Stellaris

Stellaris

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Roleplayer's Paradise [EXPERIMENTAL BRANCH]
   
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3.769 MB
14 Dec, 2021 @ 1:10am
1 Jul @ 2:26pm
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Roleplayer's Paradise [EXPERIMENTAL BRANCH]

Description
Roleplayer's Paradise is IN DEVELOPMENT. Expect for there to be bugs, and even for things to break completely on occasion. Regardless, please report any bugs you see.

LINK: Roleplayer's Paradise 'Stable' Branch
Disclaimer: Prone to about as many bugs as experimental, but more polished.

If you want to know when things update, join my Discord server[discord.gg].

It is STRONGLY advised that you load Roleplayer's Paradise as close to last in your mod list as you can due to the vanilla files this mod overwrites.

What's new:
* Updated the mod to Stellaris 3.12.
* Gave both biological and machine archetypes most traits from one-another. Gestalt-exclusive traits are now properly locked to gestalts, and gestalts can't use traits that only affect individualists too.
* Reworked the ascension paths. The Cybernetic and Psionic traits now give a lump sum of trait points, and their related tradition categories give overall less trait points.
* Completely removed the subterranean system (restored vanilla) and building slot decisions.
* Intentionally broke Hypermorality traits. They should not cause any more problems; they now do absolutely nothing.
> They will be completely removed in a future update. Don't use them until them.
* Completely removed the Subterranean overwrite origin.

Known issues:
* Not all vanilla traits have been disabled.
* The Machine Age ascension paths do not properly list when Level 3 and Level 4 traits are unlocked.
* The new traits do not have localization.
* Individual-only and Gestalt-only traits may be genemodded in when they should be locked.
* The default empires are most likely broken. I haven't even looked in their general direction yet, and my IDE is reporting errors in those files.
* Production-related traits may no longer be balanced, in terms of their cost. The 'general production' trait affects minerals, energy, food, alloys, and consumer goods for sure, but only for their main producing drugs. I haven't tested if it extends over to strategic goods production, though I suspect not.
13 Comments
creatorcharlie 26 May @ 7:23pm 
This mod is really fun to create unbalanced empires. Like one with absolutely no tech but amazing resources production and tech allowing you to out produce the competition. You can really have some unique playstyles. It is extremely fun trying to compensate for near crippling deficiences with busted stats.
Dragon1 25 May @ 12:40pm 
Hi! Any news on an update for this mod? Or the "offical" one?
This one causes all population to become useless biotrophies. And the other one still causes the blank-popup-spam.
explodoboy  [author] 1 Dec, 2024 @ 6:33pm 
I've decided to completely cut the Hypermorality traits from the mod. Those are what's overwriting the crisis code. I doubt anyone uses those seriously, and I made those on a whim more than anything.

Expect an update shortly that breaks the traits. They won't be removed yet, but they will stop working.
[JdG] Pejman 19 Oct, 2024 @ 7:31pm 
reminder that id = crisis.23005 is used for centana victory speech in machine age DLC and thus triggers each month

IMO I would love to have a "LITE" version of the mod that doesn't include anything with a monthly pulse and limited events to avvoid making the game laggy with a lot of mods
explodoboy  [author] 16 Sep, 2024 @ 1:25pm 
The trait is what gives Pops the research bonus. The empire modifier is an additional bonus separate from the trait that specifically affects research stations.
⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻B 15 Sep, 2024 @ 12:32pm 
Why does science buff adds to stations instead of jobs?
explodoboy  [author] 29 Jun, 2024 @ 3:00pm 
Just pushed some unfinished changes to get this mod functional on 3.12. Edges are very rough and there's still a considerable amount of work left to do, but it's playable.

Please provide feedback.
explodoboy  [author] 25 Feb, 2023 @ 11:46am 
Check comments on the main branch.
Harpy 25 Feb, 2023 @ 6:37am 
There is this bug I experiance with both versions of this mod telling me thatI cannot modify my species because it's not player controlled, What can I do to fix this issue?
explodoboy  [author] 6 Apr, 2022 @ 1:34am 
The experimental branch has just been updated. Check the 'whats new' list for details. For more details, check my Discord server. Do note that I didn't do a lot of testing, so things could be broken, though I'm somewhat confident that nothing should be broken.