MeVII – Xtra Personalities
******* XTRA PERSONALITIES – MeVII *******
v01.06.01.21.23.42
This mod creates a new set of five personalities for each race.
One for each victory focus, and one that has no specific victory focus.
The game mod display screen cannot parse Steam Workshop text formatting.
It will expand parsing commands adding unreadable clutter,
and, add extra return lines.
Read this information on the mods Steam Workshop page to avoid those issues.
You can read non-parsed versions of the mod info in
the Change Notes link in the Steam Workshop
or the Info.txt file located in the mod folder.
By default this mod is located at
[DRIVE LETTER]: SteamLibrarysteamappsworkshopcontent2980502501558483
SpudDastardly & WhatisSol for patiently dealing with my many nitpicky questions
01 – The Klackon
This Mod requires UCP, 5X, and UCP5X Compatibility mods.
(It will function without Custom 5X and DSMP Assets,
however, some game images will be blank)
It should always be loaded after (below) UCP, 5X, and UCP5X Compatibility mods.
The following yaml files are used by this mod.
RaceTypes.yaml RaceTypesDLC.yaml
This mod changes content under the following data points.
-> It will conflict with / overwrite this information
of any mod loaded before (above) this mod loads.
-> Any mod loaded after (below) this mod
will conflict with / overwrite the information this mod loads.
This mod changes the prior three available personalities for each race
to five new possible personalities for each race.
Each race now has personalities that correspond
to each one of the four primary victory focuses,
Diplomacy, Conquest, Science and Economic, with one more additional “No Specific Focus”.
This means that any race can come into the game
with a focus on any possible victory type.
Each race retains a unique aspect all of their own regardless of what their victory focus is.
For example, Darlock may strive for a Conquest victory, but never give up their espionage ways.
The Gnolam may work towards a Diplomatic victory, but still be traders at their core.
Etc…
Does this mean that races may also try to win at ways they are not good at?
Like the Sakkra trying to win a Technological victory?”
Yes.
While such an AI combination if it occurs may never actually win,
such situations can still pose new obstacles for human players.
For example, going for a tech victory will drive the Sakkra to seek out Antarian Ruins.
If they got to them first you may need to destroy their Asteroid Lab.
That may start a war, and, tech victory or not, they still populate like crazy,
And, more than likely their empire is on the large side.
Even the Silicoid trying to win a Diplomatic victory can cause issues.
They can colonize almost any planet in systems with independent races…
…and if their focus is a diplomatic victory, you can expect they will.
The AI have had enough of being so predictable.
They want to branch out and try new things!
You cant fault them for that.
You can just have fun beating them no matter what they try now. 😉
I thoroughly organize and annotate yaml files in my mods.
Individuals are encouraged to look into the files located at
[DRIVE LETTER]: SteamLibrarysteamappsworkshopcontent2980502501558483
If you have no modding experience but are interested,
be sure to read over the following guide,
Modding Basics – By Spud Dastardly
~ MeVII †
~ ~ ~ ~ ~ ~ ~
You are not a lost cause.
You are not a hopeless case.
John 3:16
Romans 5:8
### END ###
Required items:
Click the title to search on this site.
Unofficial Code Patch Steam Workshop — Steam Workshop
5X - The Ultimate Balance Mod — Steam Workshop
5X UCP Compatibility Mod (5XCPC) — Steam Workshop
Custom 5X and DSMP Assets — Steam Workshop