Leader Overhaul For Stellaris


Leader Overhaul For Stellaris

Leader Overhaul v1.3.5 for Stellaris v1.6.2 – Change Log
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What does this mod do?
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– Leader Overhaul [LO] improves the default Stellaris leaders by making them vastly more diverse.
– LO accomplishes this by adding new traits as well as two new types of traits–flaws and quirks.
– – Flaws are negative traits that give a leader +1 trait point.
– – Quirks are both positive and negative traits that cost 0 trait points.
– – A leader that generates with a flaw cannot have a quirk and vice versa.
– LO currently adds 50 new traits, 36 new flaws, and 24 new quirks. It also enables 2 in-game flaws to work this way as well.
– LO also adds 1 army attachment called General’s Retinue. It doubles the army’s health and morale, but halves their damage and morale damage. This is an attempt to keep your generals alive by simulating that they’re staying ‘out of the battle’ as much as possible.
– In addition, LO changes the way scientist leaders are generated. No longer will surveying scientists learn research traits when leveling up (and vice versa). This, in effect, creates two distinct types of scientists–surveyors and researchers.
– Lastly, LO improves the level-up script by adding most of these traits (and some of the flaws) into the script. This allows leaders to gain LO traits even after they’ve been in your empire a while. It also allows ‘researchers’ to learn skills upon level-up (which is not enabled in default Stellaris).

What are the new Traits/Flaws/Quirks?
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– Generic Leader Flaws
– – Greedy (+100% recruit cost)
– – Terminal (-25 max age)

– Generic Leader Quirks
– – Enduring (+15 age, -9% exp gain)
– – Sickly (-15 age, -20% recruit cost)
– – Smart (+10% exp gain, +60% recruit cost)

– Admiral Flaws
– – Hesitant (-10% weapons range)
– – Poor Maintainer (-10% ship hp)
– – Proud (+100% emergency retreat wind-up time)
– – Sitting Duck (-10% evasion)
– – Slacker (-25% sensor range, -20% ship speed)

– Admiral Quirks
– – Defensive (+5% ship hp, -5% evasion)
– – Evasive (+5% evasion, -4% fire rate)
– – Offensive (+4% fire rate, -5% ship hp)
– – Reinforced (+6% ship hp, -3% evasion, -12% ship speed, -12% ship combat speed)
– – Scrappy (+5% ship hp, -5% weapons range)

– Admiral Traits
– – Marksman (+10% tracking)
– – Nimble (+10% evasion)
– – Shield Specialist (+15% shield hp)
– – Squadron Leader (+10% strike craft fire rate, +10% strike craft damage)

– General Flaws
– – Failed Quartermaster (+20% army upkeep)
– – Homebody (-20% army attack morale, -20% army attack damage)
– – Merciful (-5% army damage, -10% army morale damage)
– – Reckless (-25% army health)
– – Soft (-10% army damage)
– – Weak-Willed (-25% army morale)

– General Quirks
– – Aggressor (+10% army attack morale, +10% army attack damage, -10% army defense morale, -10% army defense damage)
– – Cheap (-12% army upkeep, -15% army health)
– – Fun (+15% army morale, +12% army upkeep)
– – Guardsman (+10% army defense morale, +10% army defense damage, -10% army attack morale, -10% army attack damage)
– – Strict (+15% army health, -15% army morale)

– General Traits
– – Intimidating (+20% army morale damage)
– – Medic (+25% army health)

– Governor Flaws
– – Cruel (-5% happiness)
– – Destructive (-10% habitat tolerance)
– – Emancipator (-10% slave mining output, -10% slave food output)
– – Gluttonous (+10% food consumption)
– – Land Preservationist (+25% clear blocker cost, +25% clear blocker time)
– – Oppressive (+30 unrest)
– – Pseudo Intellectual (-10% engineering/physics/sociology output)

– Governor Quirks
– – Deforester (-15% clear blocker cost, -15% clear blocker time, -3% pop happiness)
– – Hard-Working (+3% energy/mineral/food output, -5% engineering/physics/sociology output)
– – Militant (+10% ship build speed, +10% army build speed, -5% building build speed, -15% clear blocker speed)

– Governor Traits
– – Energetic Encourager (+10% growth)
– – Excavator (+10% mining output, -20% mining network cost)
– – Inspiring Leader (+5% happiness)
– – Retired Engineer (+30% engineering output)
– – Retired Physicist (+30% physics output)
– – Retired Sociologist (+30% sociology output)
– – Unifier (+10% unity output)

– Ruler Flaws
– – Bad Reputation (-1 influence gain)
– – Conservationist (+15% terraforming cost, +15% clear blocker cost)
– – Demagogue (+20 unrest)
– – Devisive (-10% unity output)
– – Disliked (-5% happiness)
– – Emancipator (-10% slave mining output, -10% slave food output)
– – Incompetent Builder (+10% building cost)
– – Ineffective (+20% edict cost, -25% edict length)
– – Logistic Ignorance (+5% ship upkeep, +10% army upkeep)
– – Poor Strategist (-5% ship weapon damage, -10% army damage)
– – Wasteful (+20% food consumption)

– Ruler Traits
– – Celebrity (costs 2 pts, +10% happiness, -20 unrest)
– – Colonizer (+1 new colony pop)
– – Keen Diplomat (+25% trust growth, +50 trust cap, +1 rivalry, +10% trade effectiveness)
– – Oracle (+25% anomaly generation, -10% anomaly fail, +50% planet/ship sensor range)
– – Puppeteer (-25% election influence cost)
– – Robotophile (+10% robot output)
– – Science Fanatic (x12, one for each research field) (+10% research field speed)
– – Scientific Mind (+5% research speed)
– – Slaver (+10% slave mining output, +10% slave food output)
– – Taxationist (+10% tribute, +10% energy output, -5% happiness)
– – Visionary (costs 2 pts, +15% border range)

– Ruler Quirks
– – Armorer (+3 ship armor, +3% weapon damage, -12% naval capacity)
– – Constitutionalist (+15% edict length, +12% edict cost)
– – Populist (+4% energy/mineral/food output, -1 infuence gain)
– – Territorial (+6% border range, +8% building cost)

– Scientist (Surveyor) Flaws
– – Anxious (-35% anomaly research speed)
– – Careless (+10% anomaly fail)
– – Inattentive (-10% anomaly generation)
– – Slow (-25% survey speed)

– Scientist (Surveyor) Quirks
– – Cautious (-21% anomaly research speed, -6% anomaly fail)
– – Certain (+21% anomaly research speed, +6% anomaly fail)
– – Quick (+15% survey speed, -6% anomaly generation)
– – Thorough (-15% survey speed, +6% anomaly generation)

– Scientist (Surveyor) Traits
– – Explorer (+15% interstellar speed, +15% ship speed, -20% ship wind-up)
– – Observer (+50% sensor range)

– Scientist (Researcher) Traits
– – Genius (+10% research speed)*
– – Mastery (x12, one for each research field) (costs 2 pts, +25% research field speed)**

* I reduced Spark of Genius to only +5% research speed. Genius does NOT get Spark of Genius’s improved chance to get rare techs.
** Mastery does not have an improved chance to get its specific field’s techs.

What core files does this modify?
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– commonscripted_effects
– – 00_scripted_effects.txt
– commontraits
– – 00_admiral_traits.txt
– – 00_general_traits.txt
– – 00_generic_leader_traits.txt
– – 00_governor_traits.txt
– – 00_ruler_traits.txt
– – 00_scientist_traits.txt
– events
– – leader_events_1.txt
– interface
– – empire_view.gui
– – government_view.gui

Leader Overhaul Add-Ons
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– Levels Add-On

Credits:
Verdacy
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