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Stellaris Dev Diary #14 - Uplifting and Subspecies

Excerpt from lecture on Uplifting and Genetic Self-Improvement by Professor Xirg Ta’Nolek
Royal Science Academy, Nishga VI
Galactic Stardate 394.48 (Post-Upheaval Reckoning)
3 hours before unconditional surrender of planetary authorities

<recording starts>


Excellent. I’m glad so many of you could make it, given the present conditions. Especially you, Mr. Zeq-Zeq! Please, don’t let the sound of the orbital bombardment distract you.

Now then, let us begin! First I will be talking about the uplifting and genetic manipulation of pre-sentients.

While surveying planets, explorers will sometimes come across a pre-sentient species that shows particular promise. These are beings who would likely evolve some manner of intelligence on their own if they were left alone for a few million years... but that is a long time to wait. Many spacefaring empires instead take it upon themselves to accelerate this process, turning the pre-sentients into productive galactic citizens within the span of just a few years.

In addition to the gift of sentience, the uplifted species is often bestowed with new genetic traits as well, to better suit whatever purpose their benefactors might have in mind for them. Perhaps they are looking for a hardy species to serve as shock troops in their ground armies, or industrious workers that are skilled at mineral extraction. Uplifted species are also frequently used as colonists, to settle worlds with climates that are unsuitable to an empire’s dominant species.

Stellaris_dd1.jpg

After successfully rebelling against their masters, the uplifted Hulfir would eventually go on to establish a twelve-system interstellar empire.

Let us not forget the tragic example of the Shigarans, who were used to…

<recording ends abruptly, and is resumed 43 minutes later>


...there, I think power has been restored. Don’t worry, that was only a near-hit. How I can know that? Miss Zuka, if it hadn’t been, we wouldn’t be having this conversation. Will someone please check on Mr. Zeq-Zeq? I saw him take a nasty blow on his pileus when the roof collapsed.

In the meantime, I believe the smoke has cleared enough for me to resume the lecture.

When an empire has reached a certain level of technology, they will have unlocked the tools necessary to modify the genetic code of their citizens. Whether or not they choose to make use of those tools, their citizens sometimes take it upon themselves to do so - especially if they find themselves in an adverse environment. There are several recorded instances of colonists modifying themselves to better cope with a planetary climate that is too cold or too hot, or any number of other things that their frail organic bodies weren’t designed to handle.

Focus, Miss Zuka! Ignore the flashes - what you are seeing is just tracer fire from the local garrison. Nothing to be afraid of.

Now, the changes introduced by the colonists into their genetic code may eventually be of such magnitude that they have essentially mutated into what must be considered a new subspecies. From experience, I can tell you that once you have modified yourself and your family to better deal with the cold, it can be very tempting to also increase your strength, or your fertility, or whatever else you think will give you and your kin an edge in a cold and uncaring galaxy.

No, you may not be excused, Mr. Kolosch! Sit down!

Stellaris_dd2.jpg

The birth of the Post-Cynn. Their failed attempt to eradicate their parent species would leave billions dead in a conflict that lasted almost two decades.

A new subspecies that is stronger and more formidable than their parent species may eventually come to see themselves as… superior. Why should they bow down to their lessers? Meanwhile, the unmodified members of the parent species often come to regard a subspecies with jealousy and suspicion. Fear of that which is different has been a driving force in the creation of conflicts since the dawn of this galaxy, and the creation of a subspecies can often be followed by civil strife and unrest.

The fighting appears to be drawing closer, so I'm afraid we'll have to cut this lecture a little short. Many of you will be leaving shortly in an attempt to break the orbital blockade so that you can celebrate Khartaz-Ya with your loved ones. I wish you good fortune, and since there will be no lecture next week in light of the holidays, I hope to see those of you who survive in two weeks time.

Oh! That was a close one. I believe the shockwave will hit us soon. As my old mentor, Professor Kalabux, used to say, “Ji ka vixa, zu na…!

<recording ends abruptly and does not resume>

Stellaris Dev Diary #15 - Fallen Empires
 
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Great Dev Diary. The only thing it leaves me wondering is about the relationship between sub-species and rebellion being the only thing causing civil strife.

Is it also possible to have ideological factions develop? For example if you have a sort of "capitalistic" empire, and a collectivist (communist) current within your own species develops, can that cause civil conflict like in most other Paradox games?

Although if they were Communist, it would be a multinational event I'm sure ;)
They've already mentioned (at least I think so, pretty certain) that internal strife will be a recurring event throughout the game. Every Pop belongs to a faction, and if they feel like their faction is not being treated appropriately they may rebel and even split off and form an entirely new empire. And since empires aren't restricted to a single race, I can certainly see how communist dissidents in neighbouring empires could set aside their differences for the common good (or common bad depending on your perspective) and form a single empire.
 
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Can't wait to take on primitive species, outfit them to be walking battle-tanks and throw them at any problem my empire faces. Just smooth sailing from there!

*Krogan Rebellions*
 
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Can't wait to take on primitive species, outfit them to be walking battle-tanks and throw them at any problem my empire faces. Just smooth sailing from there!

*Krogan Rebellions*
Speaking of the Krogan, I wonder how much of a role biological weapons will have in the game. Similarly, I wonder how much each race's birthrates will matter. Could a weak but high-populace race be viable?
 
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Another question regarding Krogan and last weeks dev diary.

Last week, you said that species that get to the atomic age can destroy themselves. Do they always destroy themselves, or can they just nuke themselves back to the stone age, a la Morgan style.
 
Another question regarding Krogan and last weeks dev diary.

Last week, you said that species that get to the atomic age can destroy themselves. Do they always destroy themselves, or can they just nuke themselves back to the stone age, a la Morgan style.

There is also a chance that they will revert to a more primitive, pre-industrial stage. Of course, their planet will still be partially covered in radioactive wasteland, massive bomb craters and ruined cities...
 
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So clone army after discovery an oceanic world and meeting the alien there stating that they have billions of clones ready for combat out of nowhere, confirmed !
 
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wow, this game just keeps sounding better.
 
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"1st Murder"

Jeez, what kind of species are you playing here exactly?

Hehe, thats a name-list I wrote for Avians called 'Avian Predator'.
 
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It will be a little disappointing. I was hoping that it will take a little more effort to create new civilisation. Not just - bang - and something that was on bug level became one of most advanced form of life.
Uplifting an existing primitive civilisation takes Society research as well, presumably with more unpredictable results. Better to go from a clear base. On the other hand, uplifting a species like demonstrated here doesn't give you hundreds of thousands of individuals ready to serve the empire right away.

Not to mention, you probably need advanced technology to do genetic modifications on an alien species - given they likely have a different definition of genes.
 
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Can you play as the uplifted/augmented species and overthrow the parent species/ city 17 benefactors yourself? Like the way you play as a released vassal in EU4
 
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Playing God seldomly ends well in Sci-fi.

Speaking of which, how dare you steal the thunder from HOIV?! Now it looks like I'll have to take precious hours already slated for HOI to play Stellaris.
 
Is it possible to attempt to ban genetic tampering within your empire? One can imagine, for example, that a highly xenophobic species might see itself as the pinnacle of evolution, and therefore view modification as abhorrent.
 
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