• 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.

sdeezie

space cadet
107 Badges
May 7, 2013
196
243
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Crusader Kings III
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Season pass
  • Stellaris: Leviathans Story Pack
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Green Cities
  • BATTLETECH: Flashpoint
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Stellaris: Necroids
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Surviving Mars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Natural Disasters
  • Prison Architect
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders: Planetfall
  • Prison Architect: Psych Ward
Hello! I have an idea for updating genetic modification to allow xenophobes to use it while still staying in-character.

It would require one thing: the addition of an option on the GM screen to set the new species as your primary species.

An additional feature of being able to pick a new name/plural/adjective would also make this much easier to manage.

Example: I am playing xenophobic humans. I get a genetic modification point and spend it on Enduring to increase my leader lifespans. I choose all my pops, don't change their species names, and I select them to be my primary species. All future leaders are recruited from this species because of my primary species only leader policy.

Later I get another point and use it to modify just my pops on Tropical worlds to prefer tropical climates. I rename them "Tropicans", and don't select the option to make them my primary species. They aren't allowed to serve in government and are kinda unhappy about it, but at least the humidity doesn't bother them so much anymore. :)

Any xenophobic pops from my first modification - the Humans - would dislike living next to Tropicans, who they would consider "alien" compared to themselves, just like it works in the current version with any modified pop.

So really I just want a "make this your primary species button", though the sub-species renamer would also be awesome.

Thank you for reading my suggestion, and I trust your collective wisdom in this matter, Paradoxian sub-species members.
 
  • 2
Reactions:
Upvote 0

X3KJ

Second Lieutenant
6 Badges
May 11, 2016
188
141
  • Magicka
  • Crusader Kings II
  • Mount & Blade: Warband
  • Stellaris
  • Age of Wonders III
  • Crusader Kings III
this is definitely needed. It's just wrong that you can't modify your founder species to something else.
By modifying my entire species, i ended up with -10 happyness across the entire empire due to government form ("alien overlord" and "native species only leadership"). That's silly.
 
  • 3
Reactions:

sdeezie

space cadet
107 Badges
May 7, 2013
196
243
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Crusader Kings III
  • Age of Wonders: Planetfall - Revelations
  • BATTLETECH: Season pass
  • Stellaris: Leviathans Story Pack
  • Victoria 2
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines - Green Cities
  • BATTLETECH: Flashpoint
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Stellaris: Necroids
  • Shadowrun: Dragonfall
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Conclave
  • Crusader Kings II: Reapers Due
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: Cadet
  • Surviving Mars
  • Stellaris: Ancient Relics
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Natural Disasters
  • Prison Architect
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV
  • Crusader Kings Complete
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Expansion Pass
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Crusader Kings II: Monks and Mystics
  • Age of Wonders: Planetfall
  • Prison Architect: Psych Ward
Oh, and I suppose the option to declare a subspecies your primary species should also only be available when modifying your current primary species... :)