This isn't a technical question as much as it is a design sort of question. I always wanted to get into modding and Stellaris seems easy enough, I figure something easy is just the right ice breaker for me while I pursue my software engineering degree. None the less I've made a couple of traits even done a little rookie editing in GIMP but as I got to crafting the traits I've begun to wonder...
What would a regular player define as a "decent" and "balanced" trait?
A friend of mine recommended a -4 trait. It didn't take me long to create it. Yet as I crafted it I instantly realized the player was left with 6 trait points of which he could use those to obtain agrarian, industrious and thrifty all at the same time because the player already starts with the initial 2 trait points. I found this to be incredibly imbalanced and so I took it down to -3, there for making it mandatory to select another negative trait in case they want to get all the resource producing traits.
This lead me to consider:
What would a regular player define as "bad" trait mod?
Is too many traits on the list a bad thing?
Would you prefer the traits to be in line with standard Stellaris traits or just piled at the end?
I quickly noticed it's easy to go overboard with these and that some forethought must be put into designing them. In which case variety doesn't seem to be the spice of Stellaris traits, at least in my opinion. I personally focused on more expensive negative traits as Stellaris currently lacks them and ran myself by one rule: "the trait mustn't be ridiculous". You might think this to be a very subjective rule to apply, and you'd be damn right to assume so. Which is why I'm posting this thread.
What would a regular player define as a "decent" and "balanced" trait?
A friend of mine recommended a -4 trait. It didn't take me long to create it. Yet as I crafted it I instantly realized the player was left with 6 trait points of which he could use those to obtain agrarian, industrious and thrifty all at the same time because the player already starts with the initial 2 trait points. I found this to be incredibly imbalanced and so I took it down to -3, there for making it mandatory to select another negative trait in case they want to get all the resource producing traits.
This lead me to consider:
What would a regular player define as "bad" trait mod?
Is too many traits on the list a bad thing?
Would you prefer the traits to be in line with standard Stellaris traits or just piled at the end?
I quickly noticed it's easy to go overboard with these and that some forethought must be put into designing them. In which case variety doesn't seem to be the spice of Stellaris traits, at least in my opinion. I personally focused on more expensive negative traits as Stellaris currently lacks them and ran myself by one rule: "the trait mustn't be ridiculous". You might think this to be a very subjective rule to apply, and you'd be damn right to assume so. Which is why I'm posting this thread.