Compatible Erudite, Cyborg, Psionic and Brain Slug Traits
This doesn’t modify ascendancies or anything, so you still need a mod that lets you combine them.
I recommend Better Diverse Ascension, but other mods that combine ascendancies should work perfectly as well.
Kind of tired of seeing "mods" that "fix" the issue, but actually don’t or aren’t compatible with other mods or overwrite far more than necessary and cause interference issues or need their own compatibility patches or need to be updated with each version. You’ll know you need this mod once you pick up your second ascendency and hire a new leader … you’ll notice the replacement in the pool is missing some traits. At that point it’s already too late for that leader in the pool who didn’t get the correct traits. This mod now also fixes that.
How is it different from other mods?
Other mods that attempt to make these traits compatible with each other either simply do not work in a literal sense or have significant incompatibilities that make them difficult to use with other mods.
A new event is registered for leader creation: cpce.1.
When a leader is created, each of the Erudite, Cyborg, Psionic species traits are checked for existence on the leader’s species and the Brain Slug event chain condition for the player is checked.
If the species trait is there or the Brain Slug flag is there, leader specific traits are added as necessary for the type of leader it is, without stopping once one of the traits’ conditions are met – they are all evaluated per species trait.
As in vanilla Stellaris, if you have completed the Brain Slug event chain, there is a 20% chance that a leader will be a Brain Slug host per each new leader. The additional 20% Brain Slug check only applies if your race is also Cyborg, as that is the original blocking trait for the distar.173 event. This gives cybernetic species the same 20% chance they were missing out on as the other species in your domain have for being a brain slug host, and does not give the non-cybernetic species any extra.
The traits are now all compatible with each other, but not with machine/robotic/synthetic. (Sorry, not sorry.)
This event runs right beside the vanilla events that add the same traits (utopia.2509 for Erudite, utopia.2510 for Cyborg, utopia.2651 for Psionic, distar.173 for Brain Slug) as well as any mod events that do the same, but doesn’t overwrite, block or replace those events.
This mod doesn’t have any files in common with any other mod or the game, nothing is overwritten or will be in the future.
Additionally there are two more events (cpce.2, cpce.3) to correct traits on leaders under other situations.
You may run event cpce.2 in the Stellaris console to correct any issues you may have with leaders not having the correct traits due to mods removing them or other situations that may arise.
Note that for existing saved games, when you load them up with this mod for the first time or such, this doesn’t retroactively affect a player’s existing leader pool (yet), so you have to wait for new fresh leaders in the pool or recruit and fire to get new fresh leaders with the traits as expected.
I added an event to fix this and to retroactively apply traits to existing leaders of the same species.
This doesn’t check any other conditions and accepts any other mod’s interference. If compatibility with another mod needs to be created, I am open to adding it to this mod.
This doesn’t care if the leader traits are removed or otherwise manipulated afterward by other means, this mod only affects the point at which leaders are generated. Traits are now enforced more aggressively than the previous implementation.
Any mod that attempts to "fix" the Brain Slug trait’s compatibility with Cyborg will probably double their chance to 40%. Let me know of any mods that do this.
For Erudite, Cyborg, and Psionic; If any of the traits are already added, it still gets ‘added’ again, but because you can’t duplicate traits there is no problem there.
Cyborg leaders that previously missed the possibility of having a Brain Slug prior to adding this mod now get a one-shot 20% chance to become a host.
To know it’s working, in your game.log, you will see something like this;
Not sure where this needs to go in your order of mods, should not matter unless people start trying to overwrite this mod’s uniquely named files.
At the end of the mod list should be fine.
Check out this mod.
If you want cyborgs and synthetics to have these traits, you need both.