Traits Rebalance [latest]

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Author: Suzarr

Last revision: 21 Aug, 2023 at 05:22 UTC

File size: 288.77 KB

On Steam Workshop

Description:

Mod Version 2.2, for Stellaris v3.8.4

This mod makes balance adjustments to several pop and leader traits.

– Lithoid Scintillating, Gaseous, and Volatile traits rebalanced. Now costs reduced trait points and provides more resources.
– Adjusted inorganic breath output to match the changes made to lithoid traits.
– Drake-Scaled trait output and cost modified in accordance with the changes to lithoid traits.
– Slave price modifiers for traits "Recycled" and "Luxurious" inverted to fit the theme of their descriptions.
– Self-modified pops can be resettled. They can also be forcefully modified if the owner has the appropriate genetic tradition to enable removing positive traits.
– Self-modified pops can be manually force-declined individually, as long as your empire is not egalitarian.
– Exotic gas upkeep of exotic metabolism reduced due to being effected by inorganic breath’s upkeep multiplier. This opens up an additional viable pop build combination.
– Fixed Void Dweller trait and Habitat habitability being a huge pain to remove, even when the conditions are met and it’s supposed to be possible.
– Moved Admiral per-level bonuses to the basic admiral council position. Many admiral traits and all ascension perk traits changed from fleet-only to empire-wide council traits.
– The intent here is to restore fleet performance to levels prior to the Stellaris 3.8 leader changes, which enormously nerfed the number of admirals you can have. Now one admiral on the council effectively provides its admiral bonuses to ALL of your fleets, and only the more advanced and specialized traits apply to the individual fleet only.
– Reworked Admiral traits that modify fleet command limit. The special paragon trait is now the only one left that still changes command limit.

Part of Suzarr’s collection of gameplay enhancements, balance tweaks, and bug fixes.
All mods in this collection are designed with modularity in mind, so you can pick and choose to use the components you like, and ignore the ones you don’t. None of these mods depend on one another, compatibility with each other is guaranteed, and load order within the collection does not matter.

Finishing an old save on a Stellaris rollback version? Check out my [Archive] for older versions that might be compatible.