So Xenophobic empires can't benefit from genetic engineering without a huge happiness hit

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Giacomo1405

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Sadly no. Wiz said multiple times that you can not change your founder or prime species. Even if you purged them all and only have one other new race present.
Perhaps a later patch will fix this.
this is a major thing that they should adress and should be very easy... why is it a thing is baffling
 
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Jerev

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Engineered workers should work, not lead.

The interesting question is if the xenophobes dislikes variants of themselves because they're xenophobes, rather than the variants being unhappy because of limited rights.
In streams the newly engineerd people count as a new race. So xenophobes will hate them if they live on the same planet. But if you modify whole planets and no one migrates it should be fine.

this is a major thing that they should adress and should be very easy... why is it a thing is baffling
Considering the complexity of a 4X GSG we should be nice to the developers because even they are human. Over time I hope it gets patched in.
 
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-Marauder-

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This seems like an oversight. Paradox is pretty nice about patching after DLCs, so they'll probably get release issues pretty quickly too.
Yes, this makes zero sense. They're still the same species except genetically improved. Being xenophobic doesn't mean being against genetical enhancements, eugenics or any other science or pseudo science it merely means hating people who aren't them.
 
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Orlunu

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In streams the newly engineerd people count as a new race. So xenophobes will hate them if they live on the same planet. But if you modify whole planets and no one migrates it should be fine.

Leaves you either without being able to have them as leaders, or allowing xenos scum as leaders.
 
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Milten

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If everyone is a mutant, nobody is.
These are quite bad news for me actually, modifying my entire race into OP horrors was a big part of my plan.
If every single pop gets modified and becomes "xenos" where do non-modified leaders even spawn from? Seems like an oversight to me.
 
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suplanter

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Most straightforward situation would be for us to be able to choose a given species as our 'prime' species.

Thus policies that restrict things to your primary species after giving your race extra traits will still mean something.

I really like this solution. And it makes sense. The founding species cannot and shouldn't change but the primary species would be kind of like accepted culture in eu4. Mix this with the ability to change governmental ethos and then we would have truly dynamic games.
 
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Jerev

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If everyone is a mutant, nobody is.
These are quite bad news for me actually, modifying my entire race into OP horrors was a big part of my plan.
If every single pop gets modified and becomes "xenos" where do non-modified leaders even spawn from? Seems like an oversight to me.
That should still be possible because your entre race will be alien and therefore ok with alien leaders. Since they are still the same species they should not hate one another.
Well in a few days we know more.
 

-Marauder-

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That should still be possible because your entre race will be alien and therefore ok with alien leaders. Since they are still the same species they should not hate one another.
Well in a few days we know more.
That's the thing, if we'd do the same they wouldn't suddenly stop being human. They'd be the new improved human and if we'd do it to everyone, everyone would be the new improved human would be simply human. We don't stop being the same species because of that, at worst one could argue we transcended our prior limitations and bettered ourselves.

Being xenophobic doesn't mean being frigging space Ted Cruz who hates progress.
 
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grumphie

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if you alter your entire species they really should just remain as the core species. xenophobes should also get a reduced hit for genetically altered members of your species. they might be diffrent from you, but at least they're better than the mushrooms nextdoor. xenophobes hate aliens - not diffrence on itself. even if they'd be slightly wary of them they'd be far more accepting of them.

a policy that decides wether to count your genetically altered pops as main species or xeno's mightr be nice too - it'd allow your genetically altered species to migrate freely whilst the xenos are stuck on their planets if you want, rather than having to give everyone migration rights or resettling them, if you want to. or treat them as filthy xenos if you never sanctioned any genetical engineering.
 

mackau

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Can you add the happiness trait to counteract it?
 

Milten

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That should still be possible because your entre race will be alien and therefore ok with alien leaders. Since they are still the same species they should not hate one another.
Well in a few days we know more.
I don't want them to be aliens to begin with, the fact that xenophobes have lower chance to reasearch xeno leadership also doesn't make things enjoyable.
Guess I need to watch it closely. @Xeriar could you say which episode this situation in?
 

Giacomo1405

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That should still be possible because your entre race will be alien and therefore ok with alien leaders. Since they are still the same species they should not hate one another.
Well in a few days we know more.
NO, if things are as they are now in the streams,
genetically improved pops will not be able to be hired as leaders in an empire that forbidd it to xeno scum

we desperatly need to be able to consider improved pops to become the new primary species
 
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Stoßtrupp Gold

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Because you can never actually modify your 'founding species'.

This gets confirmed in Kailvin's run. After modifying his entire race (some odd 400+ pops), every single one is unhappy because they are no longer allowed to hold leadership positions - so he needs to research xeno leadership policies.

Of course, implementing that for a xenophobic empire would also make them unhappy.
In which episode does he modify his species?
 

Ariphaos

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I don't want them to be aliens to begin with, the fact that xenophobes have lower chance to reasearch xeno leadership also doesn't make things enjoyable.
Guess I need to watch it closely. @Xeriar could you say which episode this situation in?

I linked to a timestamp in the original post.

The species is modified in episode 21 mostly (that's when it takes effect, and he shows it near the beginning).
 
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REDDQ

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Because you can never actually modify your 'founding species'.

This gets confirmed in Kailvin's run. After modifying his entire race (some odd 400+ pops), every single one is unhappy because they are no longer allowed to hold leadership positions - so he needs to research xeno leadership policies.

Of course, implementing that for a xenophobic empire would also make them unhappy.

They can't move as well. Migration was turned on for primary species only, non-existent at that point. So choice was between POPs not moving at all or everyone piece of galaxy crap can move together with your new and shiny modified founding species.

I would welcome more control ie. deciding which POPs can move and grow but the quickest solutions probably are:

1. The most numerous POP derived from your founding species becomes the new founding species. Or there should be away to designate it as one.
2. Primary species is introduced (different from founding species, the most numerous POP) which could bypass some of the laws designed for xenos
 
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-Marauder-

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Feels like they shouldn't really be considered a new species, specially not if EVERYONE gets the change.
We actually agree for once! But yeah, they're not "aliens", they're founding species V 1.0.3.
 
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Oscot

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I'm in two minds about this.

Initially, I was thinking that xenophobes shouldn't hate their own subspecies at all. Especially when those subspecies are, for example, exactly the same as the old species, but with the "Weak" trait replaced with "Very Strong".
This is less a case of "Eww, foreigners" and more a case of "Rejoice, bretheren, for the promised Ubermensch is here!"

But then it occurred to me that if you've got an ocean-preference base species, and then you GM yourself a desert-preference version for colonisation purposes, I think it would be entirely reasonable for the two groups to dislike each other. One reviled as a bunch of bottom-feeding atavists stuck in the past, and the other as a bunch of freakish Frankenstein-experiment extraterrestrial sand people quasi-xenos.

So I really don't know a way out of this that wouldn't cause exactly as much flavour-harm as it fixes.
 
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Ariphaos

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I'm in two minds about this.

Initially, I was thinking that xenophobes shouldn't hate their own subspecies at all. Especially when those subspecies are, for example, exactly the same as the old species, but with the "Weak" trait replaced with "Very Strong".
This is less a case of "Eww, foreigners" and more a case of "Rejoice, bretheren, for the promised Ubermensch is here!"

But then it occurred to me that if you've got an ocean-preference base species, and then you GM yourself a desert-preference version for colonisation purposes, I think it would be entirely reasonable for the two groups to dislike each other. One reviled as a bunch of bottom-feeding atavists stuck in the past, and the other as a bunch of freakish Frankenstein-experiment extraterrestrial sand people quasi-xenos.

So I really don't know a way out of this that wouldn't cause exactly as much flavour-harm as it fixes.

Obviously, you have to choose one, and whoever gets left out (if any) is going to be pissed.
 

Giacomo1405

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I'm in two minds about this.

Initially, I was thinking that xenophobes shouldn't hate their own subspecies at all. Especially when those subspecies are, for example, exactly the same as the old species, but with the "Weak" trait replaced with "Very Strong".
This is less a case of "Eww, foreigners" and more a case of "Rejoice, bretheren, for the promised Ubermensch is here!"

But then it occurred to me that if you've got an ocean-preference base species, and then you GM yourself a desert-preference version for colonisation purposes, I think it would be entirely reasonable for the two groups to dislike each other. One reviled as a bunch of bottom-feeding atavists stuck in the past, and the other as a bunch of freakish Frankenstein-experiment extraterrestrial sand people quasi-xenos.

So I really don't know a way out of this that wouldn't cause exactly as much flavour-harm as it fixes.
the problem is not that you modify half of your pops and the other half hates them... that would be ok

the problem is when you modify all your pops in the next generation of improved original species and they are considered xeno scum not able to hold leadership position and follow all laws of the aliens...

two species with different traits can very well hate each other if xenophobic, even iof both desced from the same parent species... that's good
but we truly need the ability to choose an improved design as the primary species (provided it's also the majority)
 
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