Stellaris
十分な評価がありません
Xenology - Traits Expansion
 
レート  
お気に入り
お気に入り
お気に入りから削除
ファイルサイズ
投稿日
0.197 MB
7月5日 14時06分
1 項目の変更履歴 ( 表示 )
このアイテムを使用するには、 DLC が必要です。

サブスクライブしてダウンロード
Xenology - Traits Expansion

サブスクライブ中
サブスクリプションの解除
解説
Xenology - Traits Expansion offers 20 diverse and exciting new traits to choose from in empire creation, as well as 15 special leader perks, each unique to their own species' attributes.

All Species and Leader traits detailed in Current Traits [1.0] thread!

Currently requires Utopia. I'll be making an alternate vanilla version as well if anyone asks for one.

Description
XTE aims to make every species fully unique, with its own strengths and weaknesses. Some may be excellent explorers, others steadfast defenders. Some even have gift of immortality, and others yet are born inept and dimwitted. No two alien species are alike. Most positive traits even have a chance to generate special leaders with even greater bonuses, incentivizing the violent conquest or peaceful assimilation of alien races, adding their unique characteristics to your own!

I was always somewhat annoyed by how insignificant species traits felt in Stellaris, and how little of an impact on the flow of the game these could make. Now, your starting traits are at least as important as the set of ethics you pick!

Compatibility

XTE is unlikely to be compatible with other mods that alter the 00_species_traits.txt file (although fortunately, most of them are contained in their own .txt file), which was needed to add the corresponding opposite to each trait and ensure special leaders traits would not just spawn for any species, though it is more likely to overwrite conflicting mods than to cause any crashes. I'll try to fix this issue in the future.

Beyond that, it seems to work perfectly with popular mods such as ISB.

Frequently Asked Questions

Does the AI use the new traits?
Yes! Though it may not always pick the right leaders (I'm not sure if the ai_weight modifiers works for non-scientist leaders) and it will never choose the three planet preference maluses.

How balanced are the new traits?
Though I have yet to extensively test XTE, nothing should be game breaking at the moment. Large bonuses are offset by a very high point costs, forcing you to pick negative traits as well. However, I consider Hygro/Xero/Cryophile to be "challenge" traits, since they significantly slow down your expansion. The AI will never pick these.

Why are the new species traits so expensive?
Keep in mind most beneficial traits unlock special leaders, with their own unique bonuses. Unfortunately, the trait selection UI doesn't give you much space for longer descriptions, so all new features are properly described in the Current Traits [1.0] thread.

Can I use genetic modification to add XTE traits?
You may remove any malus, but not add any XTE bonus. I may change this in the future.

Future Plans

• Bug fixing
• Rebalancing
• Additional traits, obviously
• Improved compatibility
• Translation (I'd have made a french version already, if I weren't so lazy :D)
• New Xenology modules (perhaps starting with new planet modifiers)

Credits

• UnironicWeeaboo for their help rebalancing this mod

Please be sure to leave a rating and don't forget to comment if there's something I need to improve.

Have fun!
人気スレッド 全て表示 (3)
3
10 時間前
Suggestion
Devious
0
7月5日 21時01分
[Bug and Typo Reports]
UnironicWeeaboo
< >
8 件のコメント
Devious  [作成者] 11 時間前 
@dastrormdragon
Thanks! :D
dastormdragon 15 時間前 
this is good mod
Devious  [作成者] 17 時間前 
@Rohzedar
Oh and I almost forgot. Yes, a patch or version compatible with Planetary Diversity should be no issue at all. I'll try to make one by next week.
Devious  [作成者] 17 時間前 
@Rohzedar
As expected, it does conflict with any mod that also alters 00_species_traits.txt (although similar mods that use a separate files should work just fine). Unfortunately, leaders do not seem to properly check species trait requirements if the filename is changed. They just spawn with -any- of the new leader traits. I'll try to fix that issue, but for now I'm afraid it will overwrite/be overwritten by Extended Traits.
@Nightwing
Thank you for the feedback! Gigantic does seem rather harsh, considering how ground combat plays out in vanilla Stellaris. Moronic however is the mirror opposite of Intelligent, except for it preventing Spark of Genius and Maniacal leaders from spawning. I'll consider changing that particular handicap next update.
Nightwing 7月6日 0時50分 
I like this mod, although some traits will Need further balancing. Moronic and Gigantic e.g. are probably too harsh for -2, especially Gigantic. One of the mali from Gagantic is +50% Food consumption, while you can already get -2 Points for -15% Food production, which is far less harsh. At the same time +75% Army damage isn't that strong.

Total Balance is not that important too me, but it shouldn't be extremely off. Or maybe give some of the negative traits additional leader traits instead? Anyway, I already prefer your mod to Extended Traits.
Rohzdear 7月5日 23時38分 
A very interesting mod with the new leader traits. Certainly worth a try.
Unfortunately, this conflicts with Extended Traits, which is one of the mods I'm currently using, so if there could be a way to make them compatiblr that'd be great.

Also do you belive you could make a patch for Planetary Diversity for the 'philic' Traits?
Devious  [作成者] 7月5日 20時21分 
@UnironicWeeaboo
Thanks a lot! Hope you enjoy it.
UnironicWeeaboo 7月5日 20時15分 
This seems extremely well made, I'm going to take this for a spin on a save and give some input shortly.