Stellaris

Stellaris

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Flavorful Additional Traits (3.11)
   
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12 Mar, 2024 @ 3:34pm
24 Mar, 2024 @ 7:46pm
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Flavorful Additional Traits (3.11)

Description
Adds 8 new vanilla-style species traits to your game.

Description
This mod aims to add a couple of traits that I felt were lacking from Stellaris. The traits aim to be both narratively interesting and mechanically satisfying, and I have attempted to keep them as close to vanilla balance as I can.

This mod complements my other mod, Simple Additional Traits. In fact, two of the traits here are originally from that mod.

Traits
  • Eusocial: Not quite a Hive Mind. Has happiness and productivity bonuses/maluses scaling with the number of Eusocial/non-Eusocial pops on the planet. Also gives leaders one of three "Caste" traits, which boost production for their pop stratum.
  • Low-g Adapted: -5% habitability per every planet size over 16
  • High-g Adapted: -5% habitability per every planet size under 16
  • Massive: Increased upkeep and housing usage, but also increased army health, damage, and morale damage
  • Miniscule: The opposite: decreased upkeep and housing usage, but also decreased army health, damage, and morale damage
  • Brittle (Lithoid): reduced pop growth from immigration, and a chance to shatter (read: die) upon resettlement
  • High-Strung: pops can die if below 30% happiness, plus leaders can get the Overstressed trait, giving a risk of dying from stress
  • Overgrowth (Plantoid or Fungoid): can spawn floral/fungal overgrowth blockers when pops finish growing

Compatibility
There should be no compatibility issues when using this mod.

Check out my other mods:
8 Comments
Syliss 4 Aug, 2024 @ 7:13pm 
low g and high g doesnt seem to have the planet size affect the habitability as its stated. two basic planets with no traits one 12 tropical and the other 22 tropical had the SAME habitability for both LowG and HighG traits
REDbeard 29 Jul, 2024 @ 12:45am 
Hello again! Hope you're doing well.

I have a quick suggestion for the Eusocial trait. I don't really like the leader traits, at least from a roleplay perspective. Having built a fanatically authoritarian pseudo-hive, I thought it was weird having lowly worker caste rulers and leaders running around instead of slaving in the mines.

I would like to propose an alternative, inspired by an old mod of the Clone Soldier trait. Officials, Commanders and Scientists can each have a leader perk from the Eusocial trait. Officials (Royal Caste) can generate a small amount of additional stability and pop growth. Commanders (Warrior Caste) can generate additional soldier jobs. Scientists (Worker Caste) can increase worker and specialist pop output at the cost of increasing the political power of specialist and worker pops, making it a risk-reward calculus.

I really like your trait mods. Have a great day!
REDbeard 5 May, 2024 @ 9:10am 
Noice. Hope you have fun with it!
G_S_Palmer  [author] 5 May, 2024 @ 5:10am 
That's a good idea, hopefully I'll find time to do it. I have been wanting to add some machine and robot traits.
REDbeard 5 May, 2024 @ 4:31am 
Sorry to bother you m8. With the Machine Age coming up would you be willing to make robotic/mechanical variants of the "massive" and "miniscule" traits? It would be great for RP.

Hope you're having a good day!
Bug 21 Apr, 2024 @ 5:41pm 
I have been looking everywhere for a eusocial trait and this one is by far the most creative one for it, many thanks.
G_S_Palmer  [author] 29 Mar, 2024 @ 1:09pm 
They do not. That would require a lot of overwrites and would massively decrease compatibility with other mods unfortunately, which is something I'm trying to avoid.
REDbeard 29 Mar, 2024 @ 1:01pm 
DO the traits you've introduced in your two mods affect things like pop job placement (like how strong pops are more likely to be placed as soldiers and miners) and diplomatic/ethic opinion modifiers like how the Repugnant trait increases xenophobe ethics attraction?

Should probably say I really like these tow mods and have made extensive use of them with my custom empires.