Stellaris

Stellaris

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Bio Thralls
   
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Mar 19, 2019 @ 3:39am
Aug 28, 2019 @ 3:23pm
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Bio Thralls

Description
Features:

Biothralls - Bio Thralls are the biological equivalent to robots and though their technology tree and start to hold more complex jobs depending on your policy.
Bio thralls can only be gene-modded however you do not need the Genetic Resequencing technology to change their name or portrait.
Species rights can only be set once the thralls have been made.
All Bio-thrall techs have a higher chance of being drawn once you found pre-sapients.
With the Bio-Serfs technology they can only work miner and farmer Jobs.
With the Bio-Drones technology they can work more complex jobs with the exception of ruler and more complex specialist jobs.
With the Bio-Thralls technology they can work any job again depending on your policies.
Bio-Serfs is a tier 2 technology that requires genome mapping
Bio-Drones is a tier 3 technology that requires Bio-Serfs and Colonial Centralization
Bio-Thralls is a tier 4 technology that requires Bio-Drones and Galactic Administration
The Bio tailoring technologies just require gene tailoring and the Bio-Serfs technology while the need Bio tailoring technology requires gene tailoring and Bio-Drones. Each level of Bio tailoring increases the bio-thrall trait point total by 3 to a max of 10.
In order for Bio-Thralls to become leaders they must have citizen rights and capacity boosters must be researched.

Civics:

Shapers - Allows an empire to start with Bio-thralls the infastructure to build more and the Genome Mapping and the Bio-Serf technology.

Created Life - Grants the species the Bio-Construct Trait allows the Bio-Construct species to be playable and the Birthing chambers buildings to be made (Capital upgrade technologies allow the higher levels to be made).

Created Hive - Grants the species the Bio-Construct Trait and allows the Bio-Construct species to be playable.

The pros of using Bio-thralls
* They have a food upkeep
* Their Bio-construct trait grants them a 100% habitability anywhere
* They can be switched between servitude and slavery (If your policy allows)
* Their assembly building has multiple stages to add more Life crafter jobs
* You can have both robots and bio thralls
* Bio-thralls once the mule trait is removed can grow on their own or be assembled and can be assembled even if they have pop controls
* Bio-thralls have 4 trait points to start out with and can have a max of 8 traits
* Makes use of the organic traits
* Life crafters are capable of assembling robots (can't do much about that considering Roboticists and Life crafters both add to assembly speed) which means that Roboticists also contribute to their assembling.
* If granted citizenship they can be assimilated (So psionic, cyborg and hive mind thralls can be done).
* Like robots once a template is created you can have them assembled on any planet and once assembled they can grow on their own.

The Cons of using Bio-Thralls
** They have a food upkeep
* They only have a 100% habitability meaning they can be effected by modifiers that lower habitability.
* They are considered organic
* The Life Crafter job has a food upkeep to it as well
** You need to research the bio-sequencing technology to increase their trait point total.
** If you allow both robots and bio thralls you will not be able to upgrade the Birthing Chambers building any higher.
* The higher levels of the Birthing Chambers require exotic gases.
* Machines and hive minds cannot use Bio-thralls however the spawning pools have been adjusted to allow for higher levels of the building which adds more spawning drones and the spawning drone can assemble hive mind pops (any pop in your empire that has hive mind)
* Gene modding takes longer than robo modding.
* Bio-Thralls have no negative traits to increase their total trait point total without the Genetic Resequencing Technology.

Mid-game Crisis: The Gestalt Rebellion
Bio-Thrall technology is dangerous for a reason. When Bio-Thralls is researched it may only be a matter of time before your creations create a new gestalt intelligence or not if you take proper action or give them citizen rights.

# Bug
-Fanatical purifiers can make use of Bio-thralls (that is not the bug here) however you will need to manually adjust the rights to servitude or they will just purge them and ironically make more to purge.
-The mod seems to prioritize the last created species in reguards to assembling pops.

# Important note
- If you researched robots or bio-serfs your first built species will be the one related to the technology. When you research robots then bio-serfs (and vice versa) you will not be able to build bio-thralls until you use the design bio-thralls decision on your capital world (and design robots in the case of robots). The Design decisions will not be availble if one of these two conditions are met 1. said species is outlawed in your empire 2. Any owned pop has a trait related to the decision (I.E. if you already have mechanical pops the design robots will not appear if you already have bio-constructs the design thralls will not appear).
- Also DOT NOT SELECT THE DESIGN DECISIONS MORE THAN ONCE!. this will create multiple different species not subspecies.
-Mod may be incompatible with mods that affect the xenophile ethics (Added in bio-thrall trait to cut down the attraction to xenophilia much how robots and serviles dont count towards it.)

Future updates
Leader traits unique to the Bio-Thralls.
Bio-Construct Name list

Now in Russian
!Rtt Russian Localization
Popular Discussions View All (4)
1
Jan 1, 2020 @ 6:44pm
PINNED: FAQ/Troubleshooting
Spartan878
0
Aug 27, 2019 @ 6:54pm
PINNED: Bio-Constructs random names help.
Spartan878
0
Mar 20, 2019 @ 1:08am
PINNED: Files this mod had to overwrite
Spartan878
149 Comments
Myphicbowser Aug 1, 2023 @ 4:59am 
But also Krunjar, this is an old mod that stopped being supported sometime ago, which is a real big shame
Myphicbowser Aug 1, 2023 @ 4:58am 
Personally Krunjar, I actually really LIKE it
More types of Crisis is never bad!
krunjar Aug 1, 2023 @ 3:01am 
You are here too ... It's part of a collection that's pretty recently updated. But I'll take that as a confirmation that it's just a useless risk to use bio thralls XD
Myphicbowser Jul 31, 2023 @ 5:30am 
Dang look at Krunjar, coming into a mod that was last updated 2019
krunjar Jul 30, 2023 @ 12:34pm 
So .. why exactly is this preferable to just .. y'know .. enslaving an organic species? It's not that much harder to control slaves and they don't have a crisis behind them.
Deathsprocket Jun 14, 2023 @ 9:51am 
Hi, I tried my hand at bug fixing and it appears "His Dread Monarch" missed a additional } on Ln 1581.
It should be like this:
count < 5
limit = { is_exact_same_species = root }
}
}
}
But it's like this:
count < 5
limit = { is_exact_same_species = root }
}
}

P.s. apparently steam doesn't like to put the results of pressing TAB on comments, so the proper inclusion of TAB is something that is going to need to be entrusted to those whom wish to fix this issue.
Wyvernfall Jan 7, 2023 @ 1:32pm 
dosent work
Bopte Jun 6, 2022 @ 9:57am 
@Lover_Ov_Bears Does it in the current build too. Dang it I was excited to try this
Lover_Ov_Bears Jan 27, 2022 @ 4:12pm 
I don't know why but this mod triggers and event spam when I have it enabled
Kangarus Oct 23, 2021 @ 1:55am 
When will this be updated for 3.1 and/or the upcoming 3.2? Seen this in Stellaris Evolved as well as this original one and I like the concept.