Stellaris

Stellaris

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z Expanded Traits, Civics, Pops, and More
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7.990 MB
10 jan 2019 om 14:49
31 jul om 18:52
358 wijzigingsnotities (weergeven)

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z Expanded Traits, Civics, Pops, and More

In 1 verzameling van Tovius
Expanded Mod Collection
53 items
Omschrijving
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.
Populaire discussies Alles weergeven (6)
498
11 aug om 12:06
BELANGRIJK: Bug Reports
Tovius
69
28 dec 2024 om 1:52
BELANGRIJK: Suggestions
Tovius
8
27 okt 2023 om 0:09
Suggestions: Species Traits
Tovius
1.229 opmerkingen
kapolis 16 uur geleden 
in league of nation origin, clearing the deposit says it gives you 2 pop instead of 200. I think it is a tooltip issue.
IndAVdiv 16 aug om 10:12 
Well I found it. it's "! Universal Game Rules Patch" Mod that cause the bug.
Tovius  [auteur] 16 aug om 6:28 
Again, that is not happening on my end.

In the future, please run the game with only my mod and its required sub mods installed to make sure it is my mod that is causing the issue before posting a bug report.
IndAVdiv 15 aug om 23:25 
Hmm from what I see Megacorps, regardless if they have Crime Civic or not can Build Criminal Holding in Planet in which their owner didn't have any commercial pact with the Megacorp.

Though if the target empire has commercial pact then the Corporate Holding became normal.

Is this a feature?

Or a bug?
Tovius  [auteur] 15 aug om 21:14 
It is working fine on my end.
Tovius  [auteur] 15 aug om 20:59 
Are you sure it is this mod? Does the feature persist with only this mod and its sub mods active?
IndAVdiv 14 aug om 18:43 
Do all Megacorp Branch now produces crimes and crime job? Even without Crime Civics?

Because that's what happened to me.

Is this a feature or a bug?
Sinon Lynx//Manifold 13 aug om 3:54 
Im not saying there is anything wrong with the mod, but when you have 100+ active mods things tend to get jammed up, this mod is often the source of those issues (which isnt a issue with the mod, its working as intended, just being used in an unintended way), and i like to leave comments explaining how to fix these kinds of issues when i find them, as to hopefully save others the hours of testing needing to identify the source of the issue.
Tovius  [auteur] 10 aug om 19:43 
They do have authorities, civics, ext, on my end. Please make sure you have the required sub mods.
Sinon Lynx//Manifold 9 aug om 6:54 
If anyone is having an issue where the overlord in the imperial fiefdom origin lacks government features (no authority, no ethics, no civics), then this mod is likely the source of the issue wrt mod incompatibilities, ripping out the overlord file in the solar system initializers folder seems to be a workable solution (although it may or may not also require the removal of the origins files in government > civics)