Stellaris

Stellaris

Flavorful Additional Traits (3.11)
8 kommentarer
Syliss 4. aug. 2024 kl. 19:13 
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. juli 2024 kl. 0:45 
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. maj 2024 kl. 9:10 
Noice. Hope you have fun with it!
G_S_Palmer  [ophavsmand] 5. maj 2024 kl. 5:10 
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. maj 2024 kl. 4:31 
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 kl. 17:41 
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  [ophavsmand] 29. mar. 2024 kl. 13:09 
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 kl. 13:01 
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.