Stellaris

Stellaris

Weird Traits
29 Comments
Lama 15 May, 2022 @ 10:40am 
it's a shame it's not updated
Boltergeist 12 May, 2022 @ 6:57am 
Thank you :)
thegreyprophet  [author] 12 May, 2022 @ 6:10am 
Sure, go ahead! I copied a lot of the original traid code from another mod anyway, so it would be hypocritical of me to complain if someone else then copies it again.
Boltergeist 11 May, 2022 @ 7:10am 
Heya, since this hasnt been updated in a while, would i be allowed to incorporate it into my mod?
Amazon Prime 27 Apr, 2021 @ 1:08pm 
sex
kuyan-judith 23 Jul, 2020 @ 3:48am 
Thanks. What was the mod you copied them from?
thegreyprophet  [author] 11 Jul, 2020 @ 3:39am 
I copied all the icons from another mod, so feel free to use them! They're not mine, anyway.
kuyan-judith 11 Jul, 2020 @ 3:24am 
Is it okay if I use some of your icons from this mod for a trait mod I'm making?
Popo Bigles 30 Aug, 2019 @ 3:26pm 
I just found you on the Stellaris Workshop, I like what you make, really nice. Hope you get your reality sorted out so you can return to the Cult of Steam .
thegreyprophet  [author] 15 Apr, 2019 @ 10:22am 
Probably. At least it's still planned. Just too much to deal with in RL right now for doing everything I want. Sadly, this mod here was part of the things I had to cut to make time.
Neutral Yang 14 Apr, 2019 @ 6:31pm 
are u going to update this mod
EgoDeth 23 Jan, 2019 @ 12:07pm 
thanks, I'll try it out and let you know.
thegreyprophet  [author] 23 Jan, 2019 @ 11:37am 
I don't think traits changed in a major way between 1.9 and 2.2, so this is basically it.
EgoDeth 22 Jan, 2019 @ 7:52pm 
Is there a 1.9 version of this?
thegreyprophet  [author] 12 Jan, 2019 @ 3:25am 
No idea! I don't have time to work on mods right now. If you're using the mod after 2.2 dropped, all bets are of! (Sorry.)
Zeph 11 Jan, 2019 @ 7:38pm 
Does empathic no longer grant extra unity and increased happiness for alien pops?
thegreyprophet  [author] 25 Dec, 2018 @ 3:22pm 
That's a good point. If I get the time to update this mod after the Holidays, I'll take it into account.
Tahvohck 25 Dec, 2018 @ 12:27am 
Gigantic and Miniscule should probably have housing modifiers as well. Based on the existing traits I'd suggest 15%.
Castillo de San Marcos 15 Dec, 2018 @ 7:50pm 
Quick bug report, Im using no trait modifiers but the Inquisative and Natural Scientist and Shifter and Unique traits have no modifiers. The Metallotolerant trait has only the army damage modifier.

The only thing I can think that might be a conflict is Real Space/Diverse Planets but im 90% sure that's not it.
MochiLord 9 Dec, 2018 @ 6:36am 
very interesting:steammocking:
thegreyprophet  [author] 15 Oct, 2018 @ 11:01am 
The robot trait list[4]

„Fragile“ / Cost: -2
These units break easily and are unsuited for the stresses of the battlefield.
-Army health is reduced by 50%
-Your pops need 33% more consumer goods to simulate higher maintenance costs
-Can‘t be shifters

„Shifters“ / Cost: 4
These units are a complex amalgamation of smaller automatons that can combine to perform various functions.
-Can‘t be fragile, but can be massive! (Transformers or macro nanotech, you decide!)
-Resource output is 12% higher
-Population building speed is 33% faster.
thegreyprophet  [author] 15 Oct, 2018 @ 11:01am 
The robot trait list[3]

„Unique“ / Cost: -4
The secrets involved in the production of these strange machines have been lost to time, perhaps forever. Recreating this mastery involves a herculean effort.
-Unique machines can‘t be mass produced
-Built cost for new robo pops is 1000% higher (was 10k% higher)
-It should now be theoretically possible to build new pops. Still very challenging if not used with dreaded assimilator civ.

„Massive“ / Cost: -2
These gargantuan monstrosities of engineering simply cannot be transported off-world.
-Resettlement cost is 500% higher.
-Combine with „Unique“ for extra hilarity
-Can‘t be combined with „Double jointed“ or „Bulky“
thegreyprophet  [author] 15 Oct, 2018 @ 10:50am 
*Cut for length: When testing other bad hability traits from the base mod I adapted (Xenology), I realized taking some of the reall harsh ones were a trap, since after a certain percentage the hability on your homeworld will drop, too. Which is obviously nuts. To prevent people taking those traits ending up with sore losers hating their own homeworld, I capped the traits at 30% badness and added a pop happiness boost to at least keep your people happier at sitting on shitty planets.
thegreyprophet  [author] 15 Oct, 2018 @ 10:46am 
LOL, I just noticed Steam censors bad words, even harmless ones. That's just great. :steammocking:
thegreyprophet  [author] 15 Oct, 2018 @ 10:42am 
The trait list[2]

"Natural Scientists" / Cost: 6
In this species, a quirk of brain structure makes its members predisposed towards science. They can be disturbingly rational and meticulous researchers.
- The hilariously strong version of the "Inquisitive"-trait. All sciences +20%, scientists cost 25% less influence

Welp, apparently my list was just a little bit too long. After cutting around a bit I was able to fit almost every trait. There are some robot traits missing, I'll post them shortly.
Metts 14 Oct, 2018 @ 7:24pm 
try putting the list in the comments?
GGinger 14 Oct, 2018 @ 12:45pm 
Good luck OP hopefully steam stops crying
GGinger 14 Oct, 2018 @ 12:45pm 
Moment of truth, no list of traits but I'll give it a shot!
thegreyprophet  [author] 14 Oct, 2018 @ 10:40am 
Second try, I re-uploaded the mod with some typos fixed. The real trait list is ready and the placeholder deleted. Now if Steam would just allow me to post the full list instead of having a fit, taht would be swell