RPG Traits Fixed

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Authors: Communist_Satan, Vallitium
Last revision: 6 Jan at 09:10 UTC

Description:

Personal Notes:

So I took RPG traits, abandoned by its original creator and currently in development by someone else, hasnt updated in a long while and I made it work with the latest version.

I got sick of waiting for it to get fixed, so I sat down, cleared the entire schedule for the day and got to working on it, 11 hours later I had a working mod that didnt crash on startup.

Its all quick and dirty fixes but hey, it works.

Its not all tested, not even close. So keep that in mind, your game may crash from some of the more complex traits or things may straight up not work, but it is what it is.
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Original Description:

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.

The following vanilla files are modified by this mod:

°commonfallen_empires0_fallen_empire
°commonspecies_archetypes0_species_archetypes
°commontraits0_species_traits
°eventsgame_start
°eventspop_events

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