Stellaris

Stellaris

Species Diversity
 This topic has been pinned, so it's probably important
Dillyo  [developer] 14 Jun, 2020 @ 5:21pm
Suggestions
If you have suggestions for new traits, or how to improve existing ones let us know here.
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Showing 1-15 of 38 comments
Is this compatible with Photosynthesis?
Dillyo  [developer] 16 Jun, 2020 @ 7:07pm 
I haven't tested compadiblity with any other mods.
edwin gibson 18 Jun, 2020 @ 2:27pm 
Some of my favorite races to play are the Non play-able races for the main game. that are made Playable through mods. I was Hoping you could make race traits for these 5 or so races Present in this mod here. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=789959744
Edit: PS. I'm hoping some one could make an Up to date version of this mod. If your interested. that would be awesome. :D
Edit2: So I posted a request to have some one update the mod on the Stellaris Discord in Mod-Orphanage. Here is a link. https://discordapp.com/channels/378985949373399040/470495565600522241/723290009452412939 But ya. if you could take over that mod or make a remake up it. that is up to day. that would be awesome. And I would love it to be compatable with your Species Diversity Mod. :D
Last edited by edwin gibson; 18 Jun, 2020 @ 2:45pm
Tacty 20 Jun, 2020 @ 4:09am 
I read your document. I do not know if you added a price for slaves, but I recommend adding this price to some traits.

###NEED_TO_CHANGE
###HUMAN
• Adaptive Learners -> This is a powerful bonus to start. Are you sure you don’t want to add it as ascension traits?
• Willful Architects -> I would recommend increasing the cost to 2.
• Free Thinkers -> Can you remove deviants from the opposite traits? Then we can combine free thought and deviant behavior. It will be something like forever dissatisfied anarchists.
• Depressive -> I recommend changing the name and description to melancholy or sadness. Also, add opposites traits - Hive-Mind, Nerve Stapled.
###MAM
• Terrifying Presence -> I recommend to reduce the cost to 1. OR Increase moral damage to 15-20%. OPTIONAL>>> Аdd opposites trait - Charismatic.
• Mammoth Diet -> This trait increases the use of consumer goods, but according to the description, this trait should increase food consumption. => Change this trait to +20% Pop Food Upkeep.
###LIZARD
• Keen Predators -> The description of this trait is more suitable for Civic. I have doubts about balance, but I can’t say that it is bad or unbalanced.
• Oviparous -> You need to rework trait. This trait should not increase Habitability, becouse Habitability isnt about survival of children. I recommend reducing the cost of this trait to 2 Trait Points and change effects to +10-15% Pop growth speed or +20-30% pop growth speed for 3-point version. Opposites = {N/A}
• Sharp Scales -> This trait needs to be reworked. I think you need to change the name and description, reduce сost to 1 and increase the health of the army by 30% (remove army damage bonus).
• Chameleonic -> It is look like leader trait. I think you need to rework this trait, you need to change effect or name & description. To be honest... It would be better if this trait would give +25% to army health & damage.
• Slow Metabolisms -> Change effect from goods to Pop Food Upkeep -20%.
• Cold-Blooded -> This is a strange trait. How can a lizard born in the Arctic world freeze? Why only workers suffer from this? I can now offer 3 versions of this trait:
1) Trait should reduce Job Output for Worker and Specialist (or even ruler) by -10%.
2) Trait should increase Consumer Goods Upkeep by 10%.
3) +5% Consumer Goods Upkeep and -5% Job Output for Worker and Specialist.
PS: I think that second option is best.
• Violent Tendencies - Violence is more about physical harm and crime. I think you need to slightly change the name and description.
###AVIAN
• Natural Aeronautics -> I understand what you want to do. It could be a good trait for the leader. But... most engineering research is about metal, mines, space-rocket, metal structures - robots, spaceships, etc. I think you need to change the effect of trait or remove this trait.
• Canopy Born -> I think this trait is more suitable for a planetary modifier or tech. Or my knowledge of English did not allow me to understand the meaning of the description. Maybe you need to slightly change the description?
• Hollow Bones -> Army Defense -50%??? Is it army health or planetary fortification? Anyway, this is too much. I think if this trait will reduce army health by 20-25% it will be enough.
###ANTHROPOID
• Caste System -> If this is a caste system, then why only workers receive bonuses? Logically, EVERY representative of this society should be adapted to a certain profession. I would recommend to changing the effect. => Specialist and Worker (or maybe even ruler) Job Production +5%.
• Stingers -> Robots... I recommend correcting the description and replacing the poison with acid.
- This species is capable of producing highly concentrated acid that can cause corrosion in metals and stones.
- This species has organs in which a mixture of various acids and corrosion mixtures is stored. They are able to attack at a distance with these substances.
• Repressed Emotions -> The cost is too high. I recommend reduce cost to 1 or 2.
• Radioactive Evolution -> There is such a trait and origin. However, let it be.
• Rapid Digestion -> Need to rework. Change effect to Pop Food Upkeep +10% OR Increas cost to 2 and Food Upkeep to +20%
• Fragile Organs -> I can offer you 2 alt. options
- Change effect to Leader Lifespan -10 Years & Army Health -15-20%. After all, these creatures have vulnerable organs.
- Or Change cost to -3, Leader Lifespan -10-20 Years & Army Health -15-20%.
###MOLLUSCOID
• Pearls -> No. Trade dosnt work that way. Moreover, this is organ protection. Here are my alternatives:
1) Increase army health by 10-15% & Trade by 5%. Also reduce cost to 2.
2) Change the description. Because in the description it is written as if pearls should replace the talent for trading and generally have incredible value. This is strange...
• Poison Spines - Robots... Moreover, this is the cosmic era. How poisonous spikes help to shoot? I think you should change description or effect...
1) Natural Hallucinogens - [cost 1] - Increases moral damage by +15-20% & +10% to Army Moral. - Description: This species is capable of producing hallucinogens causing temporary mental disorders or weaken the feeling of pain and fear.
2) Natural Аnesthetic. - [1]
• Flowing Environment -> It doesn’t work like that. Water is good... But all physics research involves particles, computers, or energy weapons. Maybe it's time to rethink this concept again and change the effect of this trait.
• Lax Reactions -> If these mollusks are lazy and not worried about the “system,” then why does this not interfere with trade?
###FUNGOID
• Crevice Preference -> Add this for insectoids.

• Eaters of Decay -> Change effect to Food Upkeep -10%

• Psychoactive Spores -> I think you need to reduce Job Production to 15-20%.And also remove opposite trait - Nerve stapled.

• Parasitic Growth -> Reduce cost to -1, change effect to +10% Food Upkeep. Or hange effect to +10% Food Upkeep and growth speed to -5-10%.
###PLANTOID
• Photosynthesis -> Shouldn't this be natural for many plants? I can assume that this is a very strong dependence on photosynthesis. I have 2 options for how to improve this trait:
1) Reduce cost to 2 and change effect to -10% Food Upkeep and Goods Upkeep −5-10%
2) Reduce cost to 1, change effect to -5-10% Food Upkeep...
- This is a difficult task for me.

• Deep Rooted -> It’s strange. As described, this trait is an improved version of Sedentary.
####IDEAS_FOR_NEW_TRAITS
###HUMAN
• Depressive -> [-2] -> Pop Happiness -10% -> This species suffers from a severe form of depression due to a difficult society or a genetic predisposition. They periodically suffer from mood decline and poor health. {Opposites: Hive-Mind, Nerve Stapled, Melancholy}
• Melancholy -> [-2] -> Pop Happiness -5% & Resources from Specialist and Worker Jobs -5% -> This species suffers from melancholy. Bad mood, anxiety, slowness, loss of motivation and many other symptoms haunt them in life. This leads to lower job productivity and social well-being. {Opposites: Hive-Mind, Nerve Stapled, Depressive}
• Weak Psyche -> [-2] -> -10-15% Army Morale & +20-25% Amenities Usage -> This species has a weak psyche and does not cope with excessive stress.
MAM
• Simple Needs -> [2 or 3] -> Pop Consumer Goods Upkeep −20% -> These animals do not need luxury to satisfy their needs. These animals adapted to live like their ancestors in simplicity and rejection of luxurious things. {Opposites: Wasteful, Conservationist}
• Bestial Behavior -> [-1] -> Research from Jobs -5% -> This species retained some features of the behavior of its wild ancestors. {Opposites: Bestial Mind, Intelligent, Uplifted, Natural Intellectuals, Natural Engineers, Natural Physicists, Natural Sociologists, Erudite}
• Bestial Mind-> [-2] -> Research from Jobs -10-15% -> This species has a mindset similar to their wild ancestors. Despite the ability to exist in society, they are closer to animals and have problems associated with thinking and complex scientific work. -> {Opposites: Bestial Behavior, Intelligent, Uplifted, Natural Intellectuals, Natural Engineers, Natural Physicists, Natural Sociologists, Erudite}
###LIZARD
• Asocial / Prone to Crime -> [-1 or -2] -> +20% Crime for -1 version, +40-50% Crime for -2 version.
• Growing Limbs -> [1] -> Leader Lifespan +5-10 Years & Army Health +10% -> This species is able to lose some limbs and grow them again.
###AVIAN
• Oviparous - Some birds can produce many offspring.
Last edited by Tacty; 20 Jun, 2020 @ 4:10am
Dillyo  [developer] 20 Jun, 2020 @ 10:51am 
Thanks for the large suggestion post @Alphari, I will look through this and see what I want to do, a few of these changes I will make outright, and others will require further thought. As for values of say adaptive leaders, I kept the number as close to Vanilla as possible.
Darmug 20 Jun, 2020 @ 6:18pm 
Can you change the Mammoth Diet, Eaters of Decay, and Rapid Digestion, traits to Food instead of Consumer Goods?
Last edited by Darmug; 20 Jun, 2020 @ 6:25pm
Dillyo  [developer] 20 Jun, 2020 @ 6:22pm 
I will be looking into that.
Tacty 23 Jun, 2020 @ 4:20am 
I have ideas.
̶T̶h̶e̶ ̶r̶u̶t̶h̶l̶e̶s̶s̶ ̶e̶x̶p̶l̶o̶i̶t̶a̶t̶i̶o̶n̶ ̶o̶f̶ ̶s̶l̶a̶v̶e̶s̶ ̶w̶h̶o̶ ̶w̶i̶l̶l̶ ̶l̶i̶v̶e̶ ̶a̶n̶d̶ ̶k̶n̶o̶w̶ ̶t̶h̶a̶t̶ ̶t̶h̶e̶y̶ ̶l̶i̶v̶e̶ ̶j̶u̶s̶t̶ ̶t̶o̶ ̶b̶e̶ ̶e̶a̶t̶e̶n̶.̶
SYMBIOSIS.
Some lithoids do not look like stones or stone-dragons, rather like a strange big-eyed snail.
I suggest adding to them the ability to produce food. Let it be mold / fungus / lichen / moss or something else.
Produces 0.02 food per pop. On the other hand, this is food... and it is not dark matter or another rare resource. Therefore, I think you can increase this to 0.2 food per pop.

https://stellaris.paradoxwikis.com/File:Lithoid_08.png
https://stellaris.paradoxwikis.com/File:Lithoid_06.png
https://stellaris.paradoxwikis.com/File:Lithoid_03.png dog?


Alloy-Body
As we know, many lithoids are Walking ̶D̶e̶a̶d̶e̶ Minerals. Let's make them a little more "metallic."
Do you remember that lithoids can be disassembled (cattles) into minerals? So, why not add a trait that will replace the production of minerals and add the production of alloys?
Cost - 2 (probably)
Produces 0.2-0.5 alloys per pop.

Mineral deposits? Mineral filter? Salt deposits? (I don’t know which name is suitable for this trait)
Let's increase amount (or quality) of minerals obtained from lithoid-cattles. Extra 0.5-1 mineral.

Perhaps these traits should be added to the list of "advanced" traits. For those who decide to go through biological ascention.
Last edited by Tacty; 23 Jun, 2020 @ 4:37am
Iron knight Fe 24 Jun, 2020 @ 11:12pm 
some of the traits look like They should modify food consumption but they don't is they any particular reason why ? If not please add some traits that modify food/minerals consumption please.

oh and if you do its I think it's usually better to use static modifiers(decimals) for food consumption (eg: -0.5 or +1.5) rather than percentages(eg:+10%)
lnodiv 5 Sep, 2020 @ 9:28am 
I know this is just another voice in the chorus here, but...

There are a number of traits that seem to reference a species food intake and metabolism, but which give discounts to Consumer Goods. Can these be changed to either effect food, or have their description reworked?
Tacty 5 Sep, 2020 @ 9:57am 
@Ahtan

The more voices talk about it, the higher the chance that it will be noticed. Together we can give the inhabitants of the galaxy food, and they will no longer have to eat furniture.
Dillyo  [developer] 5 Sep, 2020 @ 10:07am 
I know the issue, sadly it is not as easy as just changing the modifier like it is with most traits, because the food upkeep modifier doesn't exist.
Tacty 6 Sep, 2020 @ 2:40am 
But... Harmony Tradition −10% Organic Pop Food Upkeep
Tacty 6 Sep, 2020 @ 3:01am 
planet_pops_organics_food_upkeep_mult = -0.10


I just added this to Agrarian. They eat less.
Dillyo  [developer] 6 Sep, 2020 @ 9:28am 
The main problem with adding that is what it will do is that it will make every species on the planet eat less, not just the species with the trait. Since it is scoped to the planet.
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