Stellaris

Stellaris

Just Traits
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Update: 23 May, 2019 @ 1:29am

Version 1.2.2 for 2.2.7

After some further testing it turns out I will just have to rework all of my robot traits that I currently still have save for swarm. In the mean time all traits are only available at empire creation and can not be modded away. To make up for this each trait gives an extra trait point.


CHANGES:

All added robot detriments give and extra trait point but can not be taken off after empire creation.

Update: 23 May, 2019 @ 1:12am

Version 1.2.1 for 2.2.7

This one covers driven assimilator which I forgot about in the first pass over. The goal of this patch was to keep some traits for empire creation that can be robot modified away later, but not taken later on.

REMOVED:

Defective Scanners
Weedkiller
Energy leaks

CHANGES:

All added robot detriments can only be taken on empire creation and can be later robot modified off.

Update: 23 May, 2019 @ 12:59am

Initial Upload

Update: 23 May, 2019 @ 12:40am

Version 1.2 for 2.2.7

This big update had the goal of balancing slave and mechanist empires. Some traits I found impossible to balance so they were removed from this mod. I hope to make replacements for all of these removed one day, but for now I want to make sure this mod is as balanced as it possibly can be.

REMOVED:

Easily Distracted
Simple Minded
Lazy
Prodigal
Unfit Engineers
Unfit Physist
Unfit Socialogist
Hunter Gatherers

CHANGES:

Ephemeral and Divided were very close to being balanced, but were just a bit too strong for slave races so for now I added a -5% slave worker output to them. I will try to add something unique to both in the future to make them more interesting.

Ephemeral and Divided: 0% -> 5% Slave Output


Lethargic had the reverse issue where it was too strong on master races so it now also gives a flat -5% to all output rather than just worker output.

Lethargic: Worker Output Detriment -> All Output Detriment

Violent is getting a bit of a buff as I realized I had acidentley nerfed it too hard the last time I was working with it. It now is at a more fair spot than it was before.

Violent: -10% Pop Growth -> -5% Pop Growth ; +5% Amenities Usage -> +10 Amenities Usage

Delicate was just too strong for a -1 as defense army is just a matter of economy to over come or to ignore the problem entirely. So its getting hit by a minor nerf.

Delicate: -25% Defense Army Damage -> -50% Defense Army Damage


CONCLUSION:

That wraps up this major update. I imagine this one wont be as happy of a patch as it mostly just included nerfs and complete removal of content, but I think its important to have a better quality product than to just leave the garbage piling up. I hope the removal parts don't mess up too many of your games, and if its any comfort, this is the only time I will be doing complete removals.

Update: 7 May, 2019 @ 2:00pm

Version 1.17 for version 2.2.7

Minor buff for swarm after the heavy nerf, and a couple traits such as rooted no longer work with hive mind.

Swarm - Research detriment from 66% to 60%

Update: 21 Apr, 2019 @ 10:39pm

Version 1.16.1 for version 2.2.7

Minor text changes to let you know that swarm is non removable.

Update: 21 Apr, 2019 @ 10:14pm

Version 1.16 for version 2.2.7

Major reworks coming in starting with swarm. It is now only available on empire creation and costs 0 trait points, but it can not be removed. It also has a much bigger negative detriment to research to balance out the increase in assembly speed.

"Let the swarm thrive"
Swarm: Bigger detriment to science and unity production from 33% -> 66% but cost from 1 -> 0

Update: 9 Apr, 2019 @ 10:29am

Version 1.15 for version 2.2.7

Housing traits were never meant to stack so I fixed that up after some friends showed me them getting to 0% housing usage with my traits and the help of console commands.

"No more fun houses"
Impassioned: Can no longer be taken with communal

Update: 8 Apr, 2019 @ 3:16pm

Initial Upload

Update: 8 Apr, 2019 @ 6:02am

Version 1.14 for version 2.2.7

Another small balance patch based off some feedback I got on reddit. Natural Commander may get a small rework later, but for now I think its in need of a buff, and Competitive is still to strong despite the unity drawbacks.

Natural Commander: Level cap for general and admiral 1 -> 2

Competitive: Cost 1 -> 2