Stellaris

Stellaris

Diagrapher's Trait Mod Medium
kuyan-judith  [developer] 14 Dec, 2024 @ 7:17pm
List of Added Traits
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 for species from all planet classes but only available at game start for Void Dwellers) provide increased Naval Capacity from jobs
  • Spendthrift pops have reduced trade value from jobs.
  • Vigilant pops have increased crime and deviance reduction from enforcer jobs.
  • Dishonest and Honest pops have increased and reduced impact from criminal jobs respectively.
  • Grazers and Carnivores have reduced or increased food upkeep. Pioneer Flora (only available to Plantoids) have reduced food upkeep and increased habitability.
  • 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.
  • 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
  • Species with Spatial Awareness and Keen Senses provide bonuses to their Admirals and Scientists respectively
  • Specieswith Reproductive Need have an increased growth rate, but become unhappy if prevented from reproducing either by population controls or by crowding.
  • Dry Adapted, Wet Adapted, and Cold Adapted, each costing 0 trait points, essentially give species a second climate preference, at the expense of reduced habitability elsewhere.
  • 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.
  • 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.
  • Robots with Heat Vulnerability, Cold Vulnerability, and Water Vulnerability will have 40% habitability on Hot, Cold, and Wet planets respectively.
  • Flimsy robots can't work Worker jobs.

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
  • Assembling Experimental pops in clone vats produces society research

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.

Altered vanilla traits
  • This mod makes the Aquatic trait free and available to species from Continental, Tropical, Gaia and Ring worlds.
  • This mod removes the energy cost from Phototriphic pops but adds a habitability penalty to the trait, especially on non-wet planets.

Altered trait rarity
  • Humanoids are more likely to have Adaptive or Charismatic
  • Mammalians are more likely to have Adaptive, Cold-Adapted, or Fast Metabolism
  • Avians are more likely to have Swift, Cold-Adapted, Fast Metabolism, or Nomadic
  • Reptilians are more likely to have Dry-Adapted, Nonadaptive, Slow Metabolism, or Enduring
  • Arthropoids are more likely to have Resilient, Weak, or Small
  • Molluscoids are more likely to have Nonadaptive, Wet-Adapted, or Aquatic
  • Fungoids are more likely to have Slow or Sedentary
  • Plantoids are very likely to have Phototrophic, Slow, or Sedentary
  • Lithoids are more likely to have Thermophile, Slow, or Sedentary
  • Necroids are more likely to have Hardy, Sensitive, Repugnant, Nonadaptive, Enduring, Fleeting, or the Necrophage, Postapocalyptic, Remnants, or Clone Army origin
  • Aquatics will always have the Aquatic trait if from a wet planet.

    Certain traits and origins are also more or less common for specific portraits.