Stellaris

Stellaris

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Genetic Experiments
 
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0.133 MB
Jul 1 @ 10:04pm
Jul 28 @ 12:17am
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Genetic Experiments

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Description
This mod looks to expand pop assembly to organics and further develop the genetic ascension path. It is best when paired with the Superior Species Mod, but this is not required.

Makes Cloning Vats available to all biological empires that acquire the Cloning technology, instead of being exclusive to those who pursue the Genetic Ascension path, like with the other cloning technologies present in the game. Those who do pursue the Genetic Ascension path unlock an advanced, more efficient, more productive version of the building.
Instead of giving a bonus to pop growth speed, these buildings employ Life Crafters to assemble a biological pops from a species of your choice. This empowers multi-species (or multi-subspecies) empires to grow two pops at a time: Ban reproduction for your slaves to keep your rulers the majority, but continue assembling new servants through cloning!
This also allows those empires who do not wish to use robotics (due to empire ethics or just personal preference) to keep up with those that do. The choice between assembling organic or robotic pops is made through a new Policy, and assembly of either type be disabled as in vanilla. Machine Empires, for obvious reasons, can still only produce machines.

Additionally, those who pursue the Genetic Ascension Path gain access to the Genetic Experiments menu, found in the Edicts tab. For now this focuses on the development of Biomorphs, a new species type with extra trait picks and points and a high universal habitability, but it will be expanded in the future to provide leader creation/cloning and similar toys. Create subservient Bio-Thralls to work as slaves in your empire, or have your own dominant species shed the burden of evolutionary clutter: The power is now yours!


This mod harms a few pieces of vanilla code. Full compatibility is provided for the mods Superior Species (obviously) and Mundane Machines Plus. Changes are denoted as either Major features (don't replace these if you can) and Minor features (nothing important will break if you replace these).
  • Major: The Clone Vats and Robot Assembly Plant buildings. Compatibility has been provided for Mundane Machines Plus.
  • Minor: The Assembly Control planetary decision and the can_species_be_assembled game rule.
  • Major: The assimilation citizenship type and living standard, and the is_organic_species scripted trigger.
  • Minor: The Engineered Evolution and Evolutionary Mastery ascension perks.
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68 Comments
OverlordMGC Sep 10 @ 10:07am 
I don't know why but I have somehow the feeling that this mod needs some biomechanical looking portraits. Somthing half life looking or like that... i don't know why I have this feeling.
Robert Aug 15 @ 8:28am 
I can't set my main species (and only, as a Hive Mind) rights to Assimilation.
So that's a no go unfortunately.
Muggins  [author] Aug 15 @ 3:40am 
Actually, though it might take a while, you should be able to re-assimilate your original species back into biomorphs through their species rights. Making a more robust, even targetable, version of the Superior Species project might be a good middle-ground though. I'll look into it.
Robert Aug 14 @ 9:42am 
I half-worked around it by simply gene modding my original species to what I want, which is stronger than the old Biomorph now. I feel like a full work around would be allowing me to do the Superior Species project again, with my new ultimate species.
Perhaps the second project can be cheaper to reflect this? So if you have the flag "already did this", then you unlock a new project, which is the exact same project, but cheaper.

Would that work, or am I missing something obvious?
Muggins  [author] Aug 14 @ 8:48am 
Sadly there's just no way for me to work around that. I know your pain.
Robert Aug 14 @ 8:08am 
I ran into a problem with this mod. I have a few mods that add technologies that add Gene Modding Trait Points.
Unfortunately, these points are not added to the Biomorph pops. Therefore, the only way I can use them is if I genemod my original, non-Biomorph pop template, getting rid of the Biomorph trait completely.
Taurisan Aug 2 @ 8:06pm 
@Herr Maledictus Made
1. Link mod.
2. https://steamcommunity.com/sharedfiles/filedetails/?id=1801058776 ? - then everything is fine, this mod forbids synthetics to ascend into biology and psionics.
you can use this (yes, outdated, but it works) - https://steamcommunity.com/sharedfiles/filedetails/?id=902937691
3. in vanilla more than one complete "ascension" of the race is not provided and this mod does not unblock such an opportunity.
Herr Maledictus Made Aug 2 @ 1:10pm 
i have expanded Ascension perks mod i cannot take the A. Perks for genetic with robot perks with the perfect ascesnion perks which allows totake all speciel perks (psyche robot genes). Is this mod maybe responsible for it? i a m not sure.
Taurisan Aug 1 @ 1:21am 
and the second bug, some races are assimilated into psionics, cyborgs and the collective (CM), while other races for some reason are not assimilated into the collective, of course I took the "Flesh is weak" in vain, it just does not give anything useful .... but some are assimilated (by the way, at the same time in everything), while others do not.