Stellaris

Stellaris

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Stellaris: More Negative Species Traits
   
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14 Apr, 2017 @ 7:15pm
14 May, 2021 @ 11:30am
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Stellaris: More Negative Species Traits

Description
Latest update: Nemesis


Mod for Stellaris version 2.1.3 (Distant Stars):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1587896127


After getting tired of the lack of negative traits in vanilla which railroad you into picking the same negatives for each species (Hello Sedentary...) which leaves the roleplay/characterization at quite a low point. In the end I decided to create this mod, which adds over 25 new Negative only traits. Unlike a lot of other "trait" mods on the workshop that affect your Empire overall, this mod only affects individual species within the Empire. These traits can also manifest in cross-bred races, allowing truly horrific and useless pops to manifest.

If you're unsure on how these traits interact with your game - they only affect the species that have that trait. So, having a Joozian with Preservationist on a 10 Mineral district will reduce the output by 15%, however, having a Joozian without Preservationist on that same district will not reduce the output. A Blorg on the same planet as one of those Joozians will not suffer either penalty.

Here's a list of biological species traits, each with their own icon and description. You can find the machine traits below.

For +1 trait point:

Non-combatants: -20% army damage, -20% army morale. No opposing traits.
Vulnerable: -25% army health, -25% defense army damage. Cannot select resilient, strong, very strong.

For +2 trait points:

Black Thumbs: -15% food from jobs, cannot select Agrarian
Spendthrift: -15% energy credits from jobs, cannot select Ingenious
Preservationists: -15% minerals from jobs, cannot select Industrious
Bodgers[www.google.co.uk]: -15% engineering research from jobs, cannot select Natural Engineers
Subatomic Brains: -15% physics research from jobs, cannot select Natural Physicists
Robotic: -15% sociology research from jobs, cannot select Natural Sociologists
Short-lived: -20 years to leader lifespans, cannot select Venerable or Enduring. You can, if you wanna go full hard mode, select Fleeting for -30 years! The AI cannot select this.
Disloyal: -25% unity from jobs. Opposes Conformists and Communal
Fractured: -50% governing ethics attraction, opposes Conformists. Hive minds cannot pick it.
Hedonists: -25% Governing ethics attraction, +25% consumer goods consumption, +10% housing usage.
Impotent: -20% growth speed, -5% happiness. The AI cannot select this.
Depraved: -20% worker & slave happiness. The AI cannot select this.
Snobbish: -20% output from Worker stratum. Blocks Agrarian and Industrious.
Wild: +30% Empire Sprawl from Pops.

For +3 trait points:

Extremely Nonadaptive: -40% habitability. Pick this at your own risk. I have no idea how it works with the new habitability since I won't be playing for a week or 2 so I can't test how stupid or damaging this is...anyway: Cannot select Adaptive, Extremely Adaptive or Nonadaptive, Grounded or Robust. The AI cannot select this.
Large: +25% growth time, +25% pop housing usage. Can't select rapid breeders or fertile.
Thick Skulled: -15% all research, -1 leader level cap. Cannot select Intelligent or Erudite. You can, however select natural engineers, etc. to offset an individual malus.
Powerless: -40% army damage, -10% All resources from jobs. Cannot select Strong or Very Strong
Lazy: -30% resources from jobs. Cannot select Agrarian or Industrious. Can still select strong, scientists, etc.


For 4 trait points:

Mentally Impaired: -25% from all science jobs, -50% leader XP gain, -2 leader level cap. The AI cannot select this.

For 5 trait points:

Grounded: -60% habitability.

Now for the Machine traits. Machine traits work a little bit differently. Due to only having one point to spend and 4 traits to pick, I didn't go overboard in adding a load of -3 points and such.

Machine traits:

Power Siphon: -10% energy credits from jobs. Can't pick Superconductive. -1 point.
Overenthusiastic Minerbots: -10% minerals on from jobs. Can't pick Power Drills. -1 point.
Illogic Engines: -10% physics, society & engineering on from jobs. Can't pick Logic Engines. -1 point.

Demanding Hardware: +25% upkeep costs, +25% consumer goods cost. Can't pick Efficient Processors or Durable. -2 points.
Built to Spec: -25% assembly speed, +25% assembly cost. Can't pick Recycled or Mass Produced. -2 points.
Slowbots: -1 to maximum leader skill levels, -25% leader EXP gain. Can't pick Enhanced Memory or Learning Algorithms. -2 points.

Compatibility: There should be no compatibility issues because everything has a unique filename and such, thus causing no clashes.

It shouldn't, but if it breaks anything, ask me and I will try to fix it.

If you have any suggestions and requests, I will try to add them if I think it fits.
26 Comments
Shattered  [author] 22 May, 2021 @ 1:24pm 
haha, no worries. The game has always lacked the small, flavorful things that don't make much difference, but one you'd notice if it was gone, ya know?
Bnsu♡ 22 May, 2021 @ 12:57pm 
Awesome! thank you!
Shattered  [author] 22 May, 2021 @ 12:08pm 
yeah, its all done
Bnsu♡ 22 May, 2021 @ 8:30am 
Hey have you looked at updating it?
Shattered  [author] 14 May, 2021 @ 11:25am 
Oh yeah sure, should still work but I'll sort that out sometime today
Bnsu♡ 14 May, 2021 @ 7:25am 
Hey dev, any chance it would be updated for 3.x? want to spice up my Stellaris empire creating. THis is something im looking for. Ty!
Shattered  [author] 28 Mar, 2020 @ 10:59am 
also, if you have any suggestions, go ahead :) I haven't played since October, but I still keep up with the game, to see if there's any potential mechanics I can mix with this mod.
Shattered  [author] 28 Mar, 2020 @ 10:57am 
No problem. I will update it for Federations, but even so, it should work fine :)
Shattered  [author] 10 Dec, 2018 @ 3:27pm 
NP, enjoy it.
Cylindryk 10 Dec, 2018 @ 2:07pm 
Thank you very much. :)