Stellaris

Stellaris

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z Expanded Traits, Civics, Pops, and More
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File Size
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Updated
8.671 MB
10 Jan, 2019 @ 2:49pm
7 Jan @ 10:05am
346 Change Notes ( view )

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z Expanded Traits, Civics, Pops, and More

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
For Stellaris 3.14

This mod adds a large number of new traits and civics, among other things. Please see the discussion post for a full list of features.

Special Thanks to Kuyan-Judith for allowing me to integrate their Trait Upgrader and Better AI Trait-Modding mod

General Features

New Traits
- New Normal Traits (both positive and negative)
- New Species-Specific Traits
- New Advanced Traits
- Better Lithoid Traits
- Some species classes get their own unique traits
- Better Self-Modified Pops
- Integrated kuyan-judith's Trait Upgrader and Better AI Trait-Modding

Many New Civics and Origins, and changes to existing ones
- Equivalent Civics for corporations and gestalts
- Civics and Origins inspired by the Preset Empires
- Civics inspired by the (sadly now defunct) Hive Mind Expanded mod
- Two new megacorp authorities, based on the democratic and imperial authorities
- Preset Empires will use the new origins and civics where appropriate

New ways to get refugees:
- Pops might flee starvation, war, slavery, and very low living standards

New Edicts, and improvements to existing ones
- New Campaigns
- New Subsidies
- New Rare Resource Edicts

New Policies
- Governmental policies such as Media Rights and Healthcare
- Can choose to let vassals expand
- Megacorps get better and more varied trade policies
- Hive Minds can decide what unemployed pops produce
- Machines can chose if matrixed pops produce energy or physics research

Changes to Buildings and Jobs
- Buffed Medical Workers
- Clerks and Merchants produce more trade value on highly populated planets
- Criminal modifiers and branch office buildings often give unique criminal jobs
- Galactic Stock Exchanges and Psi Corps are Empire Uniques
- Buffed Branch Offices
- Buffed Resort Worlds
- Buffed some of the less useful buildings
- Maintenance Drones give more amenities, districts give less of them

Synthetic Empires get some machine intelligence swaps
- Tradition Swaps
- Mega-Warforms
- Chemical Processing slavery and purges
- Machine Worlds perk

Normal gestalts can give give non-gestalts residency, and build Autonomous Enclaves to support them.
- Too many free non-gestalts will cause increasing penalties, which can be mitigated with the Synchronicity finisher and certain civics
Hive Minds build districts and some buildings partially with food (unless Lithoid)
Gestalts can turn relic worlds into city worlds

Pops produce more crime

New ai personalities: Seekers of Knowledge, Xenophobic Protectionists, Decadent Technocracy, Warrior-Scholars, Peacekeeping Interventionists, Sneering Technocrats, Ambitious Unifiers
Ai personalities for Closed Collective and Closed Network, based off of the Xenophobic Isolationist personality
Ai personalities for gestalts that are friendlier and multi-species
Infestation AI personality based on the Driven Assimilator personality

General buffs and bug fixes


Recommended Mods
Mods that compliment this mod, or which this mod can tie into

Expanded Events
https://sp.zhabite.com/sharedfiles/filedetails/?id=1641807098


Credits
kuyan-judith, for letting me integrate their Trait Upgrader and Better AI Trait-Modding mod
Pawjwp, for supplying better looking origin icons


Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (6)
467
4 Mar @ 9:43pm
PINNED: Bug Reports
Tovius
69
28 Dec, 2024 @ 1:52am
PINNED: Suggestions
Tovius
8
27 Oct, 2023 @ 12:09am
Suggestions: Species Traits
Tovius
1,181 Comments
Tovius  [author] 5 hours ago 
Coming up with new biogenesis authorities proved much easier than I expected, although I feel the balance could use a little work. Let me know what you think:

https://docs.google.com/document/d/1jyV9Rfjtk2sx-Xck2m0Fcy4gtWpIkikKDoW-dWBpuHY/edit?usp=sharing
MadHowa 9 hours ago 
Godspeed you magnificent bastard and thanks for the great mods!
Proud Lemming 16 hours ago 
I would die for a compatibility patch to bug branch
Tovius  [author] 18 hours ago 
I've finished updating all my other mods, so now it it time to tackle the big one. Wish me luck.
Nanao-kun 13 May @ 10:57am 
Looking forward to an update, but considering the massive 4.0 changes and the size of this mod, I'm not expecting anything for at least a few weeks, maybe even a month or two.
Tovius  [author] 10 May @ 10:04am 
All my mods except Cosmic Religion Reborn will be updated eventually.
hydra 9 May @ 4:26pm 
Is there a plan for 4.0 or leaving in 3.14? Thanks!
Illusive. 21 Apr @ 7:05pm 
required submod was apparently not far *enough* up the list, solved
Tovius  [author] 20 Apr @ 11:46pm 
Download the required sub mod
Illusive. 20 Apr @ 6:08pm 
the added megacorp government types dont function properly, as they dont actually count as megacorps