Genetic Engineering too Expensive now?

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
In the current itteration of the game, Genetic Engineering is expensive. Indeed it costs the following soceity reserach:
400 points, even if you do not spend any trait points (like only changing habitability)
+100 points for every trait point spent
Times the number of affected pops.

So even a miniscule Size 10 planet will clock in easily at 4000 Soceity mid game, just for a habitability switch.
Even if you got 100 Society income, that would still be 40 months (3.5 years) worth of reserach. And you are unlikely to only have 1 size 10 planet with people to mod on to begin with.

I am doing this with 2 Planets, going from Ocean to Tropical preference +1 Trait (12500 Reserach), with 105 income and +46% reserach boost (6% Skill, +10% Biology with proper choose research*, +5% Adminsitrative AI, +30% Society Reserach Grants, -5 Quarantine).
And it still takes me 82 months.

*Switching active research from Terraforming to Engos Vapor means that I get that bonus, somehow...


As I see it, there is a basic "Triumvirate" of Colonisation approaches:
Terraforming
Genetic Engeenering
Adaptability Traits

Terraforming adapts the planet to the species.
Genetic Engineering adapts the species to the planet
Adaptability Traits shortens the discrepancy, but is more an early game bonus (too expensive to mod in even basic, impossible to upgrade).

Terraforming was made lower tier, to make it more competitive to GE.
Now GE was also made much more expensive, to make Adaptable more usefull.
But as a result, GE might be overpriced. The base price in particular seems to high for me. Any thoughts on the mater?
 
  • 14
  • 1
Reactions:

Sweynforkbeard

Major
31 Badges
Mar 19, 2012
706
19
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - After Dark
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Sengoku
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings III
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Age of Wonders III
  • Crusader Kings Complete
  • Cities: Skylines - Mass Transit
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • 500k Club
  • Victoria 2
In the current itteration of the game, Genetic Engineering is expensive. Indeed it costs the following soceity reserach:
400 points, even if you do not spend any trait points (like only changing habitability)
+100 points for every trait point spent
Times the number of affected pops.

So even a miniscule Size 10 planet will clock in easily at 4000 Soceity mid game, just for a habitability switch.
Even if you got 100 Society income, that would still be 40 months (3.5 years) worth of reserach. And you are unlikely to only have 1 size 10 planet with people to mod on to begin with.

I am doing this with 2 Planets, going from Ocean to Tropical preference +1 Trait (12500 Reserach), with 105 income and +46% reserach boost (6% Skill, +10% Biology with proper choose research*, +5% Adminsitrative AI, +30% Society Reserach Grants, -5 Quarantine).
And it still takes me 82 months.

*Switching active research from Terraforming to Engos Vapor means that I get that bonus, somehow...


As I see it, there is a basic "Triumvirate" of Colonisation approaches:
Terraforming
Genetic Engeenering
Adaptability Traits

Terraforming adapts the planet to the species.
Genetic Engineering adapts the species to the planet
Adaptability Traits shortens the discrepancy, but is more an early game bonus (too expensive to mod in even basic, impossible to upgrade).

Terraforming was made lower tier, to make it more competitive to GE.
Now GE was also made much more expensive, to make Adaptable more usefull.
But as a result, GE might be overpriced. The base price in particular seems to high for me. Any thoughts on the mater?

I think you probably have to more or less forget your original planets in terms of genemodding and focus your efforts on new and growing planets.

Personally, I use the low cost terraforming option to standardize my empire into 3 types (eg. Continental, Arid, Tundra)

GE again mainly for new planets. Maybe it could make sense to do already developed planets if you heavily specialize them but otherwise the payback time seems too long to be economically viable.
 
  • 2
  • 1
Reactions:

I am Sovereign

Captain
14 Badges
Oct 22, 2016
397
339
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Synthetic Dawn
I just hate terraforming. It shows up imo still far to late. I usually have everything already colonized when it pops up to being researched. And abandoning a full grown planet just to terraform it and recolonize it? No thank you thats not effective it would need a hundred years to pay out and make a income return.
 
Last edited:
  • 3
  • 1
Reactions:

GamingHUD

Inquisitor
85 Badges
Oct 21, 2011
804
763
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II: Way of Life
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Victoria 3 Sign Up
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Pillars of Eternity
  • Humble Paradox Bundle
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Semper Fi
  • Sword of the Stars
  • Crusader Kings II: The Old Gods
  • Starvoid
Manual genetic engineering has become a late game thing, once the essentials are well out of the way, to fine tune species potential to the max.

If I want to gene mod for habitability now, I'll set up my species to trigger the random gene modding event from epigenic triggers. Then combine with habitability tech.
 
  • 3
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
If I want to gene mod for habitability now, I'll set up my species to trigger the random gene modding event from epigenic triggers. Then combine with habitability tech.
Does the Environmental Adaptation Species now count as a proper Subspecies? Or still a completely different one?

By the way, I checked the Event just now.
In 1.4.1 it set to below 50% habitability/happiness. It is still limited to only once per Empire.
But it does also include rare types like Tomb Worlds. Personally I would save it for that, especially with the way Uplifting works now.

The cost isn't that bad you just have to plan ahead a bit and try to only gen mod the first pop to go into a new climate type.
That does not feel like it's purposs in teh game.
Terraforming right now requires you to not colonise right now. To terraform and colonise later. It is a longterm plan. Unless you got the T2 Terraforming tech, wich is another story altogether.
Genetic Engineering is all about colonising now (even if not ideal). To adapt the species later.

Right now GE is the same longterm planning as Terraforming.
 

ORCACommander

Herald At The Gates
85 Badges
Jul 24, 2014
190
203
  • Crusader Kings II: Jade Dragon
  • Tyranny: Gold Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Hearts of Iron IV: Colonel
  • BATTLETECH - Backer
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Tyranny - Bastards Wound
  • Cities: Skylines - Green Cities
  • Crusader Kings III: Royal Edition
  • Shadowrun: Dragonfall
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Industries
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • Europa Universalis IV
  • Crusader Kings III
  • Shadowrun Returns
  • Battle for Bosporus
  • Crusader Kings II: Holy Fury Pre-order
  • Cities: Skylines - Parklife
  • BATTLETECH - Initiate of the Order
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV: El Dorado
  • BATTLETECH - Beta Backer
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Tyranny - Tales from the Tiers
I currently think GE is a bit broken. It does not allow me to fully play god. I get having a point system to keep things balanced but if a species hits 0 available after modding I can never adjust that species again which is stupid. Also i can not balance things out with negative traits again. worst part is I may only want to edit a single pop, not the whole damn planet
 
  • 8
Reactions:

GamingHUD

Inquisitor
85 Badges
Oct 21, 2011
804
763
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Supreme Ruler: Cold War
  • Rome Gold
  • Europa Universalis IV: Res Publica
  • March of the Eagles
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Cities in Motion 2
  • Crusader Kings II: Way of Life
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • War of the Roses
  • 500k Club
  • Victoria 3 Sign Up
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Pillars of Eternity
  • Humble Paradox Bundle
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Heir to the Throne
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Semper Fi
  • Sword of the Stars
  • Crusader Kings II: The Old Gods
  • Starvoid
Does the Environmental Adaptation Species now count as a proper Subspecies? Or still a completely different one?

By the way, I checked the Event just now.
In 1.4.1 it set to below 50% habitability/happiness. It is still limited to only once per Empire.
But it does also include rare types like Tomb Worlds. Personally I would save it for that, especially with the way Uplifting works now.

Unfortunately I don't have any 1.4.x saves at the moment where it's happened, so I can't confirm or deny.

Tomb world seems like an interesting world to do it on though, albeit perhaps difficult to achieve the right conditions given the more narrow scope for the event in Kennedy.
 

Endless Rain

Prethoryn Queen
90 Badges
Nov 27, 2013
289
215
  • Europa Universalis IV: Rule Britannia
  • Tyranny - Tales from the Tiers
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Horse Lords
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: A House Divided
  • Crusader Kings Complete
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Stellaris: Apocalypse
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Megacorp
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Golden Century
  • Stellaris: Lithoids
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Campus
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Stellaris: Federations
  • Hearts of Iron IV: Together for Victory
  • Tyranny - Bastards Wound
  • Europa Universalis IV
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines Industries
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Europa Universalis III Complete
  • Cities: Skylines - Green Cities
  • Europa Universalis III Complete
  • Stellaris: Distant Stars
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Crusader Kings II
The environmental adaptation event is bugged on Tomb Worlds; it turns them into pops of the last species created in the game instead of a modified version of the same species. I got some of my pops on a Tomb World turned into Prethoryn one time, which was annoying considering how it causes the Prethoryn sound effects anywhere with a Prethoryn portrait visible.

(In case you were wondering, the Prethoryn have randomly generated traits. It gave my Prethoryn pops traits that were added by mods, which it wouldn't do if the Prethoryn had predefined traits.)
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
Tomb world seems like an interesting world to do it on though, albeit perhaps difficult to achieve the right conditions given the more narrow scope for the event in Kennedy.

Using very Adaptive and Droids to colonise first (to build some initial buildings) it should be possible. But yes, getting this right is hard. You need either exactly 40% or 45% (as it only goes in steps of 5%).

The environmental adaptation event is bugged on Tomb Worlds; it turns them into pops of the last species created in the game instead of a modified version of the same species. I got some of my pops on a Tomb World turned into Prethoryn one time, which was annoying considering how it causes the Prethoryn sound effects anywhere with a Prethoryn portrait visible.

(In case you were wondering, the Prethoryn have randomly generated traits. It gave my Prethoryn pops traits that were added by mods, which it wouldn't do if the Prethoryn had predefined traits.)
Could it be you are talking about the 1.3 itteration? Totally different code. Used a basic switch...case to create the species, wich might result in no species being created at all (and just the last otherwise created one being used). A switch case that lacked Savanna and Alpine, by the way, causing the same bug on both of those types too.
The current one uses the simplest solution*:
Code:
    immediate = {
        planet = {
            owner = { set_country_flag = pop_modification }
            set_planet_flag = pop_modification
            create_species = {
                is_mod = yes
                name = this
                plural = this
                class = this
                portrait = this
                traits = {
                    trait = random_traits
                }
                homeworld = planet
            }
        }
However the Tomb World inhospitability might be set via a special secondary flag of some sort.
 

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
Btb, this is how the special haitabiltiy traits look in code ("Stellaris\common\traits\" 00 habitability traits):

Code:
trait_pc_alpine_preference = {
    icon = "gfx/interface/icons/traits/trait_pc_alpine_preference.dds"
    modifier = {
        pc_alpine_habitability = @primary   
        pc_arctic_habitability = @secondary
        pc_tundra_habitability = @secondary
            
        pc_ocean_habitability = @tertiary
        pc_desert_habitability = @tertiary
        pc_tropical_habitability = @tertiary
        pc_continental_habitability = @tertiary
        pc_arid_habitability = @tertiary
        pc_savannah_habitability = @tertiary
    }
}
trait_pc_ai_preference = {
    icon = "gfx/interface/icons/traits/trait_pc_ai_preference.dds"
    modification = no
    modifier = {
        pc_ai_habitability = 1.0
        pc_desert_habitability = 0.01
        pc_tropical_habitability = 0.01
        pc_continental_habitability = 0.01
        pc_ocean_habitability = 0.01
        pc_arctic_habitability = 0.01
        pc_tundra_habitability = 0.01
        pc_arid_habitability = 0.01
        pc_savannah_habitability = 0.01
    }
}
trait_pc_nuked_preference = {
    icon = "gfx/interface/icons/traits/trait_pc_nuked_preference.dds"
    modification = no
    modifier = {
        pc_nuked_habitability = @primary
        pc_desert_habitability = @secondary
        pc_tropical_habitability = @secondary
        pc_continental_habitability = @secondary
        pc_ocean_habitability = @secondary
        pc_arctic_habitability = @secondary
        pc_tundra_habitability = @secondary
        pc_arid_habitability = @secondary
        pc_savannah_habitability = @secondary
        pc_alpine_habitability = @secondary
    }
}
trait_pc_gaia_preference = {
    icon = "gfx/interface/icons/traits/trait_pc_gaia_preference.dds"
    modification = no
    modifier = {
        pc_gaia_habitability = 1.0
    }
}
trait_pc_ringworld_habitable_preference = {
    icon = "gfx/interface/icons/traits/trait_pc_ring_preference.dds"
    modification = no
    modifier = {
        pc_ringworld_habitable_habitability = 1.0
    }
}

The comibnation of is_mod =yes and modification=no might break it for tomb worlds. But I really have to test that in more detail.
 

Heliocon

Major
101 Badges
Apr 22, 2009
766
238
  • Crusader Kings II: Monks and Mystics
  • Magicka
  • Europa Universalis IV: Res Publica
  • Cities in Motion 2
  • Semper Fi
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Stellaris: Synthetic Dawn
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris - Path to Destruction bundle
  • Victoria: Revolutions
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
  • Pillars of Eternity
  • Cities: Skylines - After Dark
  • Tyranny: Archon Edition
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Rights of Man
  • Divine Wind
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Crusader Kings II
  • Europa Universalis IV: El Dorado
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Europa Universalis III Complete
Not sure if it is the cost as much as it is the cost versus terraforming or vs using other species with migration. It should be a trade off, not an obvious single choice.
 

I_am_Nemo

Lt. General
62 Badges
May 27, 2016
1.226
664
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: La Resistance
  • Victoria 2
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
What about colonizing with Robots ? Is it viable to colonize unhospitable planets (i.e. deserts when your howeworld is tundra, and so on) with only robots ?

You have to get to droids before colonizing with them. Droids will do poorly with science/energy, but good for minerals. If you want spaceports + mineral production, go for it. If/when you go synths, you can specialize their planets however, as they have + 20% to all.
 
  • 1
Reactions:

Aries666

Crazed Honey Badger
12 Badges
Mar 5, 2014
4.089
5.755
  • Crusader Kings II
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Semper Fi
  • Crusader Kings II: Horse Lords
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
I currently think GE is a bit broken. It does not allow me to fully play god. I get having a point system to keep things balanced but if a species hits 0 available after modding I can never adjust that species again which is stupid. Also i can not balance things out with negative traits again. worst part is I may only want to edit a single pop, not the whole damn planet
This annoys me a lot because you can't even change climate preference after using up your trait points either.
 
  • 1
Reactions:

The Founder

Field Marshal
55 Badges
Mar 13, 2013
13.053
3.164
  • A Game of Dwarves
  • Stellaris: Synthetic Dawn
  • Sword of the Stars II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Stellaris: Federations
  • Surviving Mars
  • Age of Wonders III
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings III
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH
  • Europa Universalis IV
  • Stellaris: Necroids
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Cities: Skylines
  • Stellaris: Nemesis
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Legacy of Rome
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Major Wiki Contributor
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Hearts of Iron IV: Death or Dishonor
  • Ancient Space
  • Stellaris: Distant Stars Pre-Order
  • Imperator: Rome
What about colonizing with Robots ? Is it viable to colonize unhospitable planets (i.e. deserts when your howeworld is tundra, and so on) with only robots ?
T1 Robot can not colonise and bring only "meh" extra Minerals. Them not costing Food and thier fixed growth might be thier biggest advantage.

T2 Robots (Droids) can colonise, but have downsides:
They can not grown thier own "food" effectively, nor the one of normal pops. And they are bad at anything Science too (while still giving you all the penalties).

T3 Robots? They work. But are not so easy to get too as it seems. And not really an option for Spiritualists.

No; this happened in 1.4.1.
Okay, that could be troublesome. I am pretty sure it was intended to work with them. They threw out the switch...case jsut so it would not trip up over anything.
 
  • 1
Reactions: