Herbert change to Species Modification on special traits.

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nome

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I agree it makes more narrative sense, but this bug was helping to mitigate the impact of many other bugs and high friction areas of the species management system. I would have preferred this be left alone until species management got reworked. Removing one of the few ways to declutter the species page is going to make anything but synth ascension much less appealing and xeno-compatibility even more unplayable. :(
 
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苏白@夢璃花

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This just makes synthetic ascension even stronger, and halts the progress of a mod that I am working on to improve biological ascension to infinity. Just image how clutter the species screen will be when it's already a mess, and no to mention they still didn't fix the lag when you open the species screen.
 
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jaketoms16

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I noticed when I tried to modify my 'Docile Livestock' pops that I couldn't keep the trait... until I had finished the Evolutionary Mastery perks. Then I could have my perfect aquatic slaves just fine
 

Gromit

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I don't like it, but this change doesn't surprise me. Paradox has really been pushing this chaotic approach to pop management for quite some time now. They seem dead set against players having much control here, which is what you'd expect to have in a gene modding playthrough.

Not every playstyle wants a massive species list. Even one of the most top voted suggestions is to merge robot species. so that should be telling Paradox something.
 
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Zagreb 887

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And if you can't control growth, those unslugged pops will keep multiplying.
Also affects the traits gained from the alien box, the enigmatic cache or self-modification and such.

You can only apply a template with these traits to pops that already have that, so every event while you have a colony ship on the way splits genemodding your species in categories.
So depending on how your game goes you can have to manage half a dozen subspecies now.
And it also removes the ability to modify out of restricted habitabilities from origins, while migration pacts and robots are still easier to get.

Frankly I dislike the change. It creates more micro, more inconvenience and has no positive side.
Most of these traits are already miniscule in effect so stacking them was not a balance issues, and combining the ascensions is enough effort that a few percentage points more output are a nice non-gamebreaking reward for it. The leader traits are explicitely programmed to not stack already.
For RP reasons, one can easily imagine that an empire that choose the genetic ascension and has lived with the slugs for some decades can make a way to implant them in utero or whatever, creating some sort of symbiotic relationship.

This change come out of the blue, brainslugs already was a very rare occurrence, they now have choose to make it complete garbage.
 
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Tech Noir Synth

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I really hate the self-modification event triggered by the genetic modification tech and now I can't even modify the new species it creates back to the original one.
Why do you hate it? If I remember correctly, you are getting rapid breeders + strong on your pops for the cost of losing a few pops. And new climate preference. You should even be able to get the powerful tomb world preference with this (60% habitabiliry minimum anywhere).

To my surprise this tech does show up for Necrophage Hiveminds now. So maybe your livestock pops can benefit from this event now? Up until now this event was impossible to get for Hiveminds. And because of this they were always unable to get strong+ rapid breeders for free on their pops, unlike non-Gestalts who are able to simply make better pops.
 
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Lord Milutin

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As someone who is obsessed with genetics, I am not very pleased with how it's been done in the game (I have a lot of ideas for improvement), but this sudden change was ruining this aspect of the game even more.

Please revert it.
 
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Kapi96

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Not every playstyle wants a massive species list. Even one of the most top voted suggestions is to merge robot species. so that should be telling Paradox something.
Some of us don't even want 2 species on our species list. Would definitely like the merge robots option. Personally I refuse to ever build any robots when going synth ascension just to avoid having 2. A robotics focused empire that doesn't build a single robot until fully ascending may be counter productive, but it's what Paradox have forced me to do :(
 
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Lord Milutin

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Some of us don't even want 2 species on our species list. Would definitely like the merge robots option. Personally I refuse to ever build any robots when going synth ascension just to avoid having 2. A robotics focused empire that doesn't build a single robot until fully ascending may be counter productive, but it's what Paradox have forced me to do :(
Finally someone who understands my reasoning for not playing Machine empires. :D
 
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Zentay

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Why do you hate it? If I remember correctly, you are getting rapid breeders + strong on your pops for the cost of losing a few pops. And new climate preference. You should even be able to get the powerful tomb world preference with this (60% habitabiliry minimum anywhere).

To my surprise this tech does show up for Necrophage Hiveminds now. So maybe your livestock pops can benefit from this event now? Up until now this event was impossible to get for Hiveminds. And because of this they were always unable to get strong+ rapid breeders for free on their pops, unlike non-Gestalts who are able to simply make better pops.

I don't like it for roleplaying reasons. I wanted one main species and a story of a lifesseded species turning planets into gaia worlds instead of a species split.
Part of the fun of Stellaris is to create your own story.
 
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GuardianGI

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What I am curious about is that who asked for this change? Was there report in the bug reporting section about "Can you please make the species tab more bloated?" Even people going for the "narrative sense" angle don't really seem to care about it before or are relatively fine with it.
 
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Pancakelord

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It feels like they want these traits to just affect a small number of pops. Sort of like how the clone origin gives you 100 giga-chad pops but thats all. But an awful lot of these event traits are totally ignorable.

They're also not clearly demarked. Unlike Origins vs Civics, "Species traits" (ones you can mod) have an identical presentation to "Event Traits" (ones you cant mod). If this is to become the standard, they should probably change their icon frames to indicate how special they are, make them hexagons rather than circles or something.
 
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majikero

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Great. Just as when I started to love Bioascension with budding and clone stacking for maximum pop growth. One of the best parts of Bio path is consolidating all the subspecies.
 
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