Leader Traits: Synthetic Leader Traits for Machine Units
Does what Leader Traits: All Eligible Species Traits does for species-based leader traits, but for Machine Units – they gain the Synthetic leader traits. In order to qualify, the Machine Unit leader(s) must belong to a Machine Intelligence with the Synthetic Age ascension perk, to a non-gestalt empire with the Synthetic Personality Matrix technology, or an Ancient Machine Intelligence.
Requested by Marrow.
Adds new effects, events, and on_action hooks to ensure Machine Unit leaders gain the same special traits as Synthetic leaders.
All the mod’s logic is implemented in standalone events and effects which should not conflict with other mods. Does not require Leader Traits: All Eligible Species Traits.
Built for Stellaris version 3.4 "Cepheus." Not compatible with achievements.
Like leaders? Try a couple of my other leader-related mods that work with this one.
- Leader Traits: All Eligible Species Traits enables your non-Machine Unit leaders to have all the species-based leader traits for which their species has the related trait
- Leader Traits: Scientist AI Assistant Upgrader will help your scientists upgrade to "Sapient AI Assistants" from "Custom AI Assistants" when you discover the right technology
- Leader Traits: Enhanced Randomisation will help your leaders get species-appropriate traits (no more substance abusing robots!) and can randomly get any of the class-appropriate traits when levelling up
- Retain Leaders from Integrated Subjects will let you choose whether you would like to keep leaders from integrated subjects or conquered/infiltrated primitives
This mod can be safely added or removed from your savegame after the game has started. It is implemented through custom events and effects without adding gameplay objects. If you remove it, your game will work normally.
See Change Notes
Hosted on GitHub[github.com]
Revisions:
Old revisions of this mod are available below. Click the link to download.