Stellaris

Stellaris

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z Expanded Traits, Civics, Pops, and More
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File Size
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8.073 MB
10 Jan, 2019 @ 2:49pm
4 Sep @ 11:43pm
366 Change Notes ( view )

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z Expanded Traits, Civics, Pops, and More

In 1 collection by Tovius
Expanded Mod Collection
53 items
Description
For Stellaris 4.0

This mod adds a large number of new traits and civics, among other things. Please see the discussion post for a full list of features.

Special Thanks to Kuyan-Judith for allowing me to integrate their Trait Upgrader and Better AI Trait-Modding mod

General Features

New Traits
- New Normal Traits (both positive and negative)
- New Species-Specific Traits
- New Advanced Traits
- Better Lithoid Traits
- Some species classes get their own unique traits
- Integrated kuyan-judith's Trait Upgrader and Better AI Trait-Modding

Many New Civics and Origins, and changes to existing ones
- Equivalent Civics for corporations and gestalts
- Civics and Origins inspired by the Preset Empires
- Civics inspired by the (sadly now defunct) Hive Mind Expanded mod
- Two new megacorp authorities, based on the democratic and imperial authorities
- Preset Empires will use the new origins and civics where appropriate

New ways to get refugees:
- Pops might flee starvation, war, slavery, and very low living standards

New Edicts, and improvements to existing ones
- New Campaigns
- New Subsidies
- New Rare Resource Edicts

New Policies
- Governmental policies such as Media Rights and Healthcare
- Can choose to let vassals expand
- Megacorps get better and more varied trade policies
- Hive Minds can decide what unemployed pops produce
- Machines can chose if matrixed pops produce energy or physics research

Changes to Buildings and Jobs
- Buffed Medical Workers
- Clerks and Merchants produce more trade value on highly populated planets
- Criminal modifiers and branch office buildings often give unique criminal jobs
- Galactic Stock Exchanges and Psi Corps are Empire Uniques
- Buffed Branch Offices
- Buffed Resort Worlds
- Buffed some of the less useful buildings
- Maintenance Drones give more amenities, districts give less of them

Synthetic Empires get some machine intelligence swaps
- Tradition Swaps
- Mega-Warforms
- Chemical Processing slavery and purges
- Machine Worlds perk

Normal gestalts can give give non-gestalts residency, and build Autonomous Enclaves to support them.
- Too many free non-gestalts will cause increasing penalties, which can be mitigated with the Synchronicity finisher and certain civics
Hive Minds build districts and some buildings partially with food (unless Lithoid)
Gestalts can turn relic worlds into city worlds

Pops produce more crime

New ai personalities: Seekers of Knowledge, Xenophobic Protectionists, Decadent Technocracy, Warrior-Scholars, Peacekeeping Interventionists, Sneering Technocrats, Ambitious Unifiers
Ai personalities for Closed Collective and Closed Network, based off of the Xenophobic Isolationist personality
Ai personalities for gestalts that are friendlier and multi-species
Infestation AI personality based on the Driven Assimilator personality

General buffs and bug fixes


Credits
kuyan-judith, for letting me integrate their Trait Upgrader and Better AI Trait-Modding mod
Pawjwp, for supplying better looking origin icons


Donations
[www.patreon.com]
I have recently launched a patreon[www.patreon.com] page. I have a lot of future plans for my mods, but they will rely on your support to see fruition. I'm not planning on delaying releases for non-patreons or anything like that, but my patreons will get behind the scenes looks into upcoming content. If you enjoy my mods, I hope you consider donating a little.
Popular Discussions View All (6)
528
21 Sep @ 9:23am
PINNED: Bug Reports
Tovius
70
13 Sep @ 12:18pm
PINNED: Suggestions
Tovius
8
27 Oct, 2023 @ 12:09am
Suggestions: Species Traits
Tovius
1,242 Comments
Ben_D⚜ 28 Sep @ 7:30pm 
Hello Tovius, I'm posting here to let you and others know that I've uploaded a patch for those who use the Military Enhancements 2.0 [Invasion Events & More] mod in combination with this one here. It makes the terrestrial military units from this mod utilise the Armaments strategic resource introduced by the Military Enhancements mod. It's called the Terrestrial Forces Compatibility Patch . I hope this helps a few people.
Demognomicon 28 Sep @ 6:29pm 
@Tovius Looking forward to the updates, thank you!
Tovius  [author] 25 Sep @ 9:14pm 
Reminder to never use outdated mods after a major patch. Wait for an update.
Tovius  [author] 6 Sep @ 11:49am 
Huh, it is still waiting automatic moderation. Strange, Steam isn't normally that slow.
Demognomicon 6 Sep @ 9:45am 
@Tovlus That link is hidden or no permission.
Demognomicon 4 Sep @ 10:47am 
Any chance for compatibility with BPV more building slots?
A-Sartek 1 Sep @ 1:14pm 
Yes I'm aware there is a global flag in place, but now inline script toggles are preferred, primarily because it is more performance friendly.

More info about that here: https://stellaris.paradoxwikis.com/Placeholders

Please Tovius, help me out with that :Blessing:.
Tovius  [author] 1 Sep @ 1:09pm 
I already have a global flag that is set at game start that modders can use
A-Sartek 1 Sep @ 12:59pm 
Hello Tovius. If you have some spare time, I just have a small request for compatibility, is it possible that you add a scripted variable for your mod? It could be named anything that you'd like, this variable is useful for parsing, particularly for inline scripts.

Example below:


#################
# TOVIUS
#################

@tovius_expandedpops_mod_active = 1

#################
# END
#################

# The last line of this file must contain this comment