SIZE
0.63MB
SUGGESTED GAME VERSION
*
120 Subscribers
5
DESCRIPTION
Motivation I always felt that Stellaris leaders were a bit blank and underpowered. They only serve as a small cog in order to keep running your game, but you never really care about them. At any point in the game - you wouldn’t be able to recall which scientists, governors and rulers are currently employed. On top of that - their bonuses aren’t that significant. Even more on top of that - there is never a tradeoff between their skillset. Yes, you can gain negative traits as you progress, but that happens too rarely to take into consideration. Unfortunately, I wasn’t able to find any mods to fix this. And most of the mods that deal with leader traits are not maintained anymore. So, what this mod tries to do? Well, we will try to fix it! This mod aims to add an additional layer of spice and flavor to your leaders. We want to make leaders more unique, significant and contribute to the Role-Playing aspect of the game. This mod will add a number of new traits for every leader type that will always have a certain tradeoff. This leader adds more influence, but it’ll make all your ruler class pops more unhappy. This leader likes to party and it positively affects the population’s happiness, but they that’ll negatively affect the planet production rates. So with every significant bonus - a leader will have a certain tradeoff in order to balance things out. What this mod contains 10 new Admiral traits 9 new General traits 11 new Governor traits 12 new Ruler traits 6 new Scientist traits 4 Generic leader traits In order to support those traits, there are few balance changes that you need to be aware of: Default leader pool has been increased to 5 leaders per class Leader maximum trait points have been modified in order to enable different combinations of traits. Thus, a leader can have 2 traits (positive and/or negative) which are less powerful or 1 trait that is very powerful Leader default cost has been increased to 500 energy in order to combat increased perks they bring On top of that - I took quite a bit of time to bring in graphic elements that the players will be constantly seeing, so this mod will also contain: New 51 icons, modified in order to fit into the game’s style Fully written character and trait description that should add flavor to your leaders New Traits Admirals Battleship commander Vigilant Ghost Guerilla tactics Old School Space artillerist Space Devil Space Fox Tech-savvy Yang Wen-li Generals Cautious Compassionate Diamond Dogs Gale Wolf Grey Wolf Master of traps Chaos master Old Blood and Guts SpecOps Generic - Common Conservative Inactive Health freak Pill popper Governors Esthete Humane Idealist Industrialist Loophole finder Marquis de Sade Paranoic Private sector Professional bureaucrat Rare resource collector Shadow Broker Rulers Capitalist Enlightener Empire master Hedonist Intergalactic diplomat Naive ruler Planned economy Reinhard von Lohengramm Right-wing Shadow councilor Socialist Spineless Scientists Careful explorer Close-minded Foxhound Honest worker Lazy Lunatic Known issues Some icons seem to behave differently on different displays/monitors and depending on the resolution the game is rendered. I’ve tested it on my laptop and desktop and all seems to work fine, but I’ve received feedback that some icons look a bit cheap. Nothing game-breaking, but I want players to be not able to tell which were vanilla and which were mine I hope to receive more feedback in order to narrow down the culprits. I haven’t yet crossed referenced all traits and haven’t flashed out trait opposites, so you might see some weird combinations of traits. Its not that bad, but again - I want to make it perfect AI handling new traits. I haven’t written this section. I don’t think it’ll affect AI much, but I’ll change that if it becomes a problem Balance - this is a tricky one as any balance changing mechanic needs to be tested by various playstyles, so I hope to receive feedback before I make significant changes. Plans for future Player feedback and mod maintenance This is a key one - I hope to receive more feedback in order to fix any critical/severe issues that I’m not aware of. Mod optimization and enhancement Fixing issues in the Known Issues section Being more strict about which traits are available to which form’s of Government I tried to make all traits to be universal for the majority of the empires, but I might disable certain traits for specific governments. At the moment new traits are disabled for Gestalt Consciousness and Machine empires. I will observe player feedback and perhaps optimize/merge some of the traits if they don’t bring any value to the player experience. Event chains for the new leaders This is a big one. After minor aspects of the mod will be resolved - I’ll start creating event chains involving those leaders. If you have interesting ideas about events and stories that could be implemented.
CHANGELOG
v8 - Released 2021-04-28
v7 - Released 2020-05-16
v6 - Released 2020-05-12
v5 - Released 2020-05-11
v4 - Released 2020-05-10
v3 - Released 2020-05-10
v2 - Released 2020-05-10
REQUIREMENTS
Stellaris
Full game
FORUM LINKS