - That nerf was intentional and suggested by me in the discord to the creator. The Spaceborne civic was intended on being only able to colonize ringworlds and habitats. The global penalty to your empire is so you can't bypass that restriction by gene modding, robots or migration treaties. That civic is extremely powerful with the frontier outpost buff, in my mp compilation I removed the research bonus, all the station upkeep bonuses except the frontier outpost and it is still very strong.

Gwen is also having issues accessing the steam forums for some reason and did a small update

Fixes include a bug in the way the subterranean building files and making gigantic and small trait restricted to each other.

@Exende I would recommend checking if you can't build those buildings now.
dernibelung 1 Jul, 2017 @ 4:44pm 
@davtanguay I have the same issue with the 'Spaceborn' civic. Since it is a civic, it affects ALL of your member races. Not sure if there's a work around to make it only affect starting races or maybe just turn it into a racial trait...
Exende 29 Jun, 2017 @ 10:26am 
The subterrainean civic only allows one subterrainean building (maybe that's intended), but it doesn't allow the higher tech buildings (zoos, labs,paradise domes, power plants, mines) because it also requires the subterrainean capital_1.
davidb11 22 Jun, 2017 @ 8:32pm 
THis is why we can't have nice things, Davtanguay. His Nerf to Habitability kind of broke things badly.
soap 22 Jun, 2017 @ 8:31pm 
i need help. since this mod was updated my empire glitched and now every single alien in my empire got 0% habitability on every single planet i colonised....... i think i just lost the game
davidb11 22 Jun, 2017 @ 3:19pm 
Well, it did need a nerf to make it work with AlphaMod and what not, otherwise it was really broken.
Oh boy. Time to beline cyborg evolution. :)
Darrien  [author] 22 Jun, 2017 @ 2:10pm 
Patch Notes

Spaceborne
habitat habitability +300%
ringworld habitability +300%
all habitability -200%
all research speed +20%
no longer changes pop starting preference.

Fixed Blighted

This is from what I gather from talking to Gwen.
davidb11 16 Jun, 2017 @ 7:48am 
Dernibelung, Spaceborn is awesome though if you play this with AlphaMod, since you can still colonize planets. :)
dernibelung 16 Jun, 2017 @ 5:05am 
Great mod and thanks for the effort to update =)

Issues and Comments:
1) 'Gigantic' and 'Small' traits should be mutually exclusive (had races spawn with both)
2) Missing the 'Sad Socrates' trait =,(
3) 'Spaceborn' is no joke. Sure you get perks BUT it cancels your 'Home Climate' choice and forces you to roleplay =)
DocBray 9 Jun, 2017 @ 9:31am 
Just a heads up to folks that Gwen's PC has gone kaput! ;-; They are working on getting it fixed, but updates will be on hold until she has a working computer again! Sorry for the delays, and we'll keep you posted on her status :)
Evil Bob the Almighty 9 Jun, 2017 @ 7:40am 
she'll update and fix things when her computer returns from the shop
Rough 8 Jun, 2017 @ 12:43pm 
yeah sorry, I'm probably not the best to give balance feedback. But for what it's worth, I'm enjoying the game with this mod :)

GwenBlanketSpecter  [author] 8 Jun, 2017 @ 8:08am 
death and glory now grants unity/influence equal to the ship size of the destroyed ship
GwenBlanketSpecter  [author] 7 Jun, 2017 @ 11:41am 
added a new perm civic that grants +3 cor planet cap and grants an additional starting planet
GwenBlanketSpecter  [author] 7 Jun, 2017 @ 9:10am 
my personal playtest I've been doing uses adjusted numbers of All other habitats -200%
anomaly find chance +25%
research speed +25%. tahts my personal version not the uploaded version.
GwenBlanketSpecter  [author] 7 Jun, 2017 @ 8:57am 
the bug where the new pops got the habitability change was because on_Game_start_country was only supposed to fire AT GaME START but it is instead firing whenever a new country got made. so I moved it to empire tech init. works fine there.
GwenBlanketSpecter  [author] 7 Jun, 2017 @ 8:52am 
meanwhile I'll jsut upload the one fix now that I know its a thing.
GwenBlanketSpecter  [author] 7 Jun, 2017 @ 8:49am 
hmmm well I wish I could get the person I was talkign to to post here. keep telling them to but they won't. Id rather you folks talk to them about it since i jsut make the stuff. the case they made for nerfing it was to make it so the country coubling doesn't work on planets once you get past that stage. but if hte time investment is high enough that the late game doubled enrgy and minerals is useful I Can do taht as well. when I get conflicting feedback its a bit rough to amke a good decision.
GwenBlanketSpecter  [author] 7 Jun, 2017 @ 8:47am 
okay. so I solved that glitch. I'll update once I can create a few things to ease things. I'm going to make a wargoal for them, and only them, to massively reduce enemy border range so they can try to build more outposts and claim more area.
davidb11 7 Jun, 2017 @ 8:37am 
Rough, I don't know if it needs to be nerfed just because you're having amazing insane luck with it. :)
Besides, you're 80+ years into the game, you have habitats. I don't think it's fair to nerf something that requires an absurd time investment to have happen.
GwenBlanketSpecter  [author] 7 Jun, 2017 @ 8:36am 
that shouldn't be happening. the calls I sued should only have triggered on game start and never again after that. I'll look into it shortly.
Rough 7 Jun, 2017 @ 8:33am 
A little more feedback on Spaceborn. When I invaded and enslaved the alien neighbors, they immediately lost their regular habitability trait, gained ringworld trait, and promptly tried to leave their homeworld. So that was weird. I got them to stay by researching enough habitability to reach the 40% threshold, but it's still weird.

Then I got an event from another mod that gives you a free pop "Alien Trespasser," who didn't gain the ringworld trait. I used that pop to colonize a large world and built 6 habitats in the homeworld system I took from my neighbors. At this point, I'm superior to every empire I know that isn't Fallen. I've become pretty OP, and this is on hard.

If I had to sum up the whole thing, I think that the mineral and energy bonus Spaceborn gets should be nerfed.
GwenBlanketSpecter  [author] 6 Jun, 2017 @ 12:55pm 
vassals and tributaries wont' get the bonuses. so those would still be useful
GwenBlanketSpecter  [author] 6 Jun, 2017 @ 12:53pm 
well after thinking about it and talking it over with someone if I don't want folks to cheese it I'll need to add a -200% habitability modifier for all habitats other than ringworld and space habitat. since you can cheese the penalties with robots and ceded planets and uplifting while keeping all the bonuses. problem is i don't want to break save games.
davidb11 6 Jun, 2017 @ 9:48am 
Maybe I'm missing something, but doesn't it take quite a bit of time to get the technology to build habitats?
I have yet to reach that in any game I've played, and I've nearly hit 80 years.
GwenBlanketSpecter  [author] 6 Jun, 2017 @ 9:37am 
honestly balance isn't a thing that is as important to me as does it function as intended and is it fun. balance is great but the weirder something is the harder it is to balance perfectly.I'm glad to hear how its going.
Rough 6 Jun, 2017 @ 9:34am 
So far the game is going well. 0 maintenance frontier posts is quite helpful, to say the least. I'm in the midst of conquering my small neighbor, whom I'll then enslave and use to colonize planets in my territory, while building more habitats all over the place. I'm playing with ISB/NSC, so mining stations have been cheaper, frontier posts can be upgraded, and military stations in general are more powerful. I'm about 80ish years into the game atm.