Stellaris

Stellaris

Gwen's Species Specific Techs & Mechanics v0.22 for Stellaris 2.1.X
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GwenBlanketSpecter  [developer] 7 May, 2018 @ 5:17am
Things I plan to create
New Traits In no particular order:
Emotionless - bringing back my old emotionless trait. they will have a split tree of abilities. either you can be super logical and generally a nice Sheppard or focus on removing emotions and emotion based traits from others without needing to go into advanced gene modding,

Happy Idiots - These species is incredibly stupid but very very happy about life. The opposite of sad socretes

mutualist - a species that has a second species pop. both them them are very unhappy without the other. you will be able to branch your tech to be more symbiotic with other species or more parasitic and controlling. the core bonuses are otehr sepcies happiness +25/pop happiness -20. Effectivly with a single bonus starting pop with the same trait and a random portrait generates you +!00% growth speed (effectivly) and +5% happiness.

Flying Robots- Robots designed for space flight. A robotic take on my natural flyers.

Bonebots - Robots made with strong bone shells instead of metal.

Depressed Bots - Because someone was mean enough to make depressed robots.

Dozer Bots - these bots just like to remove blockers, buildings, everything. They are unhappy without being able to fulfill their directive of demolishing everything.

Driller Bots - They reduce planet habitability to gain additional resources. Drilling deeply everywhere down to the core.

Vampiric - These special immortal hemovores spread influence over others. The more souls you devour the more power you will have.

Carnivore - Eating other pops and creating cattle farms of other species really gets that fighting spirit going. Ship and army damage bonuses whenever you eat pops of otehr species.

Extremely Focuses - your pops and leaders spawn highly focused on a single task and very bad at every single other task.

Duck Like Reproduction - Subjugating others and breeding prolifically as ducks do.

Crazy Robots- These robots are insane and unpredictable.

Trickster Species - Pranksters through and through. A species with a diplomatic focus where you get +/- edicts that help you in some ways but make things harder in others.

violent species - a species that revels in killing. their pops get bonuses whenever you destroy enemies.
some of these are closer to done than others.
Last edited by GwenBlanketSpecter; 30 Jun, 2018 @ 9:49am
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Showing 1-5 of 5 comments
Endovior 9 May, 2018 @ 5:54pm 
There's a lot of interesting possibilities here... but I'd be inclined to suggest that you focus on finishing and polishing the stuff you already have before adding dozens of new things. The thing I like most about this mod is how deep each of the traits are, how much any of them add to the gameplay... but there's a lot of placeholder stuff in that content, and a lot of places where there's game_internal_designator_plural_reference instead of descriptive words, to say nothing of actual flavour text.

There are already tons of mods that add dozens of random traits; the workshop is cluttered with them. What makes your mod special is the effort you put into each individual trait, not how many traits you've added.
GwenBlanketSpecter  [developer] 10 May, 2018 @ 2:27am 
thing is I can push one of these out every weak while still focusing on the mod and polishing whats there. keep in mind, I can't polish without feedback and I barely get any. for me each trait is a thought experiment "what can I do with X" and each time I wwork on a new trait I learn better how top implement my other traits. I wouldn't even by at V2 if I hadn't kept pushing what I could do to the point I understood things better. I will polish anything you give me feedback on to polish. Otherwise I"ll be focused on adding new and interesting things for my own pleasure.

also most place holder stuff is because the folks helping me have stuff going on and aren't always available. I don't see why I should have to wait for them to have free time before pushing out stuff I think is fun. IF you know anyone that wants to help out with descriptions and such, I'd appreciate it.

(edited to put three posts into one post)
Last edited by GwenBlanketSpecter; 10 May, 2018 @ 5:25am
GwenBlanketSpecter  [developer] 10 May, 2018 @ 3:20am 
I'll be adding these sometime in the enxt few days, as far as to do list related to current traits
Slave Relaxation FAcility "Ballpits, petting stations, and other things most other slaves would find either degrading"

adjacency +25% slave income
planet +/- 10/25% happiness

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ageless edicts: costs 1k of a resouorce. grants 2.4k over 100 years by granting 2 a month

ageless edict: -75% build cost, +200% build time, +resouorce production from ageless pops

considering dropping ageless max influence for 20% increased edict length.


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baskign will be tweaked to increase happiness onyl of cold blodoed and photosynthetic pops as both of those can enjoyo being in the sun the most.

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photo synthetic will be gaining something to help show their lvoe of sunlight
Last edited by GwenBlanketSpecter; 10 May, 2018 @ 5:25am
Reya 1 Jun, 2018 @ 3:03pm 
Originally a seperate thread but don't think anyone look at it:

Would it be possible to get a Compatbility Patch for Planetary Diversity? It adds a number of world types that an Aquatic Races should be able to inhabit (I.E Atoll/Mangrove) there are also a few other things that would need changing related to habitablity but I can't think of them right now.

Note: Provided it's ok with Gwen an unofficial patch would also work. This probably would need to wait a few weeks anyway as PD is currently doing some reworking for DS content but I would love to be able to use PD with this without having odd issues with habitablity.
GwenBlanketSpecter  [developer] 1 Jun, 2018 @ 5:27pm 
I wouldn't mind maybe doiong somethign if I had help doing it. poke me in my dsicord server if you want a proper covnersation.or add me on steam.
Last edited by GwenBlanketSpecter; 1 Jun, 2018 @ 5:41pm
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