Stellaris

Stellaris

Additional Traits
Granhyt  [developer] 20 Apr, 2018 @ 10:59am
List of the traits
The steam description was getting cut for lenght, so we had to move the list of traits in their own page.
This top comment will be updated as the mod is.


The traits added in-game by Additional Traits are :
- Organics
  • Handicaps
  • Ephemeral : Leader Lifespan : -20 : Cost : +2
  • Ephemeral (Lithoid) : Leader Lifespan : -40 : Cost : +2
  • Easily Distracted : Engineering Output : -5% : Physics Output -5% : Society Output : -5% : Cost : +1
  • Simple-minded : Engineering Output : -10% : Physics Output -10% : Society Output : -10% : Cost : +2
  • Lethargic : Worker output : -5% : Army damage : -40% : Cost : +1
  • Lazy : Minerals : -15% : Cost : +2
  • Prodigal : Energy : -15% : Cost : +2
  • Unfit Engineers : Engineering Output : -15% : Cost : +1
  • Unfit Physicists : Physics Output -15% : Cost : +1
  • Unfit Sociologists : Society Output : -15% : Cost : +1
  • * Hateful : Amenities Usage : +10% : Trust Growth* : -25% : : Cost : +2
  • Hunter-gatherers : Food : -15% : Cost : +2
  • Violent : Population growth : -7.5% : Amenities usage : +5% : Cost : +2
  • Free Spirits : Population Governmental Ethic Attraction : -30% : Cost : +2
  • Iconoclastic : Population Governmental Ethic Attraction : -45% : Cost : +3
  • Delicate : Army Defense Damage : -25% : Cost : +1
  • Weak Willed : Garrison Health : -75% : Army Morale : -20% : Cost : +2
  • Very Slow Breeders : Population growth : -20% : Cost : +3
  • Melancholic : Housing usage : +10% : Pop Growth : -5% : Unity Prod From Pop : -10% : Cost : +2
  • * Rooted : Colony development speed : -20% : Colony Ship Cost : +30% : Cost : +1
  • Divided : Unity output : -20% : Cost : +2
  • * Soft : Leader Lifespan : -5 : Army Morale : -50% : Cost : +1
  • * Genetically Ill : Habitability : -20% : Cost : +3

  • Avantages
  • Multitasking : Engineering Output : +5% : Physics Output +5% : Society Output : +5% : Cost : -1
  • Easily satisfied : Housing usage : -20% : Cost : -2
  • * Born-Warriors : Army Damage : +10% : Army Morale : +10.0% : Fleet Damage* : +5.00% : Cost : -1
  • * Sociable : Amenities Usage : -10% : Trust Growth* : +25% : Cost : -2
  • * Competitive : Claim Influence Cost* : -25% : Cost : -1
  • * Aggressive : Rivalry max* : +1 : Cost : -1
  • * Extremely Aggressive : Rivalry max* : +2 : Cost : -2
  • * Belligerent : Claim Influence Cost* : -25% : Rivalry max* : +1 : Cost : -2
  • Zealous Defenders : Garrison Health : +150% : Pop fortification Defense : +100% : Cost : -2
  • * Lateral Thinkers : Navy Damage* : +8% : Cost : -1
  • * Fast Analysers : Survey Speed* : +25% : Cost : -1
  • Thermosynthetic : Food required : -35% : Cost : -3
  • Doulotropism : Slave food output : +15% : Cost : -1
  • Passionated : Housing Usage : -10% : Pop Growth : +5% : Unity Prod From Pop : +10% : Cost : -2
  • * Elusive : Ship Evasion : +8% : Ship Disengagement Chance : +5% : Cost : -1
  • * Living Ships : Ship Hp Regeneration : +0.4% : Cost : -1
  • * Mob Mentality : Fleet capacity : +10% : Navy capacity : +10% : Military (shipyard) building speed : +15% : Ship damage : -5% : Cost : -1
  • * Pioneers : Colony development speed : +20% : Colony Ship Cost : -30% : Cost : -1
  • * Influential : Influence : +20% : Cost : -2
  • * United : Unity : +20% : Cost : -2
  • * Planetary Designers : Terraforming Speed : +25% : Terraforming Cost : -15% : Clear Blockers Speed : +25% : Clear Blockers Cost : -15% : Cost : -2
  • * Steadfast : Leader Lifespan : +5 : Army Morale : +50% : Cost : -1
  • Immune : Leader Lifespan : +40 : Habitability : +10% : Cost : -3
  • * Sky Born : Ship Evasion : +8% : Strike Craft Damage : +10% : Cost : -1
  • * Keen Vision : Ship Range : +5% : Ship Evasion : +5% : Cost : -1
  • Fluffy : Amenities prod : +10% : If they are the majority species, this bonus goes to 35% : Cost : -3
  • Slick : Trade mult : +10% : Amenities prod : +10% : Housing usage : -10% : Cost : -2
  • Guardians : Defenses armies per pop : +0,2 (shows as 0 ingame, armies spawns in the first months) : Army damage, health, defense morale : +30% : Housing usage : +10% : Amenities upkeep : +10% : Pop food upkeep : +15% : Pop consumer goods usages : +5%
  • Isonomic : Diplomatic weight of these pops : +10% : Political power : +20% : Citizen happiness : +10% : Slave political power : +20% (total +40%) : Slave happiness : -20%.
  • Migratory : Habitability : +5%, goes to +15% for Habitat : Pop growth from immigration : +25% : Cost -2
  • Ascetic : Pop upkeep : -10%, additionnal -10% for Food and Consumer Goods : Unity Output : +10% : Cost -3
  • Short Lived : Pop growth +30% : Leader Lifespan : -40 : Amenities upkeep : +10% : Food upkeep : +15% : Consumer Goods Upkeep : +15%
  • Polyvalent : Planet Jobs Output : +5% : Incompatible with many traits

  • Presapients
  • Natural Intellectuals : Society Output : +20% : Engineering and Physics Output : +5% : Minerals Output : -10% : Unity Output : +5% : Cost : -1 : Presapients only
  • Natural Inventors : Engineering Output : +20% : Society and Physics Output : +5% : Minerals Output : -10% : Unity Output : +5% : Cost : -1 : Presapients only
  • Natural Savants : Physics Output : +20% : Society and Engineering Output : +5% : Minerals Output : -10% : Unity Output : +5% : Cost : -1 : Presapients only
  • Tasty : Food when used as livestock : +1 : Cost : -1 : Presapients only
  • Bitter : Food when used as livestock : -1 : +1 : Presapient only

- Robotics
    Handicaps
  • Defective Scanners : Mineral Output : -15% : Cost : +1
  • Weedkillers : Food Output : -15% : Cost : +1 : Robot-only
  • Energy Leaks : Energy Output : -15% : Cost : +1
  • Rusty Antiquities : Unity Output : -15% : +1 : Robot-only
  • Insufficient Memory : Leader Skill Level : -2 : Cost : +2 : Machine-only
  • Slow Processors : Leader Exp Gain : -6% : Science Output : -4% : Cost : +1
  • Erratic Processors : Leader Exp Gain : -12% : Science Output : -8% : Cost : +2
  • * Cumbersome Hulks : Ship Evasion : -10% : Pop Housing Usage : +10% : Cost : +2
  • Hand-crafted : Pop Assembly Speed -30% : Cost : +2
  • Brittle : Pop upkeep +15% : Cost : +2

  • Advantages
  • Customized Servitors : Used as Servants, this pop produce +2 Amenities in addition to the base job : Cost -4 : Robot-only, no full-rights.
  • Multithreading : Leader Exp Gain : +6% : Science Output : +4%
  • Planetary Gardeners : Terraforming Speed : +25% : Terraforming Cost : -15% : Clear Blockers Speed : +25% : Clear Blockers Cost : -15% : Cost : -2 : Machine-only
  • Swarm : Army damage and Morale : +25% : Robot build speed : +30% : Mineral output : +25%, Unity output : -10% : Science output : -30% : Cost : -1 : Machine-only : Feedback welcome
  • * Influential Robots : +20% Influence : Synths and Machine-only : Cost : -2
  • Standard Frame : Pop Assembly Speed +30% : Cost : -2
  • * Rivalry Protocols : +2 Max Rivalry : Synths and Machine-only : Cost : -2
  • Malleable Frame : Pop Housing Usage -15% : Cost : -2
  • Sturdy : Pop upkeep +15% : Cost : -2
  • * Self-repairing Ships : Ship Hull Regeneration : +0.5% : Ship Armor Regeneration : +0.5% : Synths and Machine-only : Cost : -2

The traits marked by a * are using an event which check at game start, when you modify your species and once a year that your main species still possess the trait. These traits apply to the whole empire.
Hateful, Violent, Aggressive, Extremely Aggressive, Competitive, Belligerent and Sociable traits gives opinion modifiers, like Charismatic and Repugnant do in vanilla.
Last edited by Granhyt; 24 May @ 10:47am
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Showing 1-13 of 13 comments
Deyon 23 Feb, 2019 @ 2:59am 
this is great, although i think with pre sapients "natural intelectuals" is already in the game, not sure but i think so. for the rest great mod!
Granhyt  [developer] 28 Feb, 2019 @ 4:03pm 
You're right, but we modified the trait (from memory, the trait gives 10% to each science) when it was changed to give a bonus to each science instead of just Society.
So it's not exactly the same, we have to put it here. :)
JustDale 31 Dec, 2019 @ 12:29pm 
Hey, these all seem great but i have one concern, advice maybe, i'd make robots not have morale.
Granhyt  [developer] 1 Jan, 2020 @ 10:01am 
They damage the enemy morale, it's not their own. Robot armies, as Xenomorph armies, don't have morale.
Dr Jimothy 19 Jan, 2021 @ 3:39pm 
Is there a system by which you've decided on the trait IDs for these? Trying to set up a game with my friend and can't fit in the traits wanted for our rival species.
Granhyt  [developer] 20 Jan, 2021 @ 11:07am 
All traits are called "trait_additrait_name". For example, "trait_additrait_planetary_designers" or "trait_additrait_easily_distracted". For robots, "trait_additrait_rusty_antiquities" or "trait_additrait_multithreading".
There is one trait with an alternative version for lithoids : "trait_additrait_ephemeral_lithoid".
bleachorange 24 Apr, 2021 @ 8:03am 
how does the influence =20% work? what figure is it modifying for influence? the total monthly income of influence, or something relating to faction influence, or what?
Granhyt  [developer] 24 Apr, 2021 @ 12:43pm 
Originally posted by bleachorange:
how does the influence =20% work? what figure is it modifying for influence? the total monthly income of influence, or something relating to faction influence, or what?
The total monthly.
Nicho 18 Sep, 2021 @ 5:13am 
Why is Sociable incompatible with Charismatic? Seems like they'd be a good fit to me, actually.
Granhyt  [developer] 18 Sep, 2021 @ 1:22pm 
Originally posted by Liquid Snake:
Why is Sociable incompatible with Charismatic? Seems like they'd be a good fit to me, actually.
It was done this way because they both increase other empires opinion of you. As a rule, we tried to avoid the stacking of bonuses with traits.
Big Sneezy 21 May, 2022 @ 10:40pm 
Hi! A question and a note:

Note: Avantage probably should be spelled Advantage (American English)

Question: How do traits that apply to the empire work? For example, how does the trait "Living Ships" apply to the empire's ships? Is it based on the species leading the empire, or something else?

I like most of the traits, but it feels odd to me that some don't really apply to the species, but instead apply to the empire which might be composed of many species.
Granhyt  [developer] 22 May, 2022 @ 10:48am 
You are right, it's Advantage. There may be a few others typos, as English isn't my native language, but I try to correct all of those which are reported to me.

Empires traits are based on the dominant species, which usually is the founder species, unless the founder species disappear from your empire.
Some of these traits are more culturals and many of those are a bit closer to traditions and/or origins but when this mod began, at the game release, there was neither traditions nor origins.

Now, when new traits are added to the mod it's usually ones which can be created relative to the species and not the empire, but there is still some of these old traits running around in the galaxy, still nice to use as a player, but giving nothing to empires they haven't founded.

PS : I'm relatively sure than pioneers and rooted are once again bugged. I'll have to fix this once I find the new new new new new name for the modifiers.
Big Sneezy 25 May, 2022 @ 7:54pm 
Thanks! Aren't the constant code updates fun? :)
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