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Good question, I'm quite curious about this now that you bring it up.

One of my goals is to make a playstyle that shakes out much like the Antarans of Master of Orion: obsessed with genetic engineering, constantly experimenting on the "lesser" races, and eventually unleashing a horrific harvester plague on the galaxy.

Obviously, having higher tier traits unlocked through special projects or research would be awesome.

EDIT: This got answered as I was posting.... Sweet.
 
has_technology ? It's in the dump from http://www.stellariswiki.com/Triggers anyway.
It didn't work, unless I have my syntax completely off. I tested agrarian here, unlocked genetic modifications through the console, and could immediately add the trait before I had researched frontier collectvies (or any other tech for that matter).
 

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It didn't work, unless I have my syntax completely off. I tested agrarian here, unlocked genetic modifications through the console, and could immediately add the trait before I had researched frontier collectvies (or any other tech for that matter).

Yeah, looks like the Trait logic doesn't check triggers; this was in errorlog:

[11:06:09][persistent.cpp:34]: Error: "Unexpected token: has_technology, near line: 7
" in file: "common/traits/00_species_traits.txt" near line: 7
 
It's a shame that this doesn't seem to work. I would have liked to use the modification system for unlockable cybernetic enhancements :/
 
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As i´am looking for a way to enable xenophobe to use genetic engineering without making a new species out of it, i was looking for that mechanic but still can´t found it. If you know where it is writting please let me know.

So I also had the idea adding traits to my species through tech and i found a pop event (events\pop_event.txt) that increases strength and another that increases fertility but both are bound to a planet.

Sadly i have too few experience and knowledge how to change them to make them work.

I hope that helps and you can figure out how to add traits to all pops through technology.
 
Hmm, I'll look into the events and see if there's a way to have the scope affect an entire species. I imagine that an event can be triggered on a technology, so while it wouldn't be a "trait" per se there could definitely be modifiers added. The only issue might be that those modifiers might not be immediately obvious in the species tab or when you're looking at a pop.
 
An event should be able to grant a species a trait straight-up; leader traits and species traits are implemented through a common system and there are many events which add leader traits. It could also remove a trait, which means that even if there turns out to be no way to require a trait for another trait to be available (for example, requiring a hypothetical "Genetically Malleable" trait in order to add advanced traits through genetic manipulation) you could give all species "Genetically Stable" at the beginning of the game and set it as an opposite trait for all of the advanced traits. The tech could then trigger an event which would remove Genetically Stable, un-greying-out all of the advanced traits.
 
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Is it possible to have leader traits that appear or not based on your empire's ethos? I've been thinking of trying to add leader traits for each different ethos but a Fanatic Xenophobe empire probably shouldn't have a lot of Xenophiles applying for leadership positions. It seems like it's possible to do by government type but not necessarily ethos. Also, the researcher trait list refers to a tech script, is that something we can edit? Having a Pacifist scientist in charge should bias research options away from weapons a bit.