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Kaochi

Second Lieutenant
58 Badges
Dec 24, 2012
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Additional Traits

This mod add to the game more options for the creation of your empire, by adding additional traits. This allow you different options and more varied handicaps .. and advantages.
One of the objectives of this mod is to provide a balanced assortment of traits, fit as much for multiplayer as well as singleplayer.


How to install ?

The mod can be found on the Steam Workshop. Additional Traits.
The mod can also be downloaded directly via this link :Additional Traits V1.3.8 : For Patch 1.8.1
If you do download directly, you'll have to extract the contents of the zip file into the "documents/paradox interactive/stellaris/mod" folder.

Content

The traits added in-game by Additional Traits are :
  • Handicaps
  • Ephemeral : Leader Lifespan : -20 : Cost : +2
  • Easily Distracted : Engineering Output : -5% : Physics Output -5% : Society Output : -5% : Cost : +1
  • Simple-minded : Engineering Output : -10% : Physics Output -10% : Society Output : -10% : Cost : +2
  • Lethargic : Energy : -5% : Army damage : -20% : Cost : +1
  • Lazy : Minerals : -15% : Cost : +2
  • Prodigal : Energy : -15% : Cost : +2
  • Unfit Engineers : Engineering Output : -15% : Cost : +1
  • Unfit Physicists : Physics Output -15% : Cost : +1
  • Unfit Sociologists : Society Output : -15% : Cost : +1
  • * Hateful : Other pop species happiness : -10% : Trust Growth* : -25% : : Cost : +2
  • Hunter-gatherers : Food : -15% : Cost : +2
  • Violent : Population growth : -15% : Other pop species happiness : -5% : Cost : +2
  • Free Spirits : Population Governmental Ethic Attraction : -30% : Cost : +2
  • Iconoclastic : Population Governmental Ethic Attraction : -45% : Cost : +3
  • Delicate : Garrison Health : -50% : Pop fortification Defense : -25% : Cost : +1
  • Weak Willed : Garrison Health : -75% : Army Morale : -20% : Cost : +2
  • Very Slow Breeders : Population growth : -45% : Cost : +2
  • Melancholic : Happiness : -5% : Pop Growth : -5% : Unity Prod From Pop : -10% : Cost : +2
  • * Rooted : Colony development speed : -10% : Colony Ship Cost : +10% : Cost : +1
  • Divided : Unity output : -15% : Cost : +1


  • Avantages
  • Multitasking : Engineering Output : +5% : Physics Output +5% : Society Output : +5% : Cost : -1
  • Easily satisfied : Happiness : +10% : Cost : -2
  • * Born-Warriors : Army Damage : +10% : Army Morale : +10.0% : Fleet Damage* : +5.00% : Cost : -1
  • * Sociable : Other pop species happiness : +10% : Trust Growth* : +25% : Cost : -2
  • * Competitive : Influence Rivalry Gain* : +50% : Cost : -1
  • * Aggressive : Rivalry max* : +1 : Cost : -1
  • * Extremely Aggressive : Rivalry max* : +2 : Cost : -2
  • * Belligerent : Influence Rivalry Gain* : +50% : Rivalry max* : +1 : Cost : -2
  • Zealous Defenders : Garrison Health : +150% : Pop fortification Defense : +100% : Cost : -2
  • * Lateral Thinkers : Navy Damage* : +8% : Cost : -1
  • * Fast Analysers : Survey Speed* : +10% : Cost : -1
  • Thermosynthetic : Food required : -35% : Cost : -3
  • Doulophage : Slave food output : +15% : Cost : -1
  • Passionated : Happiness : +5% : Pop Growth : +5% : Unity Prod From Pop : +10% : Cost : -2
  • * Elusive : Ship Evasion : +10% : Cost : -1
  • * Living Ships : Ship Hp Regeneration : +1% : Cost : -1
  • * Mob Mentality : Fleet capacity : +10% : Ship damage : -5% : Cost : -1
  • * Pioneers : Colony development speed : +10% : Colony Ship Cost : -10% : Cost : -1
  • * Influencial : Influence : +20% : Cost -2
  • United : Unity output : +15% : Cost : -1
  • * Planetary Designers : Terraforming Speed : +10% : Terraforming Cost : -10% : Clear Blockers Speed : +10% : Clear Blockers Cost : -10% : Cost : -2

  • Presentients
  • Natural Intellectuals : Society Output : +20% : Engineering and Physics Output : +5% : Minerals Output : -10% : Unity Output : +5% : Cost : -1 : Presentients only
  • Natural Inventors : Engineering Output : +20% : Society and Physics Output : +5% : Minerals Output : -10% : Unity Output : +5% : Cost : -1 : Presentients only
  • Natural Savants : Physics Output : +20% : Society and Engineering Output : +5% : Minerals Output : -10% : Unity Output : +5% : Cost : -1 : Presentients only
  • Tasty : Food when using pop as livestock : +25% : Cost : -1 : Presentient only


The traits marked by a * are using an event which check at game start, when you modify your species and once a year that your main species still possess the trait.

Future versions may and should integrate more traits. Don't hesitate to propose your ideas, we don't ask for more.

Some traits may change a lot in the week following Banks update. Some may get transfered to Civics. Use this mod at your risks and perils this week. All changes will be documented.

Languages

This mod have currently translations in :
- English
- French
- German -incomplete
- Portuguese -incomplete
- Spanish -incomplete
- Russian -incomplete
- Polish - incomplete
We're looking for translators. Your help would be greatly appreciated.


Contributors

Graphics : Meltup, Machinekng, Dskod1

Coding : Granhyt, Black_Imperator, TehT, Sriseru, Gerishnakov, Anitachall

Translators :
German : Aqua, EselNase, XeNoN
Portuguese : Chariman Isaac Buell, Aranha Maluco
Spanish : OBV
Russian : God Of Hyperdeath, Arikotomoshi
Polish : Kazmul

Special thanks to Meltup of his help, providing these great new icons, his constant ideas, advices, feedback. Special thanks also to black_imperator for his help getting these events working, his explanations, and the impressive compilation of effects, modifiers and the like.
And of course, thank to everyone for their inputs, ideas, advices and feedback.
If we forgot someone, just ask Granhyt or Meltup to correct it. :)


Free use
Any/All parts of this may be used by anyone else for any reason, as long as it is in compliance with the Rules for User Made Mods and Edits of PDS games. If you do use any part of this mod, please give us credit where applying.
Feedback and ideas are really appreciated. So thank you in advance.


Previous versions

Stellaris 1.8.1

V1.3.8

Stellaris 1.8.0

V1.3.7

Stellaris 1.6.x

V1.3.6

Stellaris 1.5.0 - Banks - Utopia
V1.3.4

V1.3.3

Stellaris 1.4.1 - Kennedy - Horizon Signal

V1.32
1.31

Stellaris 1.3.0 - Heinlein - Leviathan
1.30
1.29

Stellaris 1.2.5
1.28

Stellaris 1.2.3

1.27

Stellaris 1.2.1

V1.26
V1.25
Stellaris 1.2.0 - Asimov
V1.24
V1.23
V1.22
V1.21
Stellaris 1.1.0 - Clarke
V1.20
Stellaris 1.0.3
V1.19

V1.18
V1.17
V1.16
V1.15
V1.14
V1.13
V1.12
V1.11 A few traits (marked by a * in the list bellow) are currently broken, as are modifiers from the base game and this mod.
Stellaris 1.0.2
V1.10
V1.09
V1.08
V1.07
V1.06

V1.05
V1.04
Stellaris 1.0.1
V1.03


Stellaris 1.0.0 - Release
V1.02
V1.01
-- Only english localization.
V1.00

Conclusion
Have a good day everyone. This post may change and expand in the future.


Original post :
Hello everyone. :)

I'm intending to create a short and simple mod, with adding new traits for species. Nothing fancy, the intent is to release a first version as soon as possible, then iterate, correct, add, maybe remove, and in all case, improve as time goes.
More options are always a fun thing. Except for ironman achievment, of course.

Some traits combined with others options to create a space-faring empire could be too strong, but 1) I don't care about combinations and 2) there already some in the base game. So, not the concern for now.

For now, this is the traits I'm hoping to get in the game in the first version of this little mod :
Ephemeral : Leader Lifespan : -20 : Cost : -1 : Description : This species is less resistant than many others and die sooner.
Easily Distracted : Engineering Output : -5% : Physics Output -5% : Society Output : -5% : Cost : -1 : Description : This species can get very passionate about a subject, but never for long.
Simple-minded : Engineering Output : -10% : Physics Output -10% : Society Output : -10% : Cost : -2 : Description : How this species managed to attain faster-than-light travel, the stars are still wondering.
Lazy : Minerals : -5% : Cost : -1 : Description : This species will eat anything, plants, animals and minerals alike.
Lethargic : Energy : -5% : Cost : -1 : Description : This species take its time and doesn't work too hard. It will be done one day or another, so why worry ?
Hateful : Other Species Happiness: -2% : Maximum embassies : -1 : Cost : -3 ; Description : The revolting manners and customs of this species make that everybody avoids them.

Multitasking : Engineering Output : +5% : Physics Output +5% : Society Output : +5% : Cost : +1 : Description : This species' skill for doing two things at one time speeds up their technological progress.
Sociable : Maximum embassies : +1 : Cost : +1 : Description : This species, by instinct or tradition, is used to discuss with all parties.
Lateral Thinkers : Navy Damage : +10% : Cost : +1 : Description : This species is used to battles using all the three dimensions, space isn't a novelty for them.
Elusive : Corvette Chance To Evade : +3 : Carriers' Fighters Chance to Evade : +5 : Cost : +1 : Description : Since centuries, this species fight by strafing and swooping around their enemies.
Easily satisfied : Happiness : +10% : Cost : +2 : Description : The bare necessities of life suffice to make this species content.
Competitive : Rivalry influence gain : +50% : Cost : +1 : Description : Rituals or incessant fights, this species live for confrontation.
Born-Warriors : Army Damage : +10% : Army Morale : +10.0% : (Navy Morale : +10% ?) : Cost : +2 : Description : The best philosophers of this species have all come to one conclusion : War is the answer.
Elusive and Lateral Thinkers may have to be delayed, since they are empire wide traits (or at least dependent of majority species on some planets).

German translation, by *Aqua*.
Ephemeral -> Vergänglich
Description: Diese Spezies verträgt die Herausforderungen des Alls weniger als andere.
Easily Distracted -> Kurze Aufmerksamkeitsspanne // I don't know it this will fit into the GUI.
Description: Längeres und gründliches Nachdenken ist nicht die Stärke dieser Spezies.
Simple-minded -> Einfältig
Description: Wie dieses Spezies es geschafft hat, zu den Sternen zu reisen, ist ein Rätsel.
Omnivore -> Omnivore
Description: Auf dem Speiseplan dieser Spezies steht alles - sogar Steine.
Lethargic -> Lethargisch
Description: Diese Spezies nimmt sich bei allem gebührend Zeit. Die Arbeit wird schon eines Tages fertig werden, warum also hetzen?
Hateful -> Hasserfüllt
Description: Die beleidigenden Verhaltensweisen und Traditionen schrecken andere Spezies ab.
Multitasking -> Multitasking
Description: Die Vertreter dieser Spezies haben die Fähigkeit an mehreren Problemen gleichzeitig zu arbeiten, was auf dem Gebiet der Forschung sehr nützlich ist.
Sociable -> Umgänglich
Description: Durch Instinkt oder Tradition hat diese Spezies viel Erfahrung mit dem Umgang mit anderen.
Lateral Thinkers -> Räumliches Denken
Description: Diese Spezies weiß, wie man im dreidimensionalem Raum kämpft. Das All ist daher nicht neues für sie.
Flying -> Flugfähig
Description: Seit Jahrhunderten kämpft diese Spezies durch seitliches Ausweichen in alle Richtungen und Umkreisen der Feinde.
Easily satisfied -> Schnell zufrieden
Description: Diese Spezies ist sehr anspruchslos und mit minimalen Aufwand zufrieden zu stellen.
Competitive -> Wetteifernd
Description: Egal ob es Rituale oder unaufhörliche Kämpfe sind, die Spezies lebt für die Konfrontation.
Born-Warriors -> Geborene Krieger
Description: Die besten Philosophen dieser Spezies kamen alle auf die selbe universelle Wahrheit: Krieg ist immer die beste Antwort.

Portuguese translation, by Chaos_TLW
Efêmero - Descrição: Essa espécie possui uma baixa expectativa de vida mesmo em condições ideais
Facilmente Distraído - Descrição: Indivíduos dessa espécie é incapaz de se concentrar em um único assunto por tempo o bastante para ser produtiva.
Simplório - Descrição: Como essa espécie adquiriu viagem intersideral é um mistério para todos.
Preguiçoso - Descrição: ???
Letárgico - Descrição: Essa espécie enrola e procrastina sem dó. Pra que fazer hoje o que pode ser deixado para amanhã?
Detestável - Descrição: Os modos e costumes revoltantes dessa espécie fazem com que todos evitem contato.

Multitarefas - Descrição: A habilidade dessa raça em fazer múltiplas tarefas ao mesmo tempo lhes dá uma vantagem no desenvolvimento tecnológico.
Conversador - Descrição: Essa espécie, por instinto ou tradição, tem o hábito de bater papo o máximo possível.
Pensamento Lateral- Descrição: Por estar acostumada a batalhas em três dimensões, seja no ar ou na água, combate espacial não é nenhuma novidade para esta espécie.
Voadores - Descrição: Essa espécie está possui uma tradição em combate aéreo, estando bem acostumada aos giros e rodopios inerentes a este.
Fácil de Agradar - Descrição: As mais básicas necessidades vitais já são o suficiente para deixar indivíduos dessa espécie contentes
Competitivo - Descrição: Em rituais ou brigas incessantes, indivíduos dessa espécie vivem para provar seu valor.
Guerreiros Natos - Descrição: Todos os melhores filósofos dessa raça chegaram à mesma conclusão: Guerra é a resposta.

l_spanish:
####################################
# Traits
####################################
#Handicaps
trait_ephemeral:0 "Efímero"
trait_ephemeral_desc:0 "§LEsta especie es menos resistente que muchos otras y mueren más pronto.§!\n"
trait_easily_distracted:0 "Descuidado"
trait_easily_distracted_desc:0 "§LEsta especie puede ser muy apasionada sobre un tema, pero nunca por mucho tiempo.§!\n"
trait_simple_minded:0 "Ingenuo"
trait_simple_minded_desc:0 "§LSi se preguntan como esta especie logró obtener el viaje a traves de la luz, las estrellas aún se hancen la misma pregunta.§!\n"
trait_lazy:0 "Perezoso"
trait_lazy_desc:0 "§LEsta especie nunca trabajará demasiado duro.§!\n"
trait_lethargic:0 "Apático"
trait_lethargic_desc:0 "§LEsta especie se toman su tiempo y no trabajan duramente. Se hará un día u otro, así que ¿por qué preocuparse?§!\n"
#Avantages
trait_multitasking:0 "Multitarea"
trait_multitasking_desc:0 "§LEsta especie tiene la habilidad para hacer dos cosas al mismo tiempo, de esta forma acelera su progreso tecnológico.§!\n"
trait_easily_satisfied:0 "Conformistas"
trait_easily_satisfied_desc:0 "§LEstas especies para ser felices solo necesitan las necesidades básicas de la vida.§!\n"
trait_born_warriors:0 "Nacidos para la guerra"
trait_born_warriors_desc:0 "§LLos mejores filósofos de esta especie han llegado a una conclusión: La guerra es la respuesta.§!\n"

Ephémere : Cette espèce est moins résistante que beaucoup d'autres et vit moins longtemps.
Facilement distrait : Cette espèce peut se passionner pour un sujet, mais jamais longtemps.
Esprit simple : Comment cette espèce fit pour atteindre l'espace, les astres se le demandent encore.
Omnivore : Le régime de cette espèce comprend aussi bien des plantes que des animaux ou des minéraux.
Léthargique : Cette espèce prend son temps et ne travaille pas trop dur. Ce sera fini un jour ou l'autre, pourquoi se presser ?
Détestable : Les manières et coutumes révoltantes de cette espèce cause les autres espèces à l'éviter.

Multitâche : L'abilité de cette espèce à accomplir deux choses à la fois rend leur développement technologique rapide.
Sociable : Cette espèce, par instinct ou tradition, est habituée à discuter avec toutes les communautés.
Pensée Latérale : Cette espèce est habituée aux batailles en trois dimensions, l'espace n'offre rien de neuf pour elle.
Aérien : Depuis des siècles, cette espèce combat par des manoeuvres et évasions autour de ses ennemis.
Facilement satisfait : Il en faut peur pour rendre cette espèce heureuse.
Compétitif : Cette espèce vit pour la confrontation, qu'elle s'exprime par des rituels ou des combats incessants.
Guerriers nés : Les meilleurs philosophes de cette espèce s'accordent sur un point : La guerre est la réponse.

As you can see, it's not finished. It's lacking descriptions, and these numbers are arbitrary. Inspired by already-known traits, but they can and probably will be adjusted if necessary. In particular, I'm not sure of the usefulness of armies, so I am not sure giving a +10% Navy Morale to the Born-Warriors trait.
All theses traits use elements we KNOW are in the game and are almost certaintly usable in modding. All theses ideas are realizable.

In the first version, I'm thinking to reuse existent traits images by adding a little yellow circle to identify them as modded traits. In future versions, I'll try to create original images for my traits (or convince someone to help me for this, hehe).


Why am I coming here and presenting a mod idea for a game not even released ?
Firstly, for ideas and opinions. Alone, I can't think of everything. I am a slow player, and even when the game will release I won't be able to play enough to decide balance alone. And if some idea to implement was to be proposed, I'll do what I can to add it to the mod if it's fit the balance and feel. Mainly, balanced and "almost-vanilla-generic" traits.

Secondly, I'm always grateful for help. While this mod will be easy to create, I'm not enough confident in my english skills to write descriptions which would have a "correct" feeling. Names are easier, but I would be happy if someone suggested a better fitting name for any of theses traits.

Thirdly ... I don't see any third for now.

If you've read this whole text, thank you. If you have something to say, comment, propose, or object, please don't hesitate.


To end this post, here's two traits I won't add in the first version of the mod, because we need to play before. These traits, I'm confident will be unbalanced if they are to be implemented with these numbers. We'll always have time later.
Mob mentality : Fleet Size Limit: +15 (ou +3-5% ?), Navy Damage : -10% : Cost : +1 : Description :
Fast Analyzer : Survey Speed : +10% : Cost : +1 : Description :

Everyone, have a good day/night/whatever_you_want. :D
 
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Nice, I figured someone would make this sooner or later. Looks good so far. I'll try to make suggestions if I come up with anything. :p
 
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Thank to you two for coming. :)

@EmperorTojo : Don't hesitate to come here if you have some ideas or a better translation for anything. Two brains are better than one.

@Velorian : The handicaps are in the first part of the first quote. The avantages are in the second part.
The first handicap is "Fragile Organism", which reduce the lifespan of leaders (in fact generals, scientists, governors and admirals are also concerned if I'm correct) by 20 years. The counterpart trait, already in the base game, increase the lifespan by 30 years, but I think than a reduction of 20 years of the normal lifespan will still fall in the 50-60 range. Others reasons for not reducing as much is the cost of Influence to recruit leaders, and the fact than dead leaders don't level anymore.

Starting age, you mean, if in the base game leaders start 20 years old, those with a "Fast Maturating" trait would start 15 years old ?
That's an interesting idea. I'm not sure currently how easy it will be to implement, but it would be nice to get in the mod someday. I may have an idea, but it would require modding the leader generation (For example : if they have the trait, starting age = 15, if they havent, starting age = 20).
Maybe it's not possible, maybe there an another solution (possibly easier).
In game term, it's increase a little bit the lifespan of the leader (if they start working 5 years before, they'll work 5 years longer than other peoples). Maybe a secondary bonus would be nice. Without a little bonus, like maybe slightly faster population growth, it would be (in game term) inferior of the existing "Enduring" trait which increase leader lifespan by 30 years.
 
Alright, instead of "Fragile Organism" maybe call it "Short-lived" or "Ephemeral" to match Venerable. If possible the actual age reduction could be increased if the leaders mature at an earlier age to allow them to still be active for a decent amount of years.

The name fragile implies they are weak or prone to dying, which is not the same as aging quickly.
 
I get the nuance now you pointed it to me, and I like a lot Ephemeral, which is a nice complement to Venerable. I've edited the first post and my concept doc with this new name.

However, I'm not sure to understand what do you mean with :
If possible the actual age reduction could be increased if the leaders mature at an earlier age to allow them to still be active for a decent amount of years.
I would prefer to separate the "lifespan reduction" trait from the "younger starting leaders" been another trait. Nothing would prevent a player to use theses two traits in union, or using "younger starting leaders" with "enduring" or "venerable".
 
I get the nuance now you pointed it to me, and I like a lot Ephemeral, which is a nice complement to Venerable. I've edited the first post and my concept doc with this new name.

However, I'm not sure to understand what do you mean with :

I would prefer to separate the "lifespan reduction" trait from the "younger starting leaders" been another trait. Nothing would prevent a player to use theses two traits in union, or using "younger starting leaders" with "enduring" or "venerable".
Separation of the traits fits the other traits indeed.

However, I think the point of a short lived species is that they die early. Most species that die early also mature early. The advantage of combining it is that you can have a species that dies at 40 and still manages to be active for long enough to matter ingame.

It's weird if their species considers their leaders old enough like 5 years before they succumb to old age.
 
I understand now.
Since I have only saw the blorg-stream which are venerable, I can't use this as a baseline for leader lifespan. So, for now, it's guesses. Maybe we'll have a better idea tomorrow with the first videast videos. At least one people will avoid Enduring and Venerable, right ? ^^

In the meanwhile, I'm working on the hypothesis of 70-80 years life, of which we retract 20 years. It may be in reality inferior, wouldn't be surprising. We have : 50-60 years per leader.

If you combined Ephemeral and Young Leaders, on the current hypothesis and balance, it would : Reduce the lifespan from 20 years, so death at 50-60, increase the working time by 5 years. We have : 35-45 years per leader.

I would think to set the cost at 1 and -1 for these two traits.

So in the end, for a total cost of 0 points and 2 traits/4, the player will lose 15 years of working leaders.
Hence the proposition of a secondary bonus for Young Leaders. I proposed faster pop growth, implying a faster reproductive maturity. I'm not sure what else could fit. I am opened to suggestions.
 
I guess we'll know more at release.

If at all possible though I'm modding standard starting age to 40+ as humans shouldn't have top leader positions as youths barring rare exceptions. So I'd also increase death age to match the increase, to maintain the balance. It's more of a cosmetic thing I guess.

To maintain balance the only thing that matters is amount of years active, the lifespan deathdate has no balance meaning if the beginning date is variable.

So you could make a trait that cost zero points which reduced both starting and death age by 20 years. It would essentially be pure flavor without a mechanic difference.
 
We agree on this. We'll know more at release, and cosmetic is nice but less important than mecanism. The lifespan isn't important in reality, it's the working time which matters.

I'm trying to avoid cost 0 traits, at least in a first time. I feel they may be harder to balance, they will need a bonus and a malus and if these were reasonably important they'd be better separated in a negative and a positive trait. Finally, a 0 trait cost nothing, so you could have a player with a 2 trait and three 0 traits (and such combination). I'm not fan of making this a possibility, since there is rather no reason to not take a 0 trait in such a case. Of course, I may be wrong. Experience will say.
 
Does anyone else feel like

Multistaking : Engineering Output : +5% : Physics Output +5% : Society Output : +5% : Cost : +1 : Description :

is Fucking OP? Just for 1 point i mean, Make it two points atleast? Maybe?
 
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@Athenacaelum : The trait "Intelligent" is in the base game, give "+10% to Engineering, Physics and Society" and cost +2, for one trait.

You can't, however, cumulate "Natural engineers", "Natural physicists" and "Natural sociologists", which would give you +15% in all three, cost +3 and use 3 traits. They are mutually exclusive and that's, I think, a reasonable decision.
On the other hand, nothing prevents you to cumulate Intelligent and one Natural something.

Multitasking (which I wrote incorrectly, woops), would have to be mutually exclusive with Intelligent. It's a downgraded version of Intelligent.
My concern would be adjusting between +3%, +4% or +5%. Looking on the wiki isn't helpful for a decision, since the old traits doubled are "Adaptive" and "Extremely Adaptive", and "Enduring" with "Venerable".
Is a small bonus to science for a small cost really powerful ? Maybe. Does the existence of Intelligent incite us to downgrade Multitasking to +4% sciences output, or even +3% ? I have no idea.
 
@Athenacaelum : The trait "Intelligent" is in the base game, give "+10% to Engineering, Physics and Society" and cost +2, for one trait.

You can't, however, cumulate "Natural engineers", "Natural physicists" and "Natural sociologists", which would give you +15% in all three, cost +3 and use 3 traits. They are mutually exclusive and that's, I think, a reasonable decision.
On the other hand, nothing prevents you to cumulate Intelligent and one Natural something.

Multitasking (which I wrote incorrectly, woops), would have to be mutually exclusive with Intelligent. It's a downgraded version of Intelligent.
My concern would be adjusting between +3%, +4% or +5%. Looking on the wiki isn't helpful for a decision, since the old traits doubled are "Adaptive" and "Extremely Adaptive", and "Enduring" with "Venerable".
Is a small bonus to science for a small cost really powerful ? Maybe. Does the existence of Intelligent incite us to downgrade Multitasking to +4% sciences output, or even +3% ? I have no idea.


Ahem, i might be misunderstanding this.

But, if im able to get "Intelligent+MultiTasking" and my Ethos are:
  • Fanatic Materialist
    • Physics output: +10%
    • Society output: +10%
    • Engineering output: +10% +
    • Intelligent
      • Engineering Output: +10%
      • Physics Output: +10%
      • Society Output: +10%
      Multitasking:
    • Engineering Output : +5% : Physics Output +5% : Society Output : +5%
  • That's a grand total of 25% For each, ofc it wouldn't be a excellent build, but i feel like a AI Empire i make will be Mostly built around Output / minerals. Then this would be OP Wouldnt you think?
Reason why i'm asking is cause i like the "Multitasking Trait" it fits really well. I Guess it's best left at -1 Because then you can go 'MultiTasking + Industrious or even Multitasking + Agarian.
 
Correct me if I'm wrong, but you're saying than Intelligent + Multitasking would be overpowered ? Especially with Fanatic Materialist. I agree.
That's why I was saying, I believe you are saying the same thing, we shouldn't authorize this combination ? I agree.

In the base game, we have traits which excludes others traits. For example, you can't cumulate Enduring and Venerable, even if you had enough points.
I was thinking than Multitasking, Intelligent, and their opposite which are currently named Easily Distracted (-5% all science) and Simple-minded (-10%) should all exclude each others.


I'm not one in favor of restricting possibilities, but overspecialisation in science could be way too strong way too fast. Like using "Quick Learner", "Talented" and "Indirect Democracy", which gives you leaders a 3 base skill level and who gain xp +25% faster.


On others news, I've seen scientific leaders spawning been 31, 39 and 40 years old. That's one instance, but It would say than leaders start between 30 and 40, way older than my 20 estimation. Not a surprise, really, and it will allow use more marge for modifying spawning age of leaders.
 
Hypnotic - This species exerts a powerful hypnotic influence over the minds of other species, rendering them highly suggestible. +5 other species happiness per pop.

(Essentially just "very charismatic" with a cooler name and description. Ideal for play styles which involve the mass enslavement or assimilation of aliens.)

Freesoilers - This species abhors the institution of slavery and flourishes in a climate of freedom. +5 resource output without slaves, -5 slavery tolerance.

Factious - While similar genetically, the members of this species wildly differ in their beliefs. 20+ ethic divergence
 
@Kaochi
Will you include the German translation?

Ephemeral -> Vergänglich
Description: Diese Spezies verträgt die Herausforderungen des Alls weniger als andere.

Easily Distracted -> Kurze Aufmerksamkeitsspanne // I don't know it this will fit into the GUI.
Description: Längeres und gründliches Nachdenken ist nicht die Stärke dieser Spezies.

Simple-minded -> Einfältig
Description: Wie dieses Spezies es geschafft hat, zu den Sternen zu reisen, ist ein Rätsel.

Lazy / Dirt-eater -> Robuster Magen
Description: Diese Spezies konsumiert alles - sogar Steine.

Lethargic -> Lethargisch
Description: Diese Spezies ist so träge, dass Andere sich abwenden.

Multitasking -> Multitasking
Sociable -> Umgänglich
Flying -> Flugfähig
Easily satisfied -> Schnell zufrieden
Competitive -> Wetteifernd
Born-Warriors -> Geborene Krieger
A few of them are loosely translated, eg. Dirt-eater > Robuster Magen, lit. tough stomach, because there's no direct equivalent in German.
 
@Super-Soviet : Thank you for the propositions.
Hypnotic seem a bit hard to balance. Since charismatic give +1% per pop for a +1 cost, a +5% seem a bit excessive. If you have two pop of this species on a planet, it's +10% hapiness for everyone else (caped by the habitability, but still). The idea, in rp, is really cool, but I'm putting this in the "think a lot about the balance after playing a few games" category. Currently, I would propose +5% happiness/pop for a +4 trait cost, but it's only an estimation.

Freesoilers is a good idea, but like communal, it seem more a doctrine than a species trait. Another problem is that for the player, it means : "Don't take slaves or you'll lose +5% energy and minerals". A human player can do this and get the bonus to energy and minerals. A AI, not sure they'll be smart enough to avoid taking slaves.
What do you think about breaking this trait in two ?
A positive trait give +5% energy and mineral for a cost of +1, mutually exclusive with the base game Thrifty and Industrious which respectively give +15% to energy and minerals for a cost of +2 each. And a negative trait, making the species strongly against the idea of slaves. -50% slave tolerance for a cost of -1 ? It seems high, but you can easily live without slaves. So it wouldn't feel like an handicap if it was a too small malus.

Factious is a good idea. I'm not too sure about the cost. Maybe two traits excluding each other, a +10% divergence for a cost of +1 and a +20% divergence for a cost of +3. Or a cost of +2 and +4 respectively ? Since having a lot of ethoses seems a good way to multiply bonus, but the price to pay is having more factions ... I'm not sure.


@*Aqua* : Thank you for these translations, I'm writing this down right now.
Clearly, an important thing about translating is that you have to translate ideas, not words. Sure nuances can be lost, but a word-to-word translation will always be worse. If a sentence must be transformed to convey it's idea, so be.

About Dirt-Eater, the idea was a specie eating minerals as part of their alimentation (a bit like Gorons in Zelda), Tough stomach seem a bit off, it have different nuances. What would be the german for "Diamond Eater" ? Or some other gem. Even in english, I should replace dirt by something. Diamond Eater, why not.
I don't like much the Lazy name, but it goes with Lethargic.

I hope to be able to include a translation in as much languages as possible, but I won't be able alone. My native language is french, so I've got this covered. I know enough english to be able to furnish a first, acceptable translation (but help is still appreciated). I haven't practiced german in years and I don't know any languages. So alone, I'll do english and french versions, and rely on other peoples to help in german, portuguese, spanish and russian.

I'll try to provide descriptions for the traits which lacks one tomorrow, but if someone have propositions, I'm listening. ^^
 
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About Dirt-Eater, the idea was a specie eating minerals as part of their alimentation (a bit like Gorons in Zelda), Tough stomach seem a bit off, it have different nuances. What would be the german for "Diamond Eater" ? Or some other gem. Even in english, I should replace dirt by something. Diamond Eater, why not.
I don't like much the Lazy name, but it goes with Lethargic.
There's no equivalent to "diamond eater" because it isn't said like that in German. A close literal translation to dirt-eater like "Steinefresser" (stones/dirt devourer) is insulting: humans eat and animals devour in German. A literal translation of diamond eater ("Diamantesser") sounds awkward because wth would someone eat jewelry? And can you even "eat" diamonds? IMO the best is "Robuster Magen", it isn't insulting, doesn't sound awkward and transports the meaning well enough. It's common to say someone has a tough stomach if he can eat (almost) everything without problems (at least in Germany).

Just an idea: What about "omnivore" instead of <insert_mineral_here> eater?
 
I can do some Portuguese translations, if you don't mind. I can't say it will be fully appropriate for PT-PT, as I'm Brazilian, but IIRC the Portuguese used in-game is PT-BR already so well.

Efêmero - Descrição: Essa espécie possui uma baixa expectativa de vida mesmo em condições ideais
Facilmente Distraído - Descrição: Indivíduos dessa espécie é incapaz de se concentrar em um único assunto por tempo o bastante para ser produtiva.
Simplório - Descrição: Como essa espécie adquiriu viagem intersideral é um mistério para todos.
Preguiçoso - Descrição: ???
Letárgico - Descrição: ???
Detestável - Descrição: Os modos e costumes revoltantes dessa espécie fazem com que todos evitem contato.

Multitarefas - Descrição: ???
Conversador - Descrição: ???
Voador - Descrição: ???
Fácil de Agradar - Descrição: ???
Competitivo - Descrição: ???
Guerreiros Natos - Descrição: ???

I'll try to check news add descriptions and traits as the OP is updated.
 
@*Aqua* : Omnivore could fit, if the description is explicit enough. Another proposition : "Waster", saying than they use too much resources to build anything.
Omnivore seems fitting. I'm adopting this name for now.

@Chaos_TLW : Thank you for the help, a lot. I think your are correct by saying than the portuguese translation is pt-br. It was what I understood, at least.
I'm copying this now. I've added descriptions to the other traits and corrected a small typo in the description of Hateful. At least, I think it was a typo.

I'm adding the existent translations to the first post as soon I've done a french one. I'm seeing than both of you have shortened the Ephemeral Description, which I agree. To fit with your translations, I should removed the first part up to "this species", correct ?
I will do this, it was too wordy. I tend to be too wordy. ^^

I separated Flying and their bonus to navy. The bonus is now in Lateral Thinker and nerfed from 15% navy damage to 10%. Flying is now a bonus to evasion for corvette and, I hope I can mod this, carrier's fighter.
 
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