!Superior Species

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Author: Muggins

Last revision: 16 Jul at 06:57 UTC (10)

File size: 830.46 KB

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Updated for Stellaris 2.3 "Wolfe"

Superior Species is an overhaul mod for species traits, leaders, and other pop mechanics. Its aim is to provide further depth and customisation to these features of the game without causing radical gameplay imbalances.

Genetic Experiments are now a standalone mod. If you feel like this mod strips the genetic ascension path of some of its best features, use it.

Superior Species Main Features:
  • An additional 30+ species traits for use during empire creation, with modifiers and point values that follow the precedents set by Stellaris’ existing species traits.
  • Almost all organic traits are now available during empire creation and have been rebalanced when appropriate, but any traits of a value higher than +2 or lower than -2 require genetic ascension to add or remove.
  • Robot and machine traits are slightly more impactful than organic traits and can be altered at any time, but they receive fewer trait points overall and have fewer angles for customisation.
  • An additional 40+ leader traits, many of which are derived from their species traits.
  • Rulers are twice as likely to receive these traits, as befits their station.
  • Additionally, all rulers start with 3 traits (up from 2), and all leaders with 2 traits (up from 1).

Quality of Life Improvements:
  • Leaders can now have up to 20 levels, up from 10. You still need to acquire these levels through traditions, technologies, and traits, but if you can, you can now benefit from those advanced leaders.
  • Species Assimilation now occurs more gradually on a monthly basis, rather than once every year. No more crippling your economy after acquiring dozens of useless Hive Minded pops or because you’ve decided that The Flesh Is Weak.
  • The Horizon Signal event chain now culminates in a unique species trait, just like the existing Alien Box event. No need to worry about your species’ traits getting mangled beyond all recognition by the Worm.
  • Many more traits now effect slave prices if it would be appropriate to do so.
  • Presapient traits like Conservative, Earthbound, and Natural Intellectuals can now be crossbred through Xeno-comptability, if you get lucky, and come with their own distinct icons.
  • The yearly ethics shift chance of pops has been massively increased, making it far more likely for pops to change ethos or faction and making modifiers like Governing Ethics Attraction or actions like Suppressing a Faction significantly more impactful.
  • Genemodding and Robomodding has a lower initial base cost, but higher cost per pop and per trait point, making minor alterations to small population pools less of a pain in the neck.
  • NEW: Scientists filling Head Researcher positions can now gain traits in the line of duty, just like their companions on survey ships can.

This mod is unlikely to be compatible with any other mod that adds or removes species or leader traits, or modifies the existing ones. Consider this your warning. This mod overwrites the following files:

  • Everything in common/traits (except habitability traits, those are fine)
  • 00_species_archetypes (If overwritten, robots will have vanilla trait picks)
  • The Horizon Signal event akx.10020 (If overwritten, you won’t benefit from the unique Worm trait this mod offers)
  • The action.64 and action.65 events (If overwritten, assimilation will work as in vanilla Stellaris)

Recommended Mods:

Thanks to icons8.com for their excellent selection, and to Devious, whose excellent Xenology Traits mod served as a thorough inspiration.

Required DLC:

These DLC should be installed in order to use this item.

Stellaris: Utopia