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Kaochi

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Oh, that's very possible. It would ask me to look a bit in files to get the right modifier, but that's all.

However, I don't want to get malus and bonuses together except in very few exceptions. Like the current idea of Focused which would cost 0 (but have a real choice in it), or Stone-eater which will give a very small food bonus for a wide mineral malus.

So tonight, I'll try to add both Agressive, Focused.
Elusive and Lateral Thinker should come too.

And there is a few others traits which will be copied from two others traits mods, which will partially integrate ours. One is Expanded Traits, created by @TehT. TehT is already participating in this thread. The other is Extra Traits, by @dskod1. dskod1 will concentrate himself on the Star Wars Galaxy Mod. He also proposed to help with icons, but his priority is Star Wars.
So many thanks to both of them, for their help, the kind offer and the trust in this thread group and the Additional Trait mod.
I'm really grateful.
Thank you.
 
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gerishnakov

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@Kaochi keep up the good work! Looking forward to seeing some of my suggestions implemented at some point, when you're ready ;)

EDIT: Are Sociable, Competetive and Hateful meant to be available when creating a race? I thought they were supposed to be applied through an event?
 
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Kaochi

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@gerishnakov : Well, you have to select them to get the bonus. It's just than part (or all) the modifiers are applied by event as start of game, because we can't make these effects part of the game from the empire creation screen.

I remember you proposed ethic divergence traits, which I forgot to mention but since we talked about them, there is no reason I don't add them today or tomorrow. Did you proposed other traits ? I don't have my notes on me at this moment.
 

gerishnakov

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I have a Word file with all my ideas collated together, which you can find on my Google Drive here.

With regard to Irresistible and Aggressive, you can choose their effects and costs if you implement them; I couldn't decide!

PS I guess Irresistible should also exclude Sociable; I wrote that document up before I saw Sociable.
 

Kaochi

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I have a Word file with all my ideas collated together, which you can find on my Google Drive here.

With regard to Irresistible and Aggressive, you can choose their effects and costs if you implement them; I couldn't decide!

PS I guess Irresistible should also exclude Sociable; I wrote that document up before I saw Sociable.
Thank you, I'm getting a bit lost in my notes. I should take the time to tidy up.

Sociable at first only gave an Embassy. I upped the trait as a mirror of Hateful. So it's rather me who copied Irrestible.

I have a question about Hunter Gatherer. Is food really that useful ? I'm thinking about modifying the vanilla Agrarian to +20% food and Hunter Gatherer to -20%. I feel it would justify better the -2/+2 cost of these traits.
I may have an bad opinion of food bonuses because my personal game have robots (despite been spiritualist. I've been lucky ^^), so my population grow twice as faster.
 

gerishnakov

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Thank you, I'm getting a bit lost in my notes. I should take the time to tidy up.

Sociable at first only gave an Embassy. I upped the trait as a mirror of Hateful. So it's rather me who copied Irrestible.

I have a question about Hunter Gatherer. Is food really that useful ? I'm thinking about modifying the vanilla Agrarian to +20% food and Hunter Gatherer to -20%. I feel it would justify better the -2/+2 cost of these traits.
I may have an bad opinion of food bonuses because my personal game have robots (despite been spiritualist. I've been lucky ^^), so my population grow twice as faster.

Yeah 20/-20% for 2/-2 points makes a lot of sense; go for it!
 

Kaochi

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Well, it wouldn't as much for minerals and energy, but food us a bit less useful, so boosting a bit food-related traits seems acceptable.
If it proves inconclusive, we can always modify later, after all.
 

Kaochi

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New traits, who want new traits ?
I'll probably add more tonight, but here are the first one. If someone can test Agressive or Extremely Agressive for me (once the mod has been updated, I still have to put the english text in other languages files for the meantime), it would be cool. I'm not really sure I used the correct modifier and I am unable to find the "remove fog of war" cheat command to test myself.

trait_focused:0 "Focused"
trait_focused_desc:0 "§LThis species concentrates its specialists on one research at one time.\n\nThis trait also removed one research alternative.!\n"

trait_agressive:0 "Agressive"
trait_agressive_desc:0 "§LCooperation isn't exactly a strong point of this species.\n\nThis trait adds a (1) Rivalry.§!\n"

trait_extremely_agressive:0 "Extremely Agressive"
trait_extremely_agressive_desc:0 "§LThis species feels threatened by other species.\n\nThis trait adds two (2) Rivalry.§!\n"

EDIT : Focused doesn't seem to work. I'm looking for the why.
EDIT, the return : Seems to be hardcoded to not get under 3. That's strange, I'll ask in the quick answer thread and hope for CaptainGars to answer.
 
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Kaochi

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Sure, but adding a few more traits can't hurt much. I hope. ^^
We still have time to rebalance. I won't flee away to the Sun (or else, only by night).

I'm adding these traits with the Aggresive tonight. Despite my earlier talk, Focused doesn't seems to work now. We'll see. Maybe I'll bump my question on the quick answers thread next Monday or Tuesday (is this Monday a day off in Sweden ?)

trait_hunter_gatherer = {
cost = -2
modifier = {
tile_resource_food_mult = -0.20
}
}

trait_violent = {
cost = -2
modifier = {
pop_growth_req_mult = 0.15
}
}

trait_free_spirit = {
cost = -1
modifier = { pop_ethic_shift = 0.1 }
}

trait_iconoclastic = {
cost = -2
modifier = { pop_ethic_shift = 0.2 }
}
Agrarian is now +20% food production. I'll update steam and the OP accordingly.

trait_hunter_gatherer:0 "Hunter-Gatherer"
trait_hunter_gatherer_desc:0 "This species has a deep tradition of living off the land and is inexperimented when it comes to modern agriculture"
trait_violent:0 "Violent"
trait_violent_desc:0 "There is a prevalent biological predisposition toward infighting among this species."
trait_free_spirit:0 "Free Spirit"
trait_free_spirit_desc:0 "Freedom of thought and challenging official speech is part of this species since centuries."
trait_iconoclastic:0 "Iconoclastic"
trait_iconoclastic_desc:0 "While this species doesn't seek to overthrow traditional institutions and ideas, it's probably just a question of time."


That's a lot of handicaps. I'll have to add advantageous traits next time. ;) If we have interesting ones, of course.
We are starting to have added a lot of things, so we can take more time for next ones.
Time which may be affected to resolving the dominant species change question, for example. And balance. And playing !

I'm thinking about planet defense bonus and malus that have been proposed before. I liked that Zealous Defender one.
Also, I'm wondering if traits doing -15% energy, -15% mineral are really useful. Nobody will ever use them and the AI could get screwed if it got this trait.

On other ramblings (sorry, I make this up as I am writing), I missed a few things in this post from *Aqua*
So the one thing who needs a answer (the rest, either it concerns translation or I already commented it earlier), the strange point at right of the generic handicap trait icons.
That's corrected. I .. mauled badly the original green image in order to create these placeholder, and I missed a detail. The circle is 28*28 pixels, but the file (transparency included) is 29*29.

Anyway, I'll try to put prettier icons this weekend. No promises. I don't want to burnout on a mod (and irl work, too), that would be a pretty ridiculous thing.


Rambling over. I will update the thread OP and steam.
It's already 23h38 ? Aww, time flies so fast.
 

Kaochi

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New traits are incoming :
trait_delicate:0 "Delicate"
trait_delicate_desc:0 "§LMembers of this species are quick to become hurt. They are not able to withstand a lot phyiscally.§!\n"

trait_weak_willed:0 "Weak Willed"
trait_weak_willed_desc:0 "§LThis species buckles rapidly under pressure.§!\n"

trait_zealous_defenders:0 "Zealous Defender"
trait_zealous_defenders_desc:0 "§LThis species fights with an ungodly zeal when threatened.§!\n"

trait_lateral_thinker:0 "Lateral Thinker"
trait_lateral_thinker_desc:0 "This species is used to battles using all the three dimensions, space isn't a novelty for them."
- Delicate : Garrison Health : -50% : Pop fortification Defense = -25% : Cost : -1
- Weak Willed : Garrison Health : -75% : Army Morale = -25% : Cost : -2
- Zealous Defenders : Garrison Health : +150% : Pop fortification Defense : +100% : Cost : 3
- Lateral Thinker : Navy Damage : +10% : Cost : 1

The three first one comes from @dskod1 's and @TehT 's traits mods. There is a few traits from their mods which aren't added to Additional Traits despite not been a duplicate from one trait we have here. That concerns extreme traits like a boosted Ephemeral, some really hard to balance (like Mayfly which give leaders +200% xp but reduce by a lot their lifespan).
Then there are the mirrors of Thrifty and Industrious, which I won't try to add if nobody express the need for.


I've redo icons for the majority of traits and even did a unique one for a few traits (the unfits and born-warriors). I've borrowed the Hunter icon from dskod1's mod for Hunter Gatherer. I'm lacking ideas for the others traits, so if you have one, don't hesitate and talk.

Traits with special icons today are : Multitasking, Easily distracted, Simple minded, Unfit traits, Hunter Gatherer, Born Warriors.


Steam updated, Thread OP will soon be.
 

gerishnakov

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Then there are the mirrors of Thrifty and Industrious, which I won't try to add if nobody express the need for.

I think my Profilage trait was the mirror of Thrifty - I'd quite like to see that in the mod :D

EDIT: I've just seen the new traits on the Steam page; Lateral Thinker seems to me like it should be a research trait, rather than relating to naval damage:

Lateral thinking is solving problems through an indirect and creative approach, using reasoning that is not immediately obvious and involving ideas that may not be obtainable by using only traditional step-by-step logic.

Perhaps the naval damage bonus trait should be something like 'Natural Mariners' (like Natural Physicists, etc...), although mariner does refer more to navigation... Perhaps a bonus to ship sub-FTL speed instead?

EDIT 2: Having just loaded up the game and started creating a new custom race, it looks like Lateral Thinkers currently has no effect at all. There's just the name, description and cost, but no effect. Also Weak Willed is showing as 'trait_weak-willed' with no description.
 
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Kaochi

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@gerishnakov :
No, Lateral Thinker does have an effect. You have to hover over your ships for it to show.
I've tried with a 1000 multiplier then went into space. Found a big hostile fleet. Attacked. I insta destroyed 5 ships before they eliminated my three ones (I only boosted damages, no hp, range or shields ^^).

The name may change, maybe. The idea was referring to 3D fights, since irl we have a few planes fights and submarines ones, but it's still really rare. But a species living in water, for example, would have less problem to adapt to space battles since it's nothing new.

I think my Profilage trait was the mirror of Thrifty - I'd quite like to see that in the mod.
That I understand, but would you play with this trait ? Would someone play with it ? It's not necessary to add it if only the AI will get it.
 

Chaos_TLW

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Is there a list of all the traits that still do not have a translation? That'd be helpful because with uni I can't check this thread with as much regularity as I'd like.

trait_delicate:0 "Delicado"
trait_delicate_desc:0 "§LMembros dessa espécie são facilmente feridos, não sendo capazes de aguentar muito estress físico.§!\n"

trait_weak_willed:0 "Sem Força de Vontade" (this one is pretty awkward whatever translation used)
trait_weak_willed_desc:0 "§LEssa espécie se dobra rapidamente quando sob pressão.§!\n"

trait_zealous_defenders:0 "Defensores Fanáticos"
trait_zealous_defenders_desc:0 "§LEssa espécie luta com um zelo brutal quando encurralada.§!\n"

trait_lateral_thinker:0 "Pensadores laterais"
trait_lateral_thinker_desc:0 "Essa espécie está acostumada a combate tridimensional, então combate espacial não é grande novidade para eles."

trait_hunter_gatherer:0 "Caçadores-Coletores"
trait_hunter_gatherer_desc:0 "Esta espécie tem uma longa tradição na exploração de terra virgem, tornando-os pouco habilitados para agricultura de longo prazo."

trait_violent:0 "Violento"
trait_violent_desc:0 "Há uma predisposição biológica inata à violência entre membros dessa espécie."

trait_free_spirit:0 "Espíritos Livres"
trait_free_spirit_desc:0 "Liberdade de pensamento e o desafio a autoridades é parte da cultura dessa raça a séculos."

trait_iconoclastic:0 "Iconoclastas"
trait_iconoclastic_desc:0 "Embora essa espécie não esteja tentando derrubar instituições tradicionais, é provavelmente só uma questão de tempo."
 

Pilatian

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I'd like some more biological traits in the future, rather than traits regarding their temperament and whatnot, if that makes sense.

Things like weak immune system, strong immune system, diet, and size (Large, small, tiny.. Not just weak and strong). Possibly an innate telepathy ability that would cost 3-4 and grant a higher chance for the psionic techs to pop up like spiritualist already does, plus morale damage and evade chance.

Also possible-- a telepathically null trait that could greatly increase morale (or damage) against psionic/telepathic troops but prevent you from ever getting psionic techs, similar to the bonuses like the empire-wide +10% damage to void clouds. Probably a point cost of 2 for that, since it is a bit good for the most part. Maybe more maluses?

Also for example, their diets and having interactions with certain planets.. herbivores might have less habitability on arctic/tundra/desert worlds, for example, but more on a tropical or continental. Things that promote certain playstyles and roleplaying. I don't feel like habitability should be restricted to "Species is adaptable/nonadaptable" only. Those traits are remarkably general.
 
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Cannes

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- Free Spirit : Population Ethics Divergence : +10% : Cost : -1
- Iconoclastic : Population Ethics Divergence : +20% : Cost : -2
I don't get these two. Most everything in the game revolves around reducing ethics divergence in your empire. Having ethical divergence makes your pops unhappy. Why on gods green earth would you spend valuable trait points on a purely negative modifier??
 

Kaochi

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@Chaos_TLW : There is no real list, I just look at the localization file for each language.
For portuguese, the traits which lacks a translation today are :
trait_hateful:0 "Hateful"
trait_hateful_desc:0 "§LThe revolting manners and customs of this species make that everybody avoids them.\n\nThis trait also remove an Embassy.§!\n"

trait_born_warriors:0 "Guerreiros Natos"
trait_born_warriors_desc:0 "§LTodos os melhores filósofos dessa raça chegaram à mesma conclusão: Guerra é a resposta.\n\nThis trait also add +5% damage to your fleet.§!\n"

trait_sociable:0 "Sociable"
trait_sociable_desc:0 "§LThis species, by instinct or tradition, is used to discuss with all parties.\n\This trait also add an Embassy.$§!\n"

trait_competitive:0 "Competitive"
trait_competitive_desc:0 "§LRituals or incessant fights, this species live for confrontation.\n\nThis trait add +50% to Rivalty Influence Gain.$§!\n"

trait_agressive:0 "Aggressive"
trait_agressive_desc:0 "§LCooperation isn't exactly a strong point of this species.\n\nThis trait allows a (1) max Rivalry.§!\n"

trait_extremely_agressive:0 "Extremely Aggressive"
trait_extremely_agressive_desc:0 "§LThis species feels threatened by other species.\n\nThis trait allows two (2) max Rivalry.§!\n"
About Born warriors, it's the text at the end of the description which is new.
I've integrated your lines, I'll update the mod tomorrow morning.


@Pilatian : At the end, some traits would be identical with different names. If you have some ideas for tiny, heavy species and such, don't hesitate. I must say, on the moment, I don't really see what could be added.

Inate telepathy may be a bit hard to add, but I'll see what I can do. Since I would like to create a trait giving robots from the start, one increasing the chances to get psionic troops may work. The problem would be if it involve modifying the tech. In such a case, I may leave the tech alone and create a specific one for this trait. We'll see. Anyway, I keep this idea in my notes.

Psionics-null doesn't seems realizable at this moment. There is nothing which give bonus against telepaths.

Diet traits should works, I'll see what I can do with this. It's a cool idea.


@Cannes : That must be a typo (more an inconsistency in fact). These traits are handicaps, not advantages (even if some peoples would gladly pay for such a trait, I'd bet).
It's working properly ingame, I'll check the description on the thread OP and the workshop.
Thank you for pointing it to me.