Bio Path and Extremely Adaptive trait in LATE GAME

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Relwin

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Welcome!

I'm going to try Bio Path for ascension however there's a thing that causes me to think...

I start a game as extremely adaptive and aggresively grab territory during early game. It's necessary because I'm fanatic militarist and xenophobe. I play wide.

But then genetics comes in. Specie will be modified and such. Final bio path ascension allows to remove positive tratis and adds negative. Specie can be completely re-written. In late game terraforming, ring worlds and habitats are in use so adaptive trait becomes useless. I'd like to remove it HOWEVER what if I have population on planets, where after gene modification habitability will be below 40%? Will the colony disappear or will pops move out with flow of time?

Information what will happen will surely help! I'm afraid that colonies will be lost, but better to know a FACT before doing such modification.

Cheers!
 

DukeLeto42

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They should just be extremely unhappy and try to move offworld ASAP. That being said, they shouldn't be able to migrate fast enough to completely vacate worlds.

Now, if you're modifying your species one world at a time, you can always alter their planet type, but I'm guessing you don't want to do that.

The final option is to gene-mod them first, purge them, then terraform and re-settle. Costly, but it would solve your problem.
 

GloatingSwine

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Or you can just alter their planet preference on a per-planet basis when you delete Extremely Adaptive.

Once you have all the gene modding techs and ascensions it's so fast you can fiddle with it to your heart's content.
 

Emraldis

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You know you can just modify pops on a per-planet basis, right?
 

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where after gene modification habitability will be below 40%? Will the colony disappear or will pops move out with flow of time?

Here's what I did.

I went through the planet list and selected all planets of a single climate type (arid, tundra, whatever). I then removed the extremely adaptive trait while swapping their preferred climate type to the one on those planets. Add whatever other traits you want. Complete project.

Rinse and repeat for every planet type.

Also, Gaia worlds should be habitable by anyone, so who cares about those POPs.

It won't take that long once you have all the techs and perks in place.
 

GloatingSwine

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The four +5% techs will get you to 40%, 45% if you have Engos, and 55% if you choose the habitability tradition in Diplomacy.

However, if you're going for free and happy pops they'll be locked to 55% max happiness.

Once you have all the techs, what you can do is per-planet change everything's preferred planet type to the one it's on, add Nonadaptive for the two extra points and have more to play with. The habitability techs and tradition should keep you at 100% habitability so you can be maximally happy, and then get all the trait points.
 

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Welcome!

I'm going to try Bio Path for ascension however there's a thing that causes me to think...

I start a game as extremely adaptive and aggresively grab territory during early game. It's necessary because I'm fanatic militarist and xenophobe. I play wide.

But then genetics comes in. Specie will be modified and such. Final bio path ascension allows to remove positive tratis and adds negative. Specie can be completely re-written. In late game terraforming, ring worlds and habitats are in use so adaptive trait becomes useless. I'd like to remove it HOWEVER what if I have population on planets, where after gene modification habitability will be below 40%? Will the colony disappear or will pops move out with flow of time?

Information what will happen will surely help! I'm afraid that colonies will be lost, but better to know a FACT before doing such modification.

Cheers!
Genetic Engineering can modify the "Climate Preference" to better fit inhospitable planets. It used to he terraforming was useless, because doing this with GE was too easy. Then the cost got increased drastically in 1.3 or 1.4.

You can modify the climate preference while you are doing the reshuffling of thier genes. Just do it planet-class by planet-class. Somebody recently pointed me to that approach:
Grab a ton of Planets with Extremely Adpative. Later use T2 Bio Ascension to cut it out (maybe replaced it with non-adaptive) as you set thier Climate adaption to fit thier current living space.

As you propably play a agressive Xenophobe, be aware that the Superiority Faction will not be happy with creating subspecies:
http://www.stellariswiki.com/Factions#Supremacist
 

name_here

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The gene-modding to habitability types remains pretty cheap and easy; the thing that made terraforming important was the colonization changes. It used to be that my standard operating procedure as bio-manipulator types was to colonize a planet type and then alter the pops on that planet to live there, but with the changes you need to have 40% habitability going in, which means that if you want to settle it with a modified pop you need to mod the population of a world you've already settled, tanking their habitability.
 

The Founder

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The gene-modding to habitability types remains pretty cheap and easy; the thing that made terraforming important was the colonization changes. It used to be that my standard operating procedure as bio-manipulator types was to colonize a planet type and then alter the pops on that planet to live there, but with the changes you need to have 40% habitability going in, which means that if you want to settle it with a modified pop you need to mod the population of a world you've already settled, tanking their habitability.
I still rememeber those days.
After they were gone, Habitabiltiy traits finally had a meaning and a important one at that.
The biggest buff to habitability traits was a nerf to Genetic Engineering and Colonisation.
Granted they also did make Terraforming avalible much earlier while doing so.