Leader Traits: Merge-Add Species Traits

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Author: corsairmarks

Last revision: 3 Jun, 2023 at 13:37 UTC (2)

File size: 156.67 KB

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Description:
Overview

Beginning with Stellaris version 3.3 "Libra" it is possible to enable traits like Cybernetic and Psionic to be applied to your Pops via gene-modding! Beginning in version 3.2 "Herbert," Stellaris disallows these traits from being merged onto subspecies which don’t already have them, which put a damper on creating super species that melded mind, machine, and science. This mod revives that gameplay – gene-mod away!

Changes

The Cybernetic, Latent Psionic, and Psionic species traits can be merge-added from one species template to another of the same overall species. As of Stellaris 3.5 "Fornax" and 3.6 "Orion," there are special traits for the Overtuned origin and cybernetic empires – this mod also allows those to be freely merge-added and merge-removed.

This mod also adds some extra tweaks:

  • Empires with the Genetic Resequencing tradition can remove the Cybernetic, Latent Psionic, and Psionic traits
  • Empires with the Great Awakening tradition can add the Latent Psionic trait
  • Non-xenophobic empires who have finished the Brain Slug quest chain can add that trait to any species templates
  • Empires who have Pops whose species already Brain Slugs can add that trait to other related subspecies (i.e. passes the is_same_species trigger)
  • Empires who complete the Enigmatic Cache quest chain successfully or partially successfully can add the corresponding traits
  • Empires who complete the Alien Box quest chain can add their chosen red/green/blue trait to some species templates
    • Any species that is the "same" as a species which already has the trait (i.e. passes the is_same_species trigger)
    • Don’t accidentally gene-mod away your last pop with the special trait, or you will lose access – your scientists need examples to study in order to apply the same changes
Compatibility

Overwrites four core Stellaris files, and thus is not compatible with other mods that make changes to the same files:

  • common/traits/04_species_traits.txt
  • common/traits/06_distant_stars_traits.txt
  • common/traits/09_tox_traits.txt
  • common/traits/10_species_traits_cyborg.txt

This is due to how the game handles overwrites for traits. Mods that add new traits or edit other trait files will work just fine.

Built for Stellaris version 3.8 "Gemini." Not compatible with achievements.

When to Install

This mod can be safely added or removed from your savegame after the game has started. It replaces four core trait definitions files but does not add gameplay objects. If you remove it, your game will work normally. All species will keep their current traits, but you will no longer be able to apply species templates with them to Pops without those traits.

Recommended Dependency Mods

Leader Traits: All Eligible Species Traits ensures your leaders have all the appropriate leader traits for their species traits, which is often why players want to create species with Psionic/Cybernetic/Brain Slug Host/Erudite. Technically optional, but highly recommended so the game adds leader traits like you intuitively expect.

Recommended Companion Mods

Like leaders? Try a couple of my other leader-related mods that work with this one.

Not Included in "Subtle Polish"

This mod is intentionally not included in my modpack Subtle Polish: A Collection of Fixes and Enhancements because of compatibility concerns when overriding traits. It is otherwise fully compatible.

Changelog

See Change Notes

Source Code

Hosted on GitHub[github.com]

[discord.gg]

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.