Stellaris

Stellaris

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Traits: Predators and Prey
   
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2016 年 5 月 13 日 下午 12:54
2016 年 5 月 15 日 下午 8:08
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Traits: Predators and Prey

描述
Each species has their primitive ancestors they evolved from, some evolve from apex predators and some evolve from little more than sluggish herd animals.

More traits will be added as the mod is built up, and I'll add in proper icons when I figure out how to do that.

Traits are as follows:


Pack Predator

Cost = 2
-50% Army Upkeep Cost
+10% Navy Size
-50% Ship build cost

Pack Predators evolved from predators who hunted in packs, I felt this is shown in the lowered upkeep costs, larger ship navy size, and a lower ship building cost.

Pursuit Predator

cost = 2

+50% Army Morale
+50% Ship Speed Multiplier
+25% Survey Speed

Pursuit Predators evolved from predators who hunt by relentlessly chasing after their prey, until their prey eventually collapse from exhaustion, I felt this is best shown by the ship speed increase, increased survey speed, and increased morale

Ambush Predator

Cost = 3
+15% Weapon Damage
+50% Sensor Range
+20% Evasion Chance

Ambush Predators evolved from sneaky predators who would ambush prey, this is shown by the increased evasion chance, sensor range, and higher damage output.

Apex Predator

Cost = 3
+50% Weapon Damage
+50% Fire Rate
-10 Xenophobia

Apex Predators are basically the absolute top of the food chain, this is shown by the rediciulous damage output increase, but to attempt to balance it out I added an increase to xenophobia, as they should see themselves as superior to all other species in the galaxy, its only natural if youre at the top of the food chain.

Prey

Cost = -4
+5% Other Species Happiness
-10% Ship Weapon Damage
-50% Army Morale
-10% Army Damage

Prey is pretty simple, this species evolved from nothing more than prey, they are peaceful, thus the increase to other species happiness and hard hit to all their military stats

Herd Prey

Cost = -3
-10 Xenophobia
-80% Army Health
-50% Ship Evasion
-10% Ship Fire Rate

Herd Prey are basically communal, but relatively weak alone, this is shown by the lower evasion, and lower army health/ship fire rate, and to represent the communal factor I added a -10 to xenophobia, making them like xenos more than the average species.

Gatherers

Cost = -3
-15% Slave Food Output
-10% Food Output

Gatherers gathered food around them, rather than grow it themselves, this is shown by the lower food output they get no matter how you paint it.

NEW TRAITS:

Swarmborn

Cost = 3

-75% Less Food Required
+10% Habitability
-30% Production w/out slaves

The Idea here is you have a fast reproducing swarm race, thats dependant on others to do work for them, much like a hive.

Invasive Species

Cost = 3
+50 Habitability
-15% Migration Time
-30% Other Species Happiness

Another swarm-type line of idea here, this race is essentially the terror of worlds, being able to adapt to any environment and overwhelm it, creating a high migratory nature, and really giving them bad relations with other species who are unfortunate enough to live alongside this horror of nature. (Note, I made Swarmborn and Invasive Species incompatable with one another, combining the two would just be overwhelmingly horrific)


Venomous

Cost = 2
+5% Army Damage
+10% Ship Weapon Damage

This species has venomous fangs, used to subdue prey, I represented this by a small damage buff. Probably one of my more balanced traits thus far.

Weak Immunity

Cost = -2
-20% Army Health
-30% Ship Hitpoints

This species is basically really delicate, really sensitive to their environment, leading to general weakness in their armies and interestingly enough, their ship designs.

14 条留言
PalmettoJedi4  [作者] 9 月 13 日 上午 7:40 
@Vulpini sadly due to my busy schedule I will have to pass this on to someone else. I did try to keep up but with so many changes it became difficult to stay on top of things.
Vulpini18 2023 年 11 月 6 日 下午 1:38 
Do you plan on updateing this mod any time soon?
Dramatic_Wolf 2019 年 2 月 9 日 上午 1:31 
@PalmettoJedi4 Good luck on the project man! Personally I think its an interesting idea to incorporate a species' role in the food chain into traits. And do you think it would be possible to allow predators to cultivate conquered species as food regardless of their civics? That would be a nice touch
PalmettoJedi4  [作者] 2018 年 12 月 9 日 下午 1:33 
Hey everyone! The author of this mod has given me permission to inherit of this mod so I hope to update for 2.2.1 real soon. Going to do my best here. Wish me luck!
PalmettoJedi4  [作者] 2018 年 3 月 14 日 下午 6:34 
This really needs to be updated. Anyone up for updating it to 2.0 please?
PalmettoJedi4  [作者] 2017 年 4 月 20 日 下午 4:55 
Please update!
Predatorslam 2017 年 2 月 5 日 下午 12:15 
I love the idea of this mod. i reckon you could use this mod in a pure combat gameplay game. I do think you could add 2 more ways to have traits one is clever Predator this predator waited a long time to strike and is not willing to fight till there think there can win a war. The second is rampage predator there homeworld is destory because there keep fighting and there wish to fight every predator and prey for death.

The last idea i would love to see in this mod is like the purge movie but in this mod you could have it for the predators traits when you conqer a world you make slaves to either hunt for sport or build you food. over time if you have slaves who work for you if you in peace time you could hunt the slaves. How to do this well i think you could put them in a ship and have ai run the ship and you have to hunt them just a idea if you can't make it i not worry i just think it be fun to do in game.
Arexack 2016 年 12 月 16 日 上午 10:06 
I'm not sure about the herd-stock being weak in millitary, evasion sure, but stampede! Maybe add a serious fleet cap bonus. if possible, a bonus that increases with fleet size? Morale would be a good variable for this if it worked at all. :)
Arexack 2016 年 12 月 10 日 上午 3:57 
liking the concept, reminds me of the lost fleet series of books.
Eisvisage 2016 年 6 月 20 日 上午 5:33 
Can you update this for 1.1 please? :)