Traitors

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Author: Terath

Last revision: 29 Jun, 2016 at 09:54 UTC

File size: 100.35 KB

On Steam Workshop

Description:

This mod rebalances the vanilla traits and adds a lot of new balanced traits (33). It also sets the amount of traits that can be picked to six instead of the normal four, which increase the number of choices when creating a new species. Many of the reworked vanilla traits and new traits are mutually exclusive to prevent stacking of bonuses.

Substantial changes have also been made to ethics and government types. Efforts have been made to balance these in accordance with the trait changes. The goal is to provide a more fun and interesting game experience. Instead of the normal three ethics, players are now allowed to choose four, making it possible to be both fanatic militarist and fanatic xenophobe for example. What a combination, eh?!

For those who only want the new traits can subscribe to the traits only mod, Traitors light: steam://openurl/http://steamcommunity.com/sharedfiles/filedetails/?id=704016024

Content:

New traits:
-Landscape Architects: Tile clear cost -25%. Cost: 1
-Master Builders: Building cost -10%. Cost: 1
-Automated Principles: Ship auto repair +4%. Cost: 1
-Unionists: Ethics divergence -10%. Cost: 1
-Computer Interface: Research speed +5%. Cost: 1
-Disabled safety protocols: Ship speed +10%. Cost: 1
-Transdimensional: Ship evasion +4 (units) and FTL emergency damage -100%. Cost: 2
-Grand Constructs: Ship armor and ship hit points +10%. Cost: 2
-Blue Collar Society: Energy, minerals +15% and research speed -10%. Cost: 2
-Cybernetic: Ship auto repair +8% and required food -15%. Cost: 2
-Beacon of Liberty: +8% population efficiency without slaves. Cost: 3
-Telepathic: Happiness +10% and ethics divergence- 10%. Cost: 3
-Lithovore: Required food -100% and -5% minerals. Cost: 2
-Unification: Slavery tolerance +100% and ethics divergence -20%. Cost: 3
-Warlords: Garrison health +100%, army damage +20% and ship armor +12 (units). Cost: 2
-Artificial Intelligence: Required food -100%, leader age +240 years and research speed +25%. Cost: 5
-Ethereal: Required food -100%, energy +10% and habitability +100%. Cost: 5
-Natural Technologists: Energy, minerals and research speed +10%. Cost: 3
-Biological Machine: Food, society research +15% and ship auto repair +8%. Cost: 3
-The Red Fleet: Ship build cost, ship maintenance -15% and ship hit points -5%. Cost: 2
-Technocratic Ambition: research speed +15%, leader skill level +1 and tech alternatives +1 (works after first tech has been researched). Cost: 3
-Eco Defense Initiative: Tile clear cost +25%. Cost: -1
-Incoherent Architects: Building cost +10%. Cost: -1
-Safety Inspectors: Ship speed -10%. Cost: -1
-Stupid: Engineering, physics and society research -10%. Cost: -2
-Incompetent Engineers: Engineering research -15%. Cost: -1
-Incompetent Physicists: Physics research -15%. Cost: -1
-Incompetent Sociologists: Sociologists research -15%. Cost: -1
-Poor Farmers: Food -20%. Cost: -2
-Pocket Lint: Energy -15%. Cost: -2
-Lazy: Minerals -15%. Cost: -2
-Moonshiners: Food -15%, happiness +5% and ethics divergence +10%. Cost: -2
-Killer Clowns: Happiness -10% and energy -15%. Cost: -4

Ethics:

-Pacifist – Growth Time: -10%, Food: +15%
-Fanatic Pacifist – Growth Time: -10%, Food: +30%, Happiness: +5%
-Militarist – Ship Hull: +8%, Ship Armor: +8%, Ship Maintenance Cost: -5%, War Happiness: +5%
-Fanatic Militarist – Ship Hull: +15%, Ship Armor: +15%, Ship Maintenance Cost: -10%, War Happiness: +10%
-Collectivist – Slavery Tolerance: 100%, Engineering Output: +15%
-Fanatic Collectivist – Slavery Tolerance: 100%, Slave Output: +10%, Engineering Output: +30%
-Individualist – Energy Credits: +5%, Minerals: +5%, Physics Output: +10%
-Fanatic Individualist – Energy Credits: +10%, Minerals: +10%, Physics Output: +20%
-Xenophile – Xenophobia: -5%, Society Research: +15%, Maximum Embassies: +1, Alliance Influence Cost: -50%
-Fanatic Xenophile – Xenophobia: -10%, Society Research: +30%, Maximum Embassies: +2, Alliance Influence Cost: -100%
-Xenophobe – Alien Slavery Tolerance: 100%, Ethics Divergence: -8%, Rivalry Influence Gain: +25%, Xenophobia: +5%
-Fanatic Xenophobe – Alien Slavery Tolerance: 100%, Happiness: +5% (They so love pushing around their alien subjects), Ethics Divergence: -15%, Rivalry Influence Gain: +50%, Xenophobia: +10%
-Spiritualist – Happiness: +5%, Ethics Divergence: -5%, Growth Time: -5%
-Fanatic Spiritualist – Happiness: +10%, Ethics Divergence: -5%, Growth Time: -15%
-Materialist – Research Output: +8%, Food Consumption: -8%
-Fanatic Materialist – Research Output: +15%, Food Consumption: -15%

Government:

-Military Republic – Army Upkeep: -75%, Ship Evasion: +4, Leader Skill Levels: +1
-Military Republic 2 – Army Upkeep: -75%, Ship Evasion: +8, Leader Skill Levels: +2
-Military Junta – Ship Cost: -10%, Naval Capacity: +20%,
-Military Junta 2 – Ship Cost: -20%, Naval Capacity: +40%,
-Military Dictatorship – Ship Armor: +10%, Ship Upgrade Cost: -40%, Monthly Hull Repair: 3%
-Military Dictatorship 2 – Ship Armor: +20%, Ship Upgrade Cost: -80%, Monthly Hull Repair: 6%
-Theocratic Republic – Ethics Divergence: -8%, Core Sector Planets: +1
-Theocratic Republic 2 – Ethics Divergence: -15%, Core Sector Planets: +2
-Theocratic Oligarchy – Ethics Divergence: -8%, Minerals: +5%
-Theocratic Oligarchy 2 – Ethics Divergence: -15%, Minerals: +10%
-Divine Mandate – Slavery Tolerance: +100%, Resettlement Cost: -15%, Slave Mineral Output: +5%, Slave Food Output: +5%
-Divine Mandate 2 – Slavery Tolerance: +100%, Resettlement Cost: -45%, Slave Mineral Output: +10%, Slave Food Output: +10%
-Direct Democracy – Core Sector Planets: +1, Energy Credits: +8%
-Direct Democracy 2 – Core Sector Planets: +2, Energy Credits: +15%
-Science Directorate – Research Alternatives: +1, Research Speed: +3%, Leader Skill Levels: +1
-Science Directorate 2 – Research Alternatives: +2, Research Speed: +6%, Leader Skill Levels: +2
-Despotic Hegemony – Research Speed: +5%, Survey Speed: +10%, Core Sector Planets: +1
-Despotic Hegemony 2 – Research Speed: +10%, Survey Speed: +20%, Core Sector Planets: +2
-Moral Democracy – Happiness: +5%, Leader Recruitment Cost: -20%, Empire Leader Capacity: +1
-Moral Democracy 2 – Happiness: +10%, Leader Recruitment Cost: -40%, Empire Leader Capacity: +2
-Peaceful Bureaucracy – Growth Time: -10%, Building Cost: -10%, Food: +10%
-Peaceful Bureaucracy 2 – Growth Time: -20%, Building Cost: -20%, Food: +20%
-Enlightened Monarchy – Edict Cost: -25%, Edict Duration: +25%, Core Sector Planets: +1
-Enlightened Monarchy 2 – Edict Cost: -50%, Edict Duration: +50%, Core Sector Planets: +2
-Indirect Democracy – Food: +5%, Energy Credits: +5%, Minerals: +5%
-Indirect Democracy 2 – Food: +10%, Energy Credits: +10%, Minerals: +10%
-Plutocratic Oligarchy – Leader Skill Levels: +1, Leader Pool Size: +1, Empire Leader Capacity: +1, Leader Recruitment Cost: -20%
-Plutocratic Oligarchy 2 – Leader Skill Levels: +2, Leader Pool Size: +2, Empire Leader Capacity: +2, Leader Recruitment Cost: -40%
-Despotic Empire – Building Cost: -10%, Slave Mineral Output: +10%, Slave Food Output: +10%
-Despotic Empire 2 – Building Cost: -20%, Slave Mineral Output: +20%, Slave Food Output: +20%