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CommonData

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Mar 31, 2013
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This mod is a roleplaying mod designed to add some more flavor through traits to your empire!
Steam Workshop

Currently this mod adds 6 traits, all of them with their own bonuses and maluses. Currently these are a mass collection of stats per one trait, and are not very balanced. As later revisions are created, I can hopefully get these numbers down to a very comfortable range, but as it is now, these should make for an experience that isn't too overpowered or too underpowered.

I'm deciding whether I want to separate the effects or not, as that would make them more customizable, but I do worry that the mod would lose the essence of these fantastical archetypes if I did. All of these cost 4 trait points, leaving you to get 2 negative trait points for personal balancing. (I highly recommend getting a mod that adds more negative -1 cost traits to add some variety. May include some personally later.)

((Currently the Robot trait is not meant for balanced play. There is a lot needed to get something as powerful as that trait down and I have a pretty big growth nerf on it. However if you do decide to play around with it and have ideas for what I should do with it, feel free to say!))

Now, without further ado, here are the traits:

Robot:
Members of this species were either created or gave up their organic side in exchange for quasi-immortality and resilient bodies.
+++Leader Age: +1000
---Growth: 1000% (They take 1000% longer to grow a pop.)
+++Habitability: +60% (while this may seem low, this means that they are capable of hitting at least 80% on every planet. This will include tombworlds at some point.)

Elvish:
Members of this species are descendants of a race of hyper-intelligent and long-lived individuals. Unfortunately, they have lost their desire to breed and only occasionally do so when required.
++Leader Age: +400
-Growth: 35% (They take 35% longer to grow a pop.)
++Physics/Society/Engineering Research: +30%

Dwarven:
This species is a direct descendant of a industrious race capable of great works. Their ingenuity and resourcefulness knows know bound, but unfortunately they are prone to solidarity and find it difficult to connect with other species.
-Other Pop Happiness: -10%
++Energy/Mineral/Food: +30%

Orcish:
Members of this species are descendants of a brutal and repugnant race capable of reproducing at an incomprehensible rate. They are an army like no other, and find it easy to strip entire planets of their minerals.
+++Growth: -%50 (They grow a pop 50% faster.)
++Army Damage: 35%
+++Mineral: 50%
---Other Species Happiness: -30%
--Engineering/Physics/Society Research: -15%

Human:
This species is descended from a race of hardy people. Capable of making civilization at nearly any end of the universe, they are quick to inhabit other planets and near impossible to uproot.
++Habitability: +25%
+Growth: -15%
+Fortification Defense: +20%
++Garrison Health: +50%

Psionic:
They are naturally inclined to their psionic capabilties. Many species consider them natural born spacefarers, capable of navigating the stars like no other. Unfortunately, they are oft incredibly independent and constantly challenge both the conventional rules of physics and society.
+++Warp Speed: 20%
+++Senor Range: 60%
+++Society Research: 40%
--Ethics Divergence: 20%
 
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Hey,

Looks great, but I don't see a download link o_O

Also for psionics, I don't think +sensor range + warp speed will work if you apply the modifier as a species trait. I think you'd need to write an event that applies the modifier if your species has the trait.
 
Oh woops. Got so distracted editing this thing I forgot to include a download link x.x. Fixed!

As far as the psionics, I'll have to do some edit testing around. If it doesn't work upon base selection (uses the same modifiers as the spaceport module so I'm not 100%) I'll throw in a quick event.