Godly Traits

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Author: IamSagittare

Last revision: 1 Dec, 2020 at 19:56 UTC (9)

File size: 318.46 KB

On Steam Workshop

Description:

For Stellaris 2.8
Recommended addons (require updates):
https://steamcommunity.com/sharedfiles/filedetails/?id=1848976806
Increased command limit and fleet capacity:
https://steamcommunity.com/sharedfiles/filedetails/?id=2152325792

LEGACY VERSION: https://steamcommunity.com/sharedfiles/filedetails/?id=1895241655

This mod now adds:
-12 species traits
-5 leader traits
-4 "gimme points" species traits
-4 civics
-4 ascension perks
-repeatable tech for more ascension perks
-command limit base 500, max 1000
-naval cap base 100, max 20000

Heavily inspired by the Original Empire from Ancient Cache of Technologies: Sins of the Fallen Empires. The gov/civic/trait/perks are supposed to be overpowered. They are less overpowered than the standard OE traits (go figure :P).

Compatibility: The only vanilla edits are:
-Machine leader breakdown event. Does not work with other mods that edit this event.
It works well with ACOT:SOFE, since the traits seem a bit OP compared to vanilla content.

Quick note: ACOT used to be part of Zenith of the Fallen empires, and still plays nicely with it. Both fit well with this mod.

Thanks to Chirumiru ShiRoz for making the SOFE mod and helping me figure out leader traits.
Thanks to Twink315 for making Twinks Playable Fallen Empire 2.0 which inspired me to create this mod.

Go Check out their mods, especially ZOTFE and ACOT:SOFE in particular, they are awesome.

If anyone is interested in improving this mod, either by tweaking or adding content, feel free. "Stealing" code from me is fine, after all code is made to be "stolen".

patches:

01-12-2020
Removed the "random chance = 0" modifier from civics, should now be unpickable by AI (properly). "AI_weight = 0" still exists in traits because that seems best practice.
Version number changed.

24-06-2020
Photosynthesis mod is now supported because of added "PLANTOID" allowed archetype to traits.