Stellaris
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Xenology : Traits Expansion Unofficial - Truncate Module (3.14.X)
   
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20 MAY 2022 a las 10:38 a. m.
29 OCT 2024 a las 11:00 a. m.
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Xenology : Traits Expansion Unofficial - Truncate Module (3.14.X)

En 1 colección creada por President Memes
Xenology Unofficial Modules
5 artículos
Descripción
This mod is no longer maintained, please seek alternatives if possible.
If anyone wants to update this, you have my permission.


Original Description:
This is an add-on to Xenology : Traits Expansion Unofficial
If Devious asks me to take this or related mods down, I will do so.

For Stellaris 3.14.X 'Circinus'

Description
This is a somewhat small mod that does one (1) thing: removes leader traits if their species does not have the required trait.
For example: If I have a Paladin admiral, then remove the Stalwart trait from my main species, the only way to remove the Paladin trait is either A) Use console commands or B) Get a new admiral.

This mod makes it so that when your leader's species is gene-modded, leaders that don't have the required species traits have those traits removed. This includes both positive and negative traits.

This mod does not add traits for leaders, see the Annex module for that.

Compatibility
Supported modules:I'd recommend loading this mod after the Biological Module.
Alters no vanilla files, so this mod will be fine with other mods.

Credits
Devious for making an incredible mod. All of you for reading this far.

Github Repo[github.com]

[discord.gg]
12 comentarios
Peter34 7 JUL 2024 a las 8:57 p. m. 
To be honest, I've often wondered if there was something like that in the vanilla game, like if the Natural Sociologist Species Trait made it more likely for Leaders to get Society Expertise Traits, and if the Intelligent Species Trait makes Spark of Genius/Maniacal more likely.
President Memes  [autor] 7 JUL 2024 a las 6:17 p. m. 
That would be neat, but at the moment the only way to add that functionality traits would also involve overwriting the other 110+ scientist traits in the 00_scientist_traits.txt
Peter34 7 JUL 2024 a las 4:40 p. m. 
That would be nice, yes.
leteo39 7 JUL 2024 a las 8:28 a. m. 
May I suggest that the specialisation traits such as biology and new worlds, computing, and industry, are more likely to pop up when a leader reaches a level to pick a specialty while the race from which the leader stems has one of the 3 traits:

Theoretical: Biology and new worlds
Analytical: Computing
Practical: Industry

I never seem to get any society specialisation when playing with my gene ascended empire that starts with the theoretical trait
President Memes  [autor] 14 MAR 2023 a las 10:27 a. m. 
Updated for 3.7.X 'Canis Minor'
President Memes  [autor] 6 DIC 2022 a las 4:02 a. m. 
@Scarecrow The trait removal should now fire for countries with the Synthetic Evolution AP.
Sssaging 6 DIC 2022 a las 2:50 a. m. 
There is one issue with synthetic evolution, when you complete project to turn your species into synth, leaders will keep their genetic module leader trait despite no longer having species trait.
President Memes  [autor] 29 NOV 2022 a las 4:50 a. m. 
Updated for 3.6.X 'Orion'
President Memes  [autor] 23 OCT 2022 a las 6:10 a. m. 
Updated for 3.5.X 'Fornax'
Winter 31 MAY 2022 a las 12:53 a. m. 
clever