Fun Traits and Civics Mod


Fun Traits and Civics Mod

Now with simplified Chinese localization, credit to 桃溪柳岸醉é“é•¿ for flavorful translation.

Adds some traits, civics and starting systems purely for enjoyment or roleplay, balance isn’t a major focus (and just as well because some are bonkers overpowered).

I plan to add a lot more of each, and will continue to do so as I get more ideas and more experience working with modding stellaris.

Current Traits:
-Pioneer: Start with a battleship, +75% hull/armor/shield, -75% weapon damage.
-Population pandemic/Mechanical resurgence: +100% pop growth speed, -50% Pop food(/robot) and housing upkeep, -33% (-133% for robots/machines) habitability with an additional -33% (-66% for robot/mahcine) for Relic/Tomb and -66% (-99% for robot/machine) for Gaia worlds.
-Electrophile/Lithophile: +15% happiness, +33% energy credits/minerals from jobs.
-Electrophobe/Lithophobe: -33% energy credits/minerals from jobs.
-Electroadict/Lithoadict: +50% energy credits/minerals from jobs.
-Invader: +33% habitability, +100% army damage, +250% army collateral damage.
-Chronicler: +2 research alternatives, +33% research speed, -50% Physics/Society/Engineering from jobs.
-Archivist: +100% survey speed, +33% anomaly research speed, +50% archaeological excavation speed.
-Left-Behind: -25% research speed (considering changing)
-Mote/Gas/Crystal Harvester: +2 monthly motes/Gasses/Crystals
-Giant Killer: +33% extra damage to fallen and awakened empires.
-Essential: +10% minerals/energy credits/food from jobs.
-Adrenaline: +100% sublight speed.
-Eternal: immortal leaders.
-Geneticists: -0.66% modify species cost.
-Snipers: +50% weapon range and damage, +25% tracking, -66% fire rate.

Current Civics:
-Revanchist: +2 Influence, -66% outpost alloy/influence cost
-Ancient Caches: +10% resources from jobs and research speed, -33% megastructure build cost and +66% megastructure build speed.
-Last Remnant: -85% pop growth speed, +100% leader experience gain, +50% resources/research from jobs.
-Defense Directives: +100% starbase and defense platform damage, +150% starbase upgrade speed, -10% starbase upgrade cost
-Offense Directives: +33% extra damage to all crisis factions, marauders, Khanates, fallen and awakened empires.
-Heavies: +200% hull/armor/shield, +150% weapon damage, +150 ship build cost, -50% naval capacity.
-Stable: +15 stability, -50 Crime.
-Colonists: +3 extra pops when establishing colony, +75% colony development speed.

Current starting Systems:
-Activated Iris: Contains a restored Ringworld, 2 Tomb worlds and a Gaia world.
-Resurrected Nexus: contains a ruined Gateway, with a huge Tomb and Gaia world.
-Eternity: Contains a ruined Science Nexus and Tomb world
-The Old Metropolis: Contains a ruined Dyson Sphere, 2 Relic worlds, 2 Habitats and an uninhabited Ecumenopolis.
-Renegade’s Hideout: REQUIRES PLANETARY DIVERSITY. contains multiple black holes and 3 rogue worlds.

I am open to suggestions, or ideas (as long as it isn’t too complex.) enjoy what there is!

Credits:
Valfheim
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What is Stellaris mods?

A mod (short for "modification") is an alteration where someone, usually a player, changes some aspect (e.g. the way it looks or behaves) of a video game. Mods may range from small changes and simple tweaks to completely new games made within a video game. Games running on a personal computer are often designed with change in mind, allowing modern PC games to be modified by gamers without much difficulty. Don't wait and try Stellaris mods right now.




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