Stellaris

Stellaris

Xenology : Traits Expansion Unofficial - Truncate Module (3.14.X)
12 Comments
Peter34 7 Jul, 2024 @ 8:57pm 
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  [author] 7 Jul, 2024 @ 6:17pm 
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 @ 4:40pm 
That would be nice, yes.
leteo39 7 Jul, 2024 @ 8:28am 
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  [author] 14 Mar, 2023 @ 10:27am 
Updated for 3.7.X 'Canis Minor'
President Memes  [author] 6 Dec, 2022 @ 4:02am 
@Scarecrow The trait removal should now fire for countries with the Synthetic Evolution AP.
Sssaging 6 Dec, 2022 @ 2:50am 
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  [author] 29 Nov, 2022 @ 4:50am 
Updated for 3.6.X 'Orion'
President Memes  [author] 23 Oct, 2022 @ 6:10am 
Updated for 3.5.X 'Fornax'
Winter 31 May, 2022 @ 12:53am 
clever
Peter34 20 May, 2022 @ 6:05pm 
Nice!
Konstable 20 May, 2022 @ 11:13am 
Inshallah