Stellaris

Stellaris

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New Leader Traits - New perks and tradeoffs
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9 May, 2020 @ 3:06pm
28 Apr, 2021 @ 1:18am
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New Leader Traits - New perks and tradeoffs

Description
Motivation
I always felt that Stellaris leaders were a bit blank and underpowered. They only serve as a small cog in order to keep running your game, but you never really care about them. At any point in the game - you wouldn’t be able to recall which scientists, governors and rulers are currently employed. On top of that - their bonuses aren’t that significant. Even more on top of that - there is never a tradeoff between their skillset. Yes, you can gain negative traits as you progress, but that happens too rarely to take into consideration.

Unfortunately, I wasn’t able to find any mods to fix this. And most of the mods that deal with leader traits are not maintained anymore.

So, what this mod tries to do? Well, we will try to fix it!

This mod aims to add an additional layer of spice and flavor to your leaders. We want to make leaders more unique, significant and contribute to the Role-Playing aspect of the game.

What this mod contains
  • 10 new Admiral traits
  • 9 new General traits
  • 11 new Governor traits
  • 12 new Ruler traits
  • 6 new Scientist traits
  • 4 Generic leader traits

In order to support those traits, there are few balance changes that you need to be aware of:
  • Default leader pool has been increased to 5 leaders per class
  • Leader maximum trait points have been modified in order to enable different combinations of traits. Thus, a leader can have 2 traits (positive and/or negative) which are less powerful or 1 trait that is very powerful
  • Leader default cost has been increased to 500 energy in order to combat increased perks they bring
On top of that - I took quite a bit of time to bring in graphic elements that the players will be constantly seeing, so this mod will also contain:
  • New 51 icons, modified in order to fit into the game’s style
  • Fully written character and trait description that should add flavor to your leaders
New Traits
Spreadsheet with all new traits and their respective bonuses - https://docs.google.com/spreadsheets/d/1qQg9C3BQoz8eYrjTtAeXfGabsJih-2c_O01rM48HQds/edit?usp=sharing


Would really appreciate your feedback.


Plans for future
  • Player feedback and mod maintenance
    This is a key one - I hope to receive more feedback in order to fix any critical/severe issues that I’m not aware of.
  • Mod optimization and enhancement
    Fixing issues in the Known Issues section
  • Being more strict about which traits are available to which form’s of Government
    I tried to make all traits to be universal for the majority of the empires, but I might disable certain traits for specific governments. At the moment new traits are disabled for Gestalt Consciousness and Machine empires.
    I will observe player feedback and perhaps optimize/merge some of the traits if they don’t bring any value to the player experience.
  • Event chains for the new leaders
    This is a big one. After minor aspects of the mod will be resolved - I’ll start creating event chains involving those leaders. If you have interesting ideas about events and stories that could be implemented - I’ll gladly hear them out and will look into implementing them. I’ll leave the form to fill out in the Links section down bellow

Known issues
  • Some icons seem to behave differently on different displays/monitors and depending on the resolution the game is rendered. I’ve tested it on my laptop and desktop and all seems to work fine, but I’ve received feedback that some icons look a bit cheap. Nothing game-breaking, but I want players to be not able to tell which were vanilla and which were mine
    I hope to receive more feedback in order to narrow down the culprits.
  • I haven’t yet crossed referenced all traits and haven’t flashed out trait opposites, so you might see some weird combinations of traits. Its not that bad, but again - I want to make it perfect
  • AI handling new traits. I haven’t written this section. I don’t think it’ll affect AI much, but I’ll change that if it becomes a problem
  • Balance - this is a tricky one as any balance changing mechanic needs to be tested by various playstyles, so I hope to receive feedback before I make significant changes.


Links
Mod on Github - https://github.com/Aleksey1590/Stellaris_Leader_Traits_Overhaul
Form for reporting bugs / feedback - https://forms.gle/yWouiamA5hYNnGgMA
Ideas for leader event chains - https://forms.gle/pgWCJc4RngjBc5z99
23 Comments
PookySmile 24 Oct, 2021 @ 8:47pm 
One thing really bothers me, that is 500 energy cost.
That is really too much for the early-early-game. It is supposed to be full of exploration, anomalies, archeology sites. And you need like alot of scientists. Basically for the first 15-20 years there is literally nothing else to do, than just build those science ships and dig artifacts.
So, maybe make a scaling cost modifier that grows every 25 years or so, or at mid-game and late-game dates. Or maybe the cost should grow depending on empire sprawl.
Retheri 28 Aug, 2021 @ 8:29am 
Such a criminally underrated mod!
Dar Kunor 2 Jul, 2021 @ 4:08pm 
is. . . 3.0 compatible? i would love to know
Derek Liqueur 28 Apr, 2021 @ 12:17am 
Thank you:steamhappy:
Dar Kunor 27 Apr, 2021 @ 9:50am 
Thank you man, people like you make this game worth the money
Krystal  [author] 27 Apr, 2021 @ 4:55am 
Wow, thanks everybody for the feedback. I took a break from modding and Stellaris but with Nemesis DLC Im back into this. I'll update the mod to be compatible, plus look into game balance of this.

Thanks everyone :)
randy 18 Apr, 2021 @ 6:48am 
Not compatible. Traits don't show up at all in 3.0.1
Derek Liqueur 16 Apr, 2021 @ 2:11pm 
Please update this mod:steamthumbsup:
Dar Kunor 16 Apr, 2021 @ 8:16am 
so, here we go... its 3.0 compatible?
Samar 7 Feb, 2021 @ 11:23am 
Hello! Great work, I like it! But could you slightly customize your mod, please? The "Inactive" trait for scientists (-1000% EXP) is too hard, I think. And 500 energy leader's cost is too much for me in the starting game. I tried to edit txt files, but probably it works the different way. :)