Stellaris

Stellaris

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Xenology - Biological Module (Ever Universe)
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1.341 MB
9 May @ 12:12pm
19 May @ 4:21am
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Xenology - Biological Module (Ever Universe)

Description
Stellaris version 4.0.* - English only (other localizations are not maintained but are still available)

For a diverse and realistic range of traits.

Maintenance Disclaimer and Credits:
This mod was originally developed by Devious (2021), and later taken over and updated by President Memes (2022-2024). Xenology has now once again fallen into a state of disrepair since President Memes officially ended support for it. As I absolutely love this mod and everything it has to offer, I have took it upon myself to update Xenology for as long as I can. As always, if the original author wishes me to take this down at any point in time, I will do so. However, until then, I will keep Xenology afloat through the rough tides that are Stellaris updates.

Description from the previous mod:

Xenology aims to make every species truly unique, each with its own strengths and weaknesses. Some are natural leaders, and others are born inept and dimwitted. No two alien species are alike. Many traits will even generate special leaders with more specialized bonuses (or maluses), incentivizing the violent conquest or peaceful assimilation of alien races and adding their unique characteristics to your own. Alternatively, you may choose to preserve the purity of your empire to best benefit from the traits of one or very few species. Each trait describes a unique aspect of a species' biology or psychology. There is no boring, linear tier system or confusion between societal tenets and biological attributes.

Leader traits are always guaranteed to spawn on all relevant leaders. This greatly improves both balance and AI performance. In addition, the player won't have to hire and fire a dozen leaders in hopes of generating the one they're looking for.

XTE alters very few vanilla objects for improved compatibility with other mods. There are no additional trait points or picks, and no increased cost of gene-modding (though traits worth more than 3 and less than -3 still require advanced gene-modding to add or remove after game start).


Features
♦ 43 New species traits (biological and lithoid)
• 26 Positive traits
• 17 Negative traits
♦ 50 New leader traits
• Many new leader traits require certain species traits
• Leader generation is usually guaranteed for relevant traits
• New leader traits do not take up a slot
• Traits for Councilors are less efficient the more of them you have


Compatibilty:
The only thing XTE overwrites is five (5) modifier tooltips via scripted_modifiers:
- num_tech_alternatives_add
- BIOLOGICAL_species_trait_points_add
- LITHOID_species_trait_points_add
- ROBOT_species_trait_points_add
- country_megastructure_build_cap_add

Credits:
Huge thanks to Devious for creating this awesome mod for us Stellaris players to enjoy, and also to President Memes for maintaining and improving Xenology for 2 years after the original was abandoned. I will try to keep this mod up to date and continue the same tradition.
Popular Discussions View All (2)
18
26 May @ 7:09am
PINNED: Bug Reports
Ever Universe
0
9 May @ 12:15pm
PINNED: Feature Requests
Ever Universe
31 Comments
CometDeer 22 hours ago 
Genetic Memory doesn't parse the amenity bonus up to 4.0. Instead of giving 200 amenities to the home planet per skill level it gives 2.
Wolven™ 26 May @ 4:52pm 
The 'Truculent' trait is a little silly with the Inattentive perk it gives all Officials. Starting out, your home planet will typically have about 2k amenities, but with the Inattentive perk it becomes -3k amenities. The unhappiness penalty from such a negative amenity value is -30%.
Ever Universe  [author] 23 May @ 12:42am 
I added some.
Выдрёнок 22 May @ 11:43pm 
I hope you will add more photos on this page
Kepos 18 May @ 11:12am 
@Ever Universe
Thx for the fast response. Yeah, AI seems to be most likely.
Ever Universe  [author] 18 May @ 10:29am 
Xenology doesn't affect AI decisions. It is purely for traits, and traits only offer bonuses/penalties or unlock specific things. It may be a vanilla issue, since PDX doesn't seem to care much about their AI.
Kepos 18 May @ 10:23am 
@Ever Universe
Not sure if it is related to this trait mod, but in a new game one of my overpowered neighbors offered to be my subject. He has overwhelming force, twice as much colonies and similar tech. Such offers seem quite strange to me. Possibly it is an AI mod, but also thinkable that some traits may influence the chances.
Ever Universe  [author] 17 May @ 10:49am 
Finally added the tags to species traits. Please let me know if I missed any.
Keanu Lysenko 16 May @ 2:11am 
Thanks for taking support of this mod! I very like it.
Ever Universe  [author] 15 May @ 12:09am 
I will also take a closer look at pop job bonus modifiers since it has been reported that they apparently don't work anymore.