Self-Modified should be addressed and remaked

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Erfar

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Please, with reworking of accension path and finally address issue with self-modified.

Overtuned origin start with Gene Tailoring so they are plagued to get that event BEFORE possibility of adaptation to world.

POV:
I play as Plantoid with budding-Overtuned-Idyllic Bloom
• I can't assemble "colonization" pop by pop assemble and because Gen-modification could be applied only to full planed with base cost of 3000 research and starting research of 20 means I must spend 150+ month of research to get pops for colonization.
• If I colonize low habitable planet, I will reach 4 pops even before I could modify them to pops with high habitability
• I can nearly never reach 10 pops on low habitable planets to start my Gaia seeders before event of "get clunky pops" appear
• I can't get rid of those pops not as fanatic Authoritarian not as fanatic Xenophobe
• When I finally turn world into Gaia, I still can't get rid of those pops
• If I forgot to turn off their migration that could as plague migrate to my other Gaia world
• It's hell to manage genetic template for planets TWICE, there is not such feature as "save traits template" or at least copy traits list from another pop, there reason why I never want to assign migration treaty - It waste influence AND make managing pops worse.

Please remake those events. Turn them into Situation that player could address and do something. I would prefer to lose entire colony in civil war, hell I prefer go in civil war and been annexed by self-modified rebels then play with that crap. That thing infuriates me so much that I prefer to restart game after 150 years of walkthrough then continue game after that event.
 
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GhostDanny

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This is the reason, why I never even touched that civic.
The inability to do anything about your self modified pops is far beyond retarded.

You used to be able to convert them back, but that has been drilled out completely.
 
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Gui10

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If it truly bothers you that much, just have your initial pops start with rhe overtuned habitability trait. It gives +20% habitability, so it should prevent that event from taking place with normal planetary preferences (20% + 20% = 40%, enough to prevent the event). If you have Gaia preference, you can activate the "damn the consequences" edict to double that and prevent the event.

If you don't want to do that and have patience, you can assemble any template in your capital (with budding) amd then use it to colonize.
 

Erfar

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If it truly bothers you that much, just have your initial pops start with rhe overtuned habitability trait. It gives +20% habitability, so it should prevent that event from taking place with normal planetary preferences (20% + 20% = 40%, enough to prevent the event). If you have Gaia preference, you can activate the "damn the consequences" edict to double that and prevent the event.

If you don't want to do that and have patience, you can assemble any template in your capital (with budding) amd then use it to colonize.
You CAN'T aseemble templates with budding, you could do this only with clone vats.
 
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Abdulijubjub

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Please, with reworking of accension path and finally address issue with self-modified.

Overtuned origin start with Gene Tailoring so they are plagued to get that event BEFORE possibility of adaptation to world.

POV:
I play as Plantoid with budding-Overtuned-Idyllic Bloom
• I can't assemble "colonization" pop by pop assemble and because Gen-modification could be applied only to full planed with base cost of 3000 research and starting research of 20 means I must spend 150+ month of research to get pops for colonization.
• If I colonize low habitable planet, I will reach 4 pops even before I could modify them to pops with high habitability
• I can nearly never reach 10 pops on low habitable planets to start my Gaia seeders before event of "get clunky pops" appear
• I can't get rid of those pops not as fanatic Authoritarian not as fanatic Xenophobe
• When I finally turn world into Gaia, I still can't get rid of those pops
• If I forgot to turn off their migration that could as plague migrate to my other Gaia world
• It's hell to manage genetic template for planets TWICE, there is not such feature as "save traits template" or at least copy traits list from another pop, there reason why I never want to assign migration treaty - It waste influence AND make managing pops worse.

Please remake those events. Turn them into Situation that player could address and do something. I would prefer to lose entire colony in civil war, hell I prefer go in civil war and been annexed by self-modified rebels then play with that crap. That thing infuriates me so much that I prefer to restart game after 150 years of walkthrough then continue game after that event.
Though I agree that it should be reworked (at the very least, you should be able to resettle Self Modified pops after the chain finishes), there is a way to avoid it before getting terraforming or preference modding.

To self modify, pops have to have both low habitability and low happiness. If you keep non-matching planets from going into negative amenities and give them excess when you have some other effect which reduces happiness, you can usually avoid the effect. Sometimes there are too many negative happiness modifiers to overcome with amenities, but you'd have to be fairly unlucky.

Beware of Unstable Tectonics, though.