Stellaris

Stellaris

Ethics and Civics Classic (Machine Spirit Update)
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NewAgeKid52 26 Feb, 2018 @ 7:47pm
Suggestions for 2.0 Cherryh mod
Hi Petruxa

I want to provide updated suggestions for 2.0 Cherryh, a list of suggestions to add more civics into your mod, so that empires can be fleshed out more. I will try to stick only to what was originally in vanilla Stellaris but removed from your mod, and civics you made in past versions of your mod that were green or blue that you removed. I think there should be more civics especially because there is an option to get more civics but very few options to further personalize or customize your empire, and they all look the same as any other since there is so few choices. But first, I want to start with Gestalt Consciousness, then I'll move into civics for regualar empires.

-------------

Ethic Gestalt Consciousness:

+1.5 Monthly Influence
+4 Core Sector Systems
+2% Pop Resource Production
-10% Starbase Influence Cost
+12% Ship Building Speed
+12% Building Build Speed
country_naval_cap_mult = 0.05
-10% Tradition cost per System
-20% War Exhaustion

I think these would be good for the ethic Gesltalt Consciousness, while it looks powerful, we have to remember that Gestalt Consciousness empires (both Hives and Machines), do not get the ability to get great specialized Ethics that provide powerful buffs, and also do not gain the benefit of either Agendas which provide further flat bonuses, nor Mandates for vast amounts of influence. They also don't get the 20% potential bonus from happiness either. I think these would be good for Gestalt Consciousness because it is soft focused on expansion which is what Hives/Machines do and since they don't get tired, have lives outside of work like regular people do, they can have a population resource bonus but also don't have the advantage of being passionate at work like if they're happy, or slavery bonus from working very hard due to fear of punishment for not producing enough. Also, I am requesting this for Gestalt Consciousness because you haven't had time to change the civics for Hives/Machines, so this also has to cover for not being able to enhance Hive/Machine civics too. Gestalt Consciousness then can be a jack-of-all-trades well rounded ethic with a soft focus on expansion due to less starbase influence cost.

----------------

On to Civics I'd like from vanilla Stellaris to return:

(Militarist and Democractic/Oligarchic) -Citizen Service: Increased naval capacity and slight ship build speed increase (because Stratocracy right now doesn't give the increased naval capacity when it seems to intended to replace Citizen Service)
+20% Naval Capacity
+3% Ship Build Speed
+1 Unity from Fortress and Strongholds

(Any) -Functional Architecture: Less building cost and higher building speed (can stack with Master Engineers)
-15% Build Cost
+15% Building build speed

(Militaristic OR Xenophobe) -Nationalistic Zeal (or Nationalism):, which gives more/better rivalries and claim influence cost reduction)
+10% Rivalry Influence gain
+1 Rivalries
-10% Claim Influence Cost
+0.2 Influence when at war (defensive)
-10% War Exhaustion

(Any) -Efficient Beauracracy:
+3 Core Sector Systems
+3% Energy Production
-5% Tradition cost per colony

(Any) -Cutthroat Politics:
+1 Influence
+10% Edict Duration

(Any, but not Fanatic Egalitarian or Fanatic Libertarian) -Corvee System:
-60% Resettlement cost
+3% Slave Production Bonus
+0.25 Influence

(Any, but not Pacifist) -Warrior Culture: Slight unity bonus and faster army recruitment rate, army damage, and army upkeep reduction
+20% Army Damage
-20% Army Upkeep
+4% Unity (from the martial traditions of a warrior culture and other cultural stuff that springs from it)
+20% Army Build Speed
+7% Army Disengagement Chance

(Any or Industrialist) Mining Guilds:
+10% Minerals
+2000 Minerals

(Democratic, Oligarchic, Dictatorial) -Shadow Council:
-80% Election Influence Cost
+0.3 Influence
+10% Governing Ethics Attraction

----------
Suggested changes to existing vanilla Stellaris civics:

(Oligarchic or Imperial) Aristocratic Elite:
-50% Governor Recruitment Cost
+4 Empire Leader Capacity
+4% Unity (from the Aristocratic Elite being all whimsical and act like the 17th century European nobles with their love of culture and what not)
+1 Sector Limit
+1+2 Governor skill level cap

(Any, except Fanatic Libertarian or Spirit of Freedom Civic) Police State:
-35% Unrest
+10% Governing Ethics Attraction

Can this be made so anyone except Fanatic Libertarians or those with Spirit of Freedom civic can have it, and remove the requirement for Authoritarian ethics? It should be usable by any government. A democracy can have a police state.

Agrarian Idyll: Please return it to being +1 Unity per farm like in vanilla. It is ok to have +5% biological happiness and -10% minerals since it is a very powerful civic.

Inward Perfection: Please return it to the way it was in vanilla, with all of those things. It makes for a very different playstyle but the 1.9 version of Ethics Rebuild really strips it of its uniqueness.

(Dictatorial/Imperial) Philosopher King/Enlightened Leader: Can this be made so any Dictatorial or Imperial leader can use it, and remove the requirement of being Pacifist? Also keep the Ruler gaining experience faster too. Maybe adding a -5% edict cost may be good too, as a Enlightened Rule will be smart enough to implement their will more effectively. Maybe also a +3% happiness would be good too as well because people will be happy their ruler is good at governing well.

(Must be Authoritarian, Spiritualist, and Imperial authority) Imperial Cult:
-25% Edict Cost
+30% Edict Duration
Lower ethic governing divergence due to distance

---------
Thanks very much for reading this. You can alter the values and do whatever you wish with these suggestions.

I will post more on the other civics from past versions of Ethics Rebuild soon...
Last edited by NewAgeKid52; 8 Mar, 2018 @ 5:37pm
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Showing 1-13 of 13 comments
NewAgeKid52 27 Feb, 2018 @ 9:16pm 
(Any, or Spiritualist) Keepers of Traditions:
+10% Unity
-15% Tradition Cost per Planet
-15% Tradition Cost per System

(Spiritualist) Asceticism:
-10% Food Consumption
-15% Consumer Goods Cost
-5% Unrest
+10 Leader Lifespan

(Individualist, cannot have Free Trade Association civic) Trade League/Corporate Dominion (vanilla) meant to be a government dominated by corporations, compared to Free Market which allows the common person to get into the economy:

+10% Minerals
+2000 Mineral cap
+10% Energy
+2000 Energy Cap
+1 Energy per Starbase Trading Hub
+20% Trade Attractiveness
-5% Research Speed
-20% Influence Gain
-15% Unity
Can Build Private Colony Ships

(Dictatorial) Personality Cult or merge with War Lord:
+1 Ruler Skill Level cap
+10% Influence Gain
-5% Tradition Cost per System

(Imperial) Parliamentary Monarchy:
???

(Militarist) Elite Militaries: (Warcrafters should be different but still included in the mod)
+5% Fire Rate
+7% Evasion
+20% Army Damage
Ships start with 100 experience
Armies start with 100 experience

I would like if Feudalism Civic, and the vanilla Stellaris government "Feudal Empire", were to come back as well. It would be different than Imperialism now, in that it would have different stats and not require Authoritarian ethic. All it would need is to be Imperial government, but maybe weaker in some ways.
Last edited by NewAgeKid52; 6 Mar, 2018 @ 11:19am
prassel 28 Feb, 2018 @ 7:42am 
remove ethics attraction modifiers on traditions
NewAgeKid52 28 Feb, 2018 @ 6:13pm 
Hi Petruxa
I even tried it out myself. I did the Gestalt Consciousness Ethic, so you can copy and paste it under
ethic_gestalt_consciousness = {

Here it is:
country_modifier = { country_resource_influence_add = 1.5 country_core_sector_system_cap = 4 country_naval_cap_mult = 0.05 pop_resource_output = 0.02 country_starbase_influence_cost_mult = -0.1 starbase_shipyard_build_speed_mult = 0.10 planet_building_build_speed_mult = 0.10 TRADITION_COST_NUM_SYSTEMS_MULT = -0.1 country_war_exhaustion_mult = -0.2 } }

Would you like me to try to do it for all the vanilla civics that weren't included and others from the above posts? If so, please tell me so I can help with your mod. This can help you do it easier and faster, and you can concentrate more on other parts of your mod.
Last edited by NewAgeKid52; 11 Mar, 2018 @ 6:53pm
NewAgeKid52 1 Mar, 2018 @ 9:54am 
It seems that Paradox has released 2.0.2 beta, and there they changed up Distinguished Admirality and Aristocratic Elite considerably, to make it +2 Admiral/General Level Cap and +2 Leader Capacity for each. The same with Gestalt Consciousness now has a new -20% War Exhaustion. I will continue to watch it and update my list and cut-and-paste code if or when Paradox releases a non-opt in patch for everyone.

Petruxa would you like to return Distinguished Admirality as a civic, or just have Stratocracy be the sole civic to be the one that increases Admiral level cap? I think for Aristocratic Elite, it can be changed to be like the 2.0.2 beta version where it increases Governor Level cap by 2, and provides only 2 more leaders. The Gestalt Consciousness -20% War Exhaustion seems to be a good idea too.
Last edited by NewAgeKid52; 2 Mar, 2018 @ 5:00pm
Friedrich 1 Mar, 2018 @ 9:56pm 
"Inward Perfection: Please return it to the way it was in vanilla, with all of those things. It makes for a very different playstyle but the 1.9 version of Ethics Rebuild really strips it of its uniqueness.

(Dictatorial/Imperial) Philosopher King/Enlightened Leader: Can this be made so any Dictatorial or Imperial leader can use it, and remove the requirement of being Pacifist? Also keep the Ruler gaining experience faster too. Maybe adding a -5% edict cost may be good too, as a Enlightened Rule will be smart enough to implement their will more effectively. Maybe also a +3% happiness would be good too as well because people will be happy their ruler is good at governing well."

This. So much this.
NewAgeKid52 6 Mar, 2018 @ 11:24am 
Here are some more ideas off the top of my head of reintroducing old civics into your mod. I looked at your old Ethics Rebuild mod and tried to balance it with new ideas for 2.0 Cherryh.

(Spiritualist and Xenophobe) Chosen Ones:
+8% Monthly Unity
+5% Citizen-only pop happiness
+15% Assault Army Morale
+10% Assault Army Damage
-10% War Exhaustion
+50% Diplomatic Influence Cost

(Individualist and Militarist) Private Military Corps:
-20% Ship Upkeep Cost
-15% Army Upkeep Cost
-5% War Exhaustion
-4% Fleet Damage
-12% Influence Gain
-10% Monthly Unity
-2% Energy
Cannot have Elite Militiaries or Warcrafters Civic at the same time
*I know that for 2.0 Ship Upkeep, especially in terms of minerals is very high. That is why I would like this civic to be very powerful, with a lot of drawbacks to compensate. If the mineral upkeep like in 2.0 were to go down significantly in a later patch, then maybe the bonus to having less ship upkeep can be kept with less or no debuffs.

(Any) Enviornmental Engineers:
-20% Terraforming Cost
+20% Terraforming Speed
+25% Planetary Clear Blocker Speed
-25% Planetary Clear Blocker Cost
+25% Research "New Worlds" technology category
Start with "Terrrestrial Scuplpting" technology
Cannot be removed after game start

(Imperial) Parliamentary Monarchy:
+15% Faction Influence Gain
+20% Edict Length
+8% Unity
-10% Influence

(Any but NOT Fanatic Collectivist, Fanatic Enviornmentalist, Fanatic Spiritualist, nor with Asceticism civic) Consumerism:
+5% Energy
+5% Pop Happiness
+20% Trade Attractiveness
+20% Consumer Goods Cost
-3% Unity

My idea for changing existing civic:

(Militarist and Industrialist) Warcrafters:
+5% Weapon damage
+10% Ship Hull
+5% Armor
+10% Research Speed Increase (Materials)
+10% Research Speed Increase (Particles)
+10% Research Speed Increase (Rocketry)
-20% Ship Upgrade Cost
+10% Ship Cost
-5% Ship Build Speed

Change Slaver Guilds so it only requires Authoritarian ethics. No need for Elitist as well. I think it makes sense because I think it can be a slave society where the common person can own a slave and make him work very hard and brutally, they don't need to be the "Elite" of society in order to own slaves.
Last edited by NewAgeKid52; 6 Mar, 2018 @ 12:03pm
darkknight99 6 Mar, 2018 @ 4:01pm 
I added this in the comments but I'll add it again here: a civic to represent a socialist market economy like yugoslavia
GoblinCookie 7 Mar, 2018 @ 1:05pm 
Originally posted by darkknight99:
I added this in the comments but I'll add it again here: a civic to represent a socialist market economy like yugoslavia

Not having either individualist OR collectivist ethic perhaps? Well actually it could be combined with moderate collectivist but not fanatic. Or maybe what you are talking about *is* simply moderate collectivist.
Last edited by GoblinCookie; 7 Mar, 2018 @ 1:07pm
NewAgeKid52 7 Mar, 2018 @ 6:39pm 
Hi Petruxa and everyone:

I tried to test out altering the civics for Hive Minds and Machine Consciousness myself, to see if it can be balanced and goes well with Ethics and Civics Rebuild. So I posted it here, so Petruxa you can try it out. I looked at my old ideas in the thread about Hive Minds and Machine Consciousness and tried to fit them in thematically and balance-wise with the rest of the mod.

Maybe you can try it out. Just go into 00_civics.txt and delete everything from # Hive Mind down, and paste all this. Petruxa since it seems it either takes too much time to think about Hives and Machines, do you think you can try putting this code for Hives and Machines so they'll be further developed in your mod? For everyone else, try it out see how it plays and post your ideas on if this would be good balance wise and thematically with this mod.

Feel free to edit/delete any values and stuff. I did this for Petruxa because it takes a while to code so you don't have to spend too much time with Hives and Machines, but I really wanted to see them not left behind in the mod.

# Hive Mind civic_hive_subspace_ephapse = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { country_naval_cap_mult = 0.15 SHIP_EVASION_MULT = 0.04 SHIP_SPEED_MULT = 0.05 } } civic_hive_natural_neural_network = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { num_tech_alternatives_add = 1 all_technology_research_speed = 0.04 } } civic_hive_ascetic = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { pop_consumer_goods_mult = -0.20 pop_food_req_mult = -0.1 } } civic_hive_one_mind = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { country_resource_unity_mult = 0.15 TRADITION_COST_NUM_COLONIES_MULT = -0.1 } } civic_hive_divided_attention = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { country_core_sector_system_cap = 3 country_resource_energy_mult = 0.03 edict_cost = -0.10 } } civic_hive_strength_of_legions = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { army_damage_mult = 0.20 army_upkeep_mult = -0.20 PLANET_ARMY_BUILD_COST_MULT = -0.15 planet_army_build_speed_mult = 0.2 ARMY_DISENGAGE_CHANCE_MULT = 0.07 } } civic_hive_subsumed_will = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { country_resource_influence_add = 1 edict_length_mult = 0.10 } } civic_hive_pooled_knowledge = { potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } modifier = { leader_skill_levels = 1 country_leader_pool_size = 2 species_leader_exp_gain = 0.10 } } civic_hive_devouring_swarm = { modification = no potential = { authority = { value = auth_hive_mind } } random_weight = { base = 5 } description = "civic_tooltip_devouring_swarm_effects" modifier = { ship_hull_mult = 0.25 ship_hull_regen_add_perc = 0.5 ship_armor_regen_add_perc = 0.5 army_damage_mult = 0.40 category_biology_research_speed_mult = 0.20 starbase_shipyard_build_cost_mult = -0.15 country_naval_cap_mult = 0.33 } } # Machine Empire civic_machine_servitor = { potential = { authority = { value = auth_machine_intelligence } } possible = { civics = { NOR = { value = civic_machine_terminator value = civic_machine_assimilator } } } modification = no random_weight = { base = 5 modifier = { factor = 0 NOT = { host_has_dlc = "Synthetic Dawn Story Pack" } } modifier = { # civic has no effect after galaxy generation, disable for random generation factor = 0 has_global_flag = game_started } } description = civic_tooltip_machine_servitor_effects has_secondary_species = { # see game_start.11 title = civic_machine_servitor_secondary_species } } civic_machine_terminator = { potential = { authority = { value = auth_machine_intelligence } } possible = { civics = { NOR = { value = civic_machine_servitor value = civic_machine_assimilator } } } modification = no random_weight = { base = 5 modifier = { factor = 0 NOT = { host_has_dlc = "Synthetic Dawn Story Pack" } } } description = civic_tooltip_machine_terminator_effects modifier = { ship_weapon_damage = 0.25 starbase_shipyard_build_cost_mult = -0.15 country_naval_cap_mult = 0.33 } } civic_machine_assimilator = { potential = { authority = { value = auth_machine_intelligence } } possible = { civics = { NOR = { value = civic_machine_servitor value = civic_machine_terminator } } } modification = no random_weight = { base = 5 modifier = { factor = 0 NOT = { host_has_dlc = "Synthetic Dawn Story Pack" } } modifier = { # civic has no effect after galaxy generation, disable for random generation factor = 0 has_global_flag = game_started } } description = civic_tooltip_machine_assimilator_effects has_secondary_species = { # see game_start.11 title = civic_machine_assimilator_secondary_species traits = { trait = trait_cybernetic } } } civic_machine_builder = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { planet_building_cost_mult = -0.15 planet_building_build_speed_mult = 0.05 } } civic_machine_factory_overclock = { icon = "gfx/interface/icons/governments/civics/civic_machine_factory_overclock.dds" potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { leader_skill_levels = 1 species_leader_exp_gain = 0.15 SHIP_SPEED_MULT = 0.05 } } civic_machine_unitary_cohesion = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { country_resource_unity_mult = 0.15 TRADITION_COST_NUM_COLONIES_MULT = -0.1 } } civic_machine_rockbreakers = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { country_resource_minerals_mult = 0.10 max_minerals = 2000 } } civic_machine_zero_waste_protocols = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { pop_consumer_goods_mult = -0.20 planet_building_cost_mult = -0.02 } } civic_machine_built_to_last = { potential = { always = no } random_weight = { base = 5 } modifier = { pop_consumer_goods_mult = -0.20 planet_building_cost_mult = -0.02 } } civic_machine_ota_updates = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { edict_cost = -0.22 country_core_sector_system_cap = 1 } } civic_machine_warbots = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { army_damage_mult = 0.2 army_upkeep_mult = -0.2 PLANET_ARMY_BUILD_COST_MULT = -0.15 planet_army_build_speed_mult = 0.2 ARMY_DISENGAGE_CHANCE_MULT = 0.07 } } civic_machine_introspective = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { country_engineering_tech_research_speed = 0.20 category_industry_research_speed_mult = 0.15 } } civic_machine_delegated_functions = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { leader_cost = -0.50 country_leader_cap = 4 country_resource_influence_add = 0.4 } } civic_machine_predictive_analysis = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { num_tech_alternatives_add = 1 all_technology_research_speed = 0.04 } } civic_machine_replication = { potential = { authority = { value = auth_machine_intelligence } } random_weight = { base = 5 } modifier = { pop_robot_build_speed_mult = 0.25 } }
Last edited by NewAgeKid52; 8 Mar, 2018 @ 2:38pm
darkknight99 7 Mar, 2018 @ 8:51pm 
Originally posted by Slayer of Cliffracers:
Originally posted by darkknight99:
I added this in the comments but I'll add it again here: a civic to represent a socialist market economy like yugoslavia

Not having either individualist OR collectivist ethic perhaps? Well actually it could be combined with moderate collectivist but not fanatic. Or maybe what you are talking about *is* simply moderate collectivist.
I think requiring regular collectivist makes sense but then again I can't really see why it isn't also somewhat individualist. This makes me wonder whether mutualists would count as individualists or collectivists.
NewAgeKid52 8 Mar, 2018 @ 2:04pm 
Here is the cut-and-paste code for most of the civics which are for regular empires which were not included in your mod. If you would like to use them they are here for you Petruxa.

civic_corvee_system = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { NOR = { text = civic_tooltip_not_egalitarian value = ethic_egalitarian value = ethic_fanatic_egalitarian } } } random_weight = { base = 5 } modifier = { pop_resettlement_cost_mult = -0.6 country_resource_influence_add = 0.25 slave_food_output = 0.03 slave_mineral_output = 0.03 } } civic_warrior_culture = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_militarist value = ethic_militarist value = ethic_fanatic_militarist } } } random_weight = { base = 5 } modifier = { army_damage_mult = 0.20 army_upkeep_mult = -0.20 planet_army_build_speed_mult = 0.2 ARMY_DISENGAGE_CHANCE_MULT = 0.07 country_resource_unity_mult = 0.04 } } civic_distinguished_admiralty = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_militarist value = ethic_militarist value = ethic_fanatic_militarist } } } random_weight = { base = 5 } modifier = { admiral_skill_levels = 2 country_leader_cap = 2 LEADER_ADMIRAL_COST = -0.25 } } civic_cutthroat_politics = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } random_weight = { base = 5 } modifier = { country_resource_influence_add = 1 edict_length_mult = 0.10 } } civic_shadow_council = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { authority = { OR = { text = civic_tooltip_dem_oli_dic value = auth_democratic value = auth_oligarchic value = auth_dictatorial } } } random_weight = { base = 5 } modifier = { country_election_influence_cost_mult = -0.80 country_resource_influence_add = 0.3 pop_government_ethic_attraction = 0.10 } } civic_mining_guilds = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } random_weight = { base = 5 } modifier = { country_resource_minerals_mult = 0.10 max_minerals = 2000 } } civic_efficient_bureaucracy = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } random_weight = { base = 5 } modifier = { country_core_sector_system_cap = 3 tile_resource_energy_mult = 0.03 TRADITION_COST_NUM_COLONIES_MULT = -0.05 } } civic_nationalistic_zeal = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } possible = { ethics = { OR = { text = civic_tooltip_militarist value = ethic_militarist value = ethic_fanatic_militarist } } } random_weight = { base = 5 } modifier = { country_war_exhaustion_mult = -0.1 country_claim_influence_cost_mult = -0.1 max_rivalries = 1 rivalry_influence_gain = 0.10 } } civic_functional_architecture = { potential = { ethics = { NOT = { value = ethic_gestalt_consciousness } } } random_weight = { base = 5 } modifier = { planet_building_cost_mult = -0.15 planet_building_build_speed_mult = 0.15 } }
Last edited by NewAgeKid52; 8 Mar, 2018 @ 5:37pm
Arkangel of Mono 20 Mar, 2018 @ 2:14am 
Just wanted to request an edit to Cultural Overhaul [ Ethics - Civics - Traditions ] in the interface folder customize_species_editors file under the Species Traits heading to replace code as follows. This will expand the trait selection and allow for compatibility with trait mods with additional text and flavor when creating new species.

#######################
# Species Traits
#######################
containerWindowType = {
name = "species_traits_editor"
moveable = @movable_editors
position = { x = -400 y = -410 }
size = { width = 1030 height = 800 }
orientation = center

background = {
name = "background"
spriteType = "GFX_subwindow_tile_plain_solid"
}

iconType = {
name = "hex_bg"
spriteType = "GFX_hex_bg"
position = { x = -10 y = -8 }
alwaysTransparent = yes
}

iconType = {
name = "header_line"
spriteType = "GFX_line_medium"
position = { x = 6 y = 26 }
}

instantTextBoxType = {
name = "headline_label"
font = "malgun_goth_24"
position = { x = 16 y = 7 }
maxWidth = 230
text = "species_traits_editor"
format = left
alwaysTransparent = yes
}


instantTextBoxType = {
name = "instructions"
font = "cg_16b"
position = { x = 20 y = 50 }
maxWidth = 230
text = "SELECT_TRAITS_FOR_SPECIES"
format = left
alwaysTransparent = yes
#text_color_code = "E"
}

instantTextBoxType = {
name = "trait_points_lables"
font = "malgun_goth_24"
position = { x = 20 y = 90 }
maxWidth = 330
text = "POINTS_LEFT"
format = left
alwaysTransparent = yes
#text_color_code = "E"
}

instantTextBoxType = {
name = "trait_points"
font = "malgun_goth_24"
position = { x = 340 y = 90 }
maxWidth = 30
text = "12"
format = left
alwaysTransparent = yes
text_color_code = "G"
}

instantTextBoxType = {
name = "trait_picks_lables"
font = "malgun_goth_24"
position = { x = 20 y = 115 }
maxWidth = 330
text = "PICKS_LEFT"
format = left
alwaysTransparent = yes
#text_color_code = "E"
}

instantTextBoxType = {
name = "trait_picks"
font = "malgun_goth_24"
position = { x = 340 y = 115 }
maxWidth = 30
text = "12"
format = left
alwaysTransparent = yes
text_color_code = "G"
}


containerWindowType = {
name = "details"
size = { width = 410 height = 500 }
position = { x = 12 y = 150 }

background = {
name = "leader_frame"
spriteType = "GFX_tiles_dark_area_cut_8"
}


instantTextBoxType = {
name = "trait_name"
font = "malgun_goth_24"
position = { x = 10 y = 5 }
maxWidth = 230
text = ""
format = left
alwaysTransparent = yes
#text_color_code = "E"
}

instantTextBoxType = {
name = "trait_description"
font = "cg_16b"
position = { x = 10 y = 40 }
maxWidth = 395
text = ""
format = left
#alwaysTransparent = yes
text_color_code = "L"
}

instantTextBoxType = {
name = "trait_modifier"
font = "cg_16b"
position = { x = 10 y = 340 }
maxWidth = 395
text = ""
format = left
#alwaysTransparent = yes
}
}

containerWindowType = {
name = "available"
size = { width = 280 height = 729 }
position = { x = 428 y = 21 }

background = {
name = "dark_area_bg"
spriteType = "GFX_tiles_dark_area_cut_8"
alwaysTransparent = yes
}

smoothListboxType = {
name = "entries"
position = { x = 10 y = 12 }
size = { x = 251 y = 705 }
scrollbarType = "standardlistbox_slider"
borderSize = { x = 0 y = 0 }
orientation = "UPPER_LEFT"
#autohide_scrollbar = no
spacing = 5
}
}

containerWindowType = {
name = "current"
size = { width = 270 height = 729 }
position = { x = 715 y = 21 }

background = {
name = "dark_area_bg"
spriteType = "GFX_tiles_dark_area_cut_8"
alwaysTransparent = yes
}

smoothListboxType = {
name = "entries"
position = { x = 10 y = 12 }
size = { x = 251 y = 705 }
scrollbarType = "standardlistbox_slider"
borderSize = { x = 0 y = 0 }
orientation = "UPPER_LEFT"
#autohide_scrollbar = no
spacing = 5
}
}

buttonType = {
name = "cancel"
quadTextureSprite = "GFX_close"
position = { x = -45 y = 8 }
Orientation = "UPPER_RIGHT"
shortCut = "ESCAPE"
pdx_tooltip = "CLOSE_TITLE"
clicksound = "back_click"
}
buttonType={
name = "back"
font = "cg_16b"
spriteType = "GFX_galactic_object_button"
buttonText = "BACK"
position = { x = 0 y = -40 }
orientation = LOWER_LEFT
shortcut = "BACKSPACE"
}
buttonType={
name = "apply_and_close"
font = "cg_16b"
spriteType = "GFX_galactic_object_button"
buttonText = "NEXT"
position = { x = -290 y = -40 }
orientation = LOWER_RIGHT
#shortcut = "RETURN"
}
}

###
containerWindowType = {
name = "customization_selected_trait_entry"
size = { width = 250 height = 40 }
background = {
name = "bg"
spriteType = "GFX_planet_bg_tile"
clicksound = "interface"
}

iconType = {
name = "icon"
quadTextureSprite = "GFX_traits"
position = { x = 5 y = 5 }
alwaysTransparent = yes
}

instantTextBoxType = {
name = "name"
font = "malgun_goth_24"
position = { x = 40 y = 6 }
maxWidth = 190
maxHeight = 20
text = "Resilient"
format = left
#alwaysTransparent = yes
fixedSize = yes
}

instantTextBoxType = {
name = "cost"
font = "malgun_goth_24"
position = { x = 210 y = 6 }
maxWidth = 30
text = "-1"
format = right
alwaysTransparent = yes
text_color_code = "Y"
}
I miss the old Capitalism/Socialism, Where you chose a civic and others Were then oppened up. New one feels bleak and bland compared to the old version.
And Communism matches the Post-Industrial Economy type more than the Planned Eceonomy,
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