Stellaris

Stellaris

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V_TRAITS
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3.061 MB
8 Oct, 2022 @ 8:10am
4 Jan @ 11:35am
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V_TRAITS

Description
3.14.* Ready

What is it about
In the game only Fungoids, Plantoids and Lithoids get unique traits that no other species class has. This is a bit of a problem because at the end of the day there is no difference between them. There is no difference between Arthropods and Mamalian species when it comes to unique traits as they get none. This mod adds over 200 traits, that are divided between all species classes. All of these traits are based on real phenomena, and tropes related to the species class.

A lot of these traits are focused on how they impact or are impacted by the environment they find themselves in and how they impact the environment themselves. As a example Avian, Arthropoid and Aquatic species gain access to the Brood Parasite trait, that increases their pop growth speed at the cost of other species. For a more positive kind of impact we have the Fertilising trait avilable to Plantoids and Fungoids that increases habitability for all by +1%. There is something for even pop bombing connoisseurs with traits like Infertilising, Locusts, Plagued, and Polluting that reduce habitability, but do it in different ways and differing severity.

Maybe you want to have a different take on Xenophilia. A more... Parasitic kind of it. Growing your species at the expense of others via brood parasitism, or by being a brain parasite that slowly takes over other empires. You can even be a social parasite and refuse to do any worker jobs at all. And if you want to be nicer to your neighbors you can always have your species make use of the Behaviour Altering trait making your other pops more happy.

For now the mod includes:
  • 8 Previously cut traits
  • 26 Generic traits for Biological and Lithoid species
  • 45 Ethic specific traits
  • 99 Species class specific traits for Biological species
  • 26 Traits for Lithoid Biological species
  • 1 History trait for organics
  • 25 Traits for Machines
  • 2 History traits for Machines
  • 11 Traits for Presapients
  • 4 Traits for Hiveminds
  • 5 Origin specific traits
  • 26 Traits for Cyborgs
  • 12 Species specific traits for Cyborgs

Future content
  • More traits for every species class.
  • Rebalancing, fixing and reworking of certain traits that cause gameplay and performance problems *cough* Mutagenic *cough*.
  • Adding more languages and fixing typos.

Performance
This mod might be on the more resource intensive side of things. So if you feel the game lags too much for your taste go and subscribe to the Performance Patch and put it below V_TRAITS in the load order. The Patch disables randomization for traits using triggered modifiers, only allowing custom empires to make use of them. Another thing you can do is to turn Xenocompatibility off.

Languages

Compatibility
Files owerwritten: 00_social_classes, 01_gestalt_drones, 02_other_categories,
If any mod also overwrites these files, something will most likely break and will require a compatibility patch.




My other Mods
  • V_TRAITS Performance Patch - Like the name says it is a performance patch. It disables the random selection of performance intensive traits for randomized empires.
  • V_TRAITS No Species Class Restriction Patch - A patch that removes species class restrictions for most traits.
  • Abspecies - A mod that allows for the creation of Abspecies. It is a standalone submod and doesn't require V_TRAITS to function.
  • Far From Home - A mod that allows for having a different homeworld than you started with. It is a standalone submod and doesn't require V_TRAITS to function.

Remember to leave your suggestions for traits and ballance changes below.
Also please report the bugs when you find them, it really helps.

[discord.gg]
Popular Discussions View All (3)
117
29 Dec, 2024 @ 6:03am
PINNED: Bug Reports and Grammar
Xyre
47
29 Dec, 2024 @ 4:27am
PINNED: Trait and balance suggestions
Xyre
195 Comments
Xyre  [author] 16 hours ago 
Happy new year to you too!
As of now the line should be in the mod.
Inny [The Merger] 20 hours ago 
Happy new year!
Can you please add a scripted variable to identify your mod? @has_v_traits_mod = 1
Thanks!
Xyre  [author] 4 Jan @ 5:00am 
Sure thing.
kjujp 4 Jan @ 2:13am 
I have created a Polish translation, if you would like to include it in the description.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3400145739
This is a very good mod, thanks.
Attano 31 Dec, 2024 @ 8:01pm 
Do you know if the Neuroplasticity trait can remove the big negative traits from the Under One Rule origin?
Pirate of AE 27 Dec, 2024 @ 5:42am 
wish there was a list of what traits Piezobiont hits/combos with
Xyre  [author] 24 Dec, 2024 @ 4:46am 
@A Mental Mammal That can happen if a species has a gender set to all male, all female or indeterminate. In fact it gets randomised who gets that trait if that's the case.

@Tsuketsu That's because zzz_00_v_planet_soldier_jobs determines the effects and weights related to V_Traits soldiers. But, as of now, it does only affects job weights.
A Mental Mammal 23 Dec, 2024 @ 9:50pm 
I think the polyandrous (and thus likely polygamous) is not behaving as intended. The leader trait doesn't always get applied to female leaders, and while it can be applied to regular leaders using the console, that doesn't work on imperial rulers or their heir. The ruler will sometimes get it when you start a game, but not always, and from my testing the heir never does. My guess is the leader trait for imperial rulers and heirs that only let them get councilor traits is causing the problem there.
Tsuketsu 20 Dec, 2024 @ 9:53am 
Probably going to cause other issues down the line, but deleting the 'soldier' section of zzz_00_v_planet_soldier_jobs seems to have solved the problem for me...
Tsuketsu 20 Dec, 2024 @ 9:13am 
For some reason the mod seems to be preventing soldiers from producing stability or gaining unity production from the ethics and civics mod...