RPG Traits Core [Official Version]

If you liked this item, please rate it up on Steam Workshop page.

Authors: Soviet_Satan, Sice, Vallitium

Last revision: 8 Jan, 2019 at 13:21 UTC (33)

File size: 24.69 MB

On Steam Workshop

Description:

RPG Traits by LuxArdens

Tired of bland, boring species? Tired of having a dozen races that all feel and play exactly the same? Use RPG Traits! It will give you alien aliens. Aliens that are big, small, that eat dirt, that are made out of electricity, that breed like insects, that are vastly superior or inferior to humans in some way. All of it implemented in a way that your gameplay feels different.

Want to play as a race of Dumb, Immortal, Titanic, Steel-Skinned Snails? Now you can! Or a race of Genius, Lithovore, tunnel-digging insects? Go ahead! How about playing as one giant Living Planet? Sure thing! It’s all possible with RPG traits.

RPG Traits overhauls the random trait assignment of AI races, so randomly spawned races get the occasional fancy trait in addition to a combination of strengths and weaknesses that should be very noticeable. You may encounter a race that happens to be very good at mining minerals and want to enslave them. Fallen Empires spawn with very powerful traits that they refined after centuries of research. Custom Races are now supported so you can make up your own species and play against them as well.

I cannot stress enough that this is an OVERHAUL mod with a different philosophy on game design than that of the Stellaris developers. Vanilla Stellaris dares not create real diversity in its aliens, so you end up with antropomorphized aliens that are all just slightly weaker, or slightly smarter, but otherwise they’re pretty much human clones. Barely noticeable. This mod throws that out of the window and asks the question "What if there’s an alien race that feeds on dirt?" and the answer is you don’t need farms, so food requirements are zero for species that feed on dirt; not just -10% or whatever. Alien species are deliberately not equal. Humans are set as the neutral axis (no traits) and when you encounter an alien species, they will often be a lot stronger or a lot smarter than humans; not just a 10% bonus.

Want more RPG features in your Stellaris games? Try the HEAVY Version
r/stellarisrpg
Github [github.com]

The following vanilla files are modified by this mod:

°commonfallen_empires0_fallen_empire
°commonspecies_archetypes0_species_archetypes
°commontraits0_species_traits
°eventsgame_start
°eventspop_events