Stellaris

Stellaris

Diagraphers Trait Mod
kuyan-judith  [developer] 27 Feb, 2021 @ 10:25pm
List of Added Traits
Species Class Traits
  • Mammalians have slightly increased cold planet habitability and slightly reduced dry planet habitability.
  • Avians have slightly increased cold planet habitability (but less than mammalains), slightly reduced dry planet habitability, and slightly increased army disengage chance.
  • Reptilians have slightly increased dry planet habitability and slighty reduced cold planet habitability, and slightly increased leader age.
  • Arthropoids have slightly increased army health.
  • Molluscoids have slightly increased wet planet habitability, reduced dry planet habitability, and slightly increased pop growth speed.
  • Fungoids have slightly increased wet and slightly reduced dry habitability, with a greater increase on tropical than on other wet planets.
  • Necroids have increased Tomb World habitability and increased army health and morale damage.
  • Plantoids have significantly reduced habitability, especially on cold and dry planets, but also greatly reduced food upkeep.

New Traits available at game start or through Gene-Modding
  • Tiny, Small, Big, Huge, Very Fast Metabolism, Fast Metabolism, Slow Metabolism, Very Slow Metabolism, and Sessile combine the effects of numerous other traits in various ratios.
  • Extremely Dextrous and Dextrous pops have increased consumer goods output.
  • Extreme Thermophiles and Thermophiles have increased Alloys output.
  • Clumsy pops have reduced consumer goods and alloys output. No Hands pops (+8 trait points) have both these outputs and also all worker resource outputs reduced enormously.
  • Robotic pops with Astrobots and organic pops with Zero Gravity Adaptation (the latter available through regular gene modding but not at game start) provide increased Naval Capacity from jobs
  • Spendthrift pops have reduced trade value from jobs.
  • Grazers and Carnivores have reduced or increased food upkeep. Pioneer Flora (only available to Plantoids) have no food upkeep and increased habitability compared to other Plantoids.
  • Hardy and Sensitive pops have reduced and increased Amenities usage respectively
  • Exotic Gas Dependent pops (available via an origin or via advanced gene modding) require Exotic Gases as upkeep.
  • Very Rapid Breeders and Very Slow Breeders have greatly reduced and increased pop growth rate respectively. Sterile pops (+8 trait points, available via an origin or via advanced gene modding) have a growth rate so low they can only reproduce with the help of technology.
  • Altruistic species have reduced leader cost and upkeep.
  • Political and Complacent pops have increased or reduced Political Power
  • Naturally Xenophilic, Naturally Xenophobic, Naturally Materialist, and NaturallySpiritualist pops each have greatly increased attraction to a particular ethic and greatly reduced attraction to its opposite
  • Swift and Slow pops have increased or reduced Army Disengagement Chance
  • Pops with Valuable Secretions produce extra trade value so long as they're able to trade with other species
  • Elusive pops will be a nuisance to any empire that tries to purge them
  • Parasitoid species can use a somewhat worse version of the Necrophage purge
  • Species with Spatial Awareness and Keen Senses provide bonuses to their Admirals and Scientists respectively
  • Leaders with Rooted Adults will die young if they're stuck in spaceships too long and get locked in place for life when in planet-based leadership roles.
  • Living Architecture provides similar effects to Rooted Adults, but also provides a planet modifier which makes Buildings cheaper and replaces part of their cost with Food.
  • Purpose-Grown (organic) and Specialized (robotic) pops have greatly reduced ability to change jobs.
  • 2/3 of a species with a Sapience Gap will consist of Subsapients incapable of working Specialist or Ruler jobs.
  • 90% of pops with the Hive Minds trait (representing a population of multiple hive minds) use the Gestalt Consciousness pop categories, thus using no consumer goods, being unaffected by happiness, and so on. Most Rulers and Governors and some other leaders of these species will have the Hive Mind leader trait, making them immortal.
  • Robotic pops with Surveillance Protocols, Poor Security, or Undefined Behavior reduce or increase crime or corruption.
  • Robotic species with Rare Crystal Components cost Rare Crystals to assemble.
  • Robots with Self-Destruct Protocols or Override Codes will die rather than become owned by the enemy when their planet is conquered, and those with Override Codes will also die if, after a more peaceful transfer of ownership, their original owner comes to be at war with their current one.

New Advanced traits
  • Constant Pain gives trait points at the expense of happiness.
  • Species with Genetic Integration can crossbreed without the Xenocompatibility perk
  • Starship Integration provides increased naval capacity from jobs and a set of beneficial leader traits, but also sticks leaders to fleets the same way Rooted Adults and Living Architecture stick them to other roles, and unlike those traits it doesn't wait 'til they're old to do it. As an additional benefit, pops with both Starship Integration and one of it's ground-based counterparts will not die from leading fleets

New traits only available via Origin
  • Species with the Polymorphic, Extremely Sexually Dimorphic, or Instars Traits will have two different phenotypes with different portraits and traits, but counting as a single species and with pops switching between the two species when grown and sometimes at random. For Instars species, leaders begin as one the younger instar but will switch to the older one at around age 55-60.
Last edited by kuyan-judith; 27 Feb, 2021 @ 10:36pm