- Micro-hell is why I called it unplayable. The purpose of the ascension is genetic modification. You are saying ignore all the species with lower pop counts, that is conceeding my point which is that you can't effectively use this ascension for what it is designed for (modding species) without massive micro-hell. Even with that, you cannot consolidate templates without purging due to other ascension and non-removable traits that have already been listed.
Eh, that sounds a little bit like you're more interested in being right than having a discussion, but maybe I'm misreading your intention. The thing is that it isn't quite set in stone anywhere that bio-ascension is about modifying every single pop of every single species in your empire and empirically the two main benefits of it are clone vats and getting Erudite on your leaders, while toying around with your dominant species is still very much a thing too. If you set that as your expectations, bio-ascension is very playable.
All that said you still very much do have a point in that psionic and synthetic both allow you to easily apply their benefits to your entire population through assimilation, while bio and cyber don't. That's indisputable. I'd argue cyber actually got the worse of it since you can't just clear the design and slap the same 3-4 traits on every species and it's been clearly designed with the intention of double-dipping into bonuses. I don't see anything about Machine Age changing that fundamental aspect of cyber ascension either, even if we will get shiny new bells & whistles on top.
At the same time I'm wary of using assimilation into your dominant species as the solution. It would just make necrophages/bio-synths out of every empire that bio-ascends. What I'd prefer is some kind of real auto-modding mechanic. The auto-modding we're getting in 3.12 is misnamed IMO. It's actually just a series of generalist species traits that lets individual pops get a bonus to the job they're actually doing. You still have to manually modify a species to have it. What I want is automated species modification where pops will genuinely modify their species. However, it would have to be done in a way that doesn't cause the species list to explode.
The simplest method would be that pops who are undergoing auto-modding check if there is a subspecies available in the empire that uses all available trait points and turn into that one. Failing that they could find the subspecies that has the fewest unspent trait points and change to that. That way at least we could modify a species once and any outdated variants that later show up in our empire would automatically adapt. To go a step further and solve the issue completely auto-modding could maybe be allowed to also spend all excess trait points and create a brand new species, but it might be best to lock that behind a policy. The policies could then be somethig like:
1. No Automated Modification
2. Automated Assimilation
3. Unchecked Self-modification
Now on to getting the AI to not make so many subspecies, I think the first thing that needs to be implemented is the concept of trait upgrades. For example we currently have Strong and Very Strong. On a conceptual level Very Strong is an upgrade of Strong, but on a mechanical level they're two distinct traits that are simply mutually exclusive, like Strong and Weak. When you're modifiying a Strong species you have to first remove Strong, only then can you add Very Strong. Which actually means you can't go from Strong to Very Strong on a species unless you bio-ascend even if you get enough trait points to cover the difference in cost. What I have in mind is that the Strong trait could have a line that says "ugrades_to = trait_very_strong". And then when modifying a Strong species you'd be able to pick Very Strong, which would automatically replace Strong and the affair would cost you 2 trait points (3 for gaining Very Strong, -1 for losing Strong).
The next stage would be that more or less every basic species trait (except maybe Venerable) would upgrade to some advanced trait. This might require redesigning some existing advanced traits and adding a few new ones. Multiple basic traits could also have a shared upgrade. For example Intelligent and Talented could both upgrade to Erudite. A trait might also go through multiple upgrades. For example Adaptive could upgrade to Extremely Adaptive which would finally upgrade to Robust.
With all that in palce, the AI could be taught to first remove all negative traits, then add Erudite and the new "auto-modding" trait, then spend the rest of of the trait points on upgrading all remaining positive basic traits to their advanced version. If it then still has any trait points left over it could spend them on other advanced traits. This could be done fairly easily through the use of AI weights on species traits, which is a thing that's already in the game, though vanilla makes very limited use of it.
AI weights could probably also be used to make the AI pick cyborg traits that double down on existing species traits. For example if a species is Industrious the AI that could increase the weight of Power Drills. This would then reliably make AI empires give their Industrious cyborgs Power Drills, leading to a smaller number of designs than now when it'll add traits pretty much randomly.
AI weights could also be used to teach the AI to modify species in accordance to their species rights. For example the Erudite trait could be set to have 0 weight for pops whose traits and species rights block them from working Researcher jobs and becoming leaders.
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