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GuyInTheSky

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A few ideas to make genetic engineering great again

Genetically enhance slaves- allow slaves to be enhanced specifically instead of the general population.

Larger pool of enhancement traits- pops could be modified with traits that aren't traits that you can access in species creation and wouldn't evolve naturally.
-Soldiers could be made to be Fearless. They would have unbreakable morale, and would literally never retreat. You may even be able to customize them further.
-Slaves could be altered to be Docile. They have virtually no revolt chance, but would make for terrible sport in the area.
-Leaders could be forced to be Loyal. They would be genetically prohibited from joining dissident factions. The drive to be loyal to the regime may be stronger than the urge to eat or to save their own life.

Mutation purge- xenophobe nations could end the xeno problem by turning the xenos into the main species

Exotic adaptation- allows pops to be turned into tomb world preference species. It might even be possible to make them thrive on toxic worlds.

Enhance leaders- enhance a specific leader with a trait for a small amount minerals

Fixed ethics- make your prefered ethics part of the genetic makeup of your people

Make upgrade genetic upgrade paths- Each trait would have an upgraded version. These upgrades would be cheaper than getting the expensive version in species creation. Example: Extreme Adaptation costs 4 trait points in species creation, but upgrading from Adaptation (2 points) to EA would only cost 1 trait point. A third Adaptation that isn't normally available might come after that.

Genetic caste system- enable a system where pops are granted bonuses in the specific resources they work

Let's really make focusing in genetic engineering possible and have a big pay off.
 

The Founder

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First off, we are in the middle of development for 1.5. Wich will see some serious changes to many internal game systems, in particular slavery and ethos. In particular the Genetic Engineering Ascension Path would have the droids you are looking for.

- pops could be modified with traits that aren't traits that you can access in species creation and wouldn't evolve naturally.
-Soldiers could be made to be Fearless. They would have unbreakable morale, and would literally never retreat. You may even be able to customize them further.
-Slaves could be altered to be Docile. They have virtually no revolt chance, but would make for terrible sport in the area.
-Leaders could be forced to be Loyal. They would be genetically prohibited from joining dissident factions. The drive to be loyal to the regime may be stronger than the urge to eat or to save their own life.

Mutation purge- xenophobe nations could end the xeno problem by turning the xenos into the main species

Exotic adaptation- allows pops to be turned into tomb world preference species. It might even be possible to make them thrive on toxic worlds.

Enhance leaders- enhance a specific leader with a trait for a small amount minerals

Fixed ethics- make your prefered ethics part of the genetic makeup of your people

Make upgrade genetic upgrade paths- Each trait would have an upgraded version. These upgrades would be cheaper than getting the expensive version in species creation. Example: Extreme Adaptation costs 4 trait points in species creation, but upgrading from Adaptation (2 points) to EA would only cost 1 trait point. A third Adaptation that isn't normally available might come after that.

Genetic caste system- enable a system where pops are granted bonuses in the specific resources they work

Let's really make focusing in genetic engineering possible and have a big pay off.
- Having access to those traits to easily would just devalue uplifting a species that has them. Could see it as as part of the Ascension Perks.
- the mechanic that morale can not be broken is not in the game. Robot and Droid armies are supposed to have those, after all.
- docile slaves are just collectivist slaves. And there is no system for an "arena" in the game
- there is no point in making leaders loyal. They may become the figure head of a faction, but they do not actually do anything in that position
- not realy seeing much difference between Mutation purge and purge/repopulate with main. You could easily headcanon it like that. In particular with the upcomming ability to food-process people.
- exotic adaption is not nessesary. You can colonise at 40% habitability, reach able just with techs and traits. And there is a tech that gives +40% Tombworld habitability.
- nothing on enhance leaders.
- fixed ethics: Sounds like what Conformist is doing already. On a level whose value can actually be known.
- the cost of species traits is picked so certain combinations of results are not viable. Adaptable is so much cheaper then extremely adaptable, because even adaptable will not get every world to 40% habitabilty (coloniseable) on it's own.
- genetic caste system sound like just wanting to have Miner/Agricutlural for all your slaves at reduced cost. Serious work was put into preventing slavery from snowballing too much.