Stellaris Dev Diary #74 - Genemodding Templates

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Wizzington

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Hello everyone and welcome to another Stellaris dev diary, being written while I am at home with fever and a ruined throat. Still, I felt we had missed one too many DDs lately and felt OK enough to take one for the team. The topic of today's dev diary will be some changes coming to genetic modification in the 1.8 'Čapek' update.

Genemodding Templates
A frequent complaint about the genemodding mechanic has been that it's hard to keep track of your modified species: Though two species with the same name and portrait are treated as the same species, they are still displayed as entirely separate entries in the species list, even if they have the exact same traits. What's more, because identity is tied to species name, we are forced to disallow renaming when modifying species, as you'd end up with a species that might be 95% identical to its parent species but still treated as though they were horribly alien to them.

Our solution to all of these issues is templates. Templates are species genemodding configurations that you can create, edit, save and then apply. You take the desired base species, hit 'Create Template', and then set the species up as however you wish it to be, including the ability to rename the modded species to whatever you want. Once the template is created, it is saved and will be displayed in the species list as a subspecies of whatever the original species of the parent species is. In other words, if you take regular old Humans and turn them into Arctic Humans, and then modify the Arctic Humans into Desert Humans, Desert Humans and Arctic Humans will both be shown as distinct subspecies of Humans, and will be recognized as part of the same broader species. If multiple species share the same name and portrait at the start of the game, whichever species spawned first will be considered the parent species of the others.
2017_06_22_0.png

2017_06_22_1.png


Once a template is created, you can apply it. By hitting Apply Template, you can then choose which pops in your empire will be converted to that template. Selection is done for all pops of the same parent species at once, so you do not have to do a separate special project for each subspecies you want to turn into the new subspecies. To continue our example from above, you can turn Human, Desert Human and Arctic Human Pops into Super-Human pops all at once. All pops that have a template applied to them become part of the same subspecies, no matter when they were converted, so you should never have several subspecies with the exact same name and traits unless you explicitly set it up to be that way. It is possible to edit a template freely up until the point where it applied to some Pops, after that you will have to split off a new template from it.
2017_06_22_2.png


Along with these changes, there are also some balancing changes:
  • The base cost of genemodding projects has been increased, so even modding a single Pop is quite expensive. Cost per Pop was reduced to compensate, meaning that it's more efficient to modify large numbers of Pops at the same time.
  • A cost (equivalent to 3 trait points) was added for swapping out a Pop's habitability trait. This cost only applies to the cost of the special project and does not take up actual trait points.
  • Some traits had their costs and effects rebalanced. The advanced traits from Biological Ascension, in particular, were made cheaper.

All in all, these changes should serve to make genemodding a much more intuitive and user-friendly experience and give you a much easier way to organize and categorize the different species in your empire.

Next week... well... I can't actually tell you about next week yet, but the name of the author chosen for the 1.8 might offer some hint. See you then!
 
Last edited:

Alectron

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Lovely feature, it is nice to finally have subspecies. So, now the game won't think that CoM's humans are different? And what if a fallen empire has your species' portrait by an accident? Are they considered a subspecies as well?
 

Tim_Ward

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Wiz said:
If multiple species share the same name and portrait at the start of the game, whichever species spawned first will be considered the parent species of the others.

How will this play out with the CoM/UN/User generated Humans? Same name, portrait and traits.
 

Wizzington

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How will this play out with the CoM/UN/User generated Humans? Same name, portrait and traits.

They're already preconfigured to be the same species.
 

Hapchazzard

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Can authoritarians enslave entire subspecies of their own? It would make sense to me, seeing how they're all about stratification and such.

Also, will fanatic xenophobes be hostile towards other subspecies as well?
 

Chreees

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Lovely feature, it is nice to finally have subspecies. So, now the game won't think that CoM's humans are different? And what if a fallen empire has your species' portrait by an accident? Are they considered a subspecies as well?
It requires the same name as well, If I read the dev diary correctly
 

MitoG

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What's more, because identity is tied to species name, we are forced to disallow renaming when modifying species, as you'd end up with a species that might be 95% identical to its parent species but still treated as though they were horribly alien to them.

Why not set some kind of "Ancestor-", "Original-" or "Sibling-Species" trait ?
 

baldrs

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Next week... well... I can't actually tell you about next week yet, but the name of the author chosen for the 1.8 might offer some hint. See you then!
Wow wow wow! Are you going to tell us something great about AI Rebellion, Synthetic Ascension, Synthetic portraits and changes to robots and AI tech in general? Will you allow to make filthy organics into synths yet?
 

Ikael

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Cool info bits. It would seem to me that the decision between terraforming VS genemodding won't be as clear cut choice as it used to be, specially now that changing the habitat preference consumes trait points in the process. Sounds like gene modding will only be worthy now if there are many planets of a single type, or if you picked the genetic ascension. Otherwise terraforming might be a more viable option (if they cheapened its costs, that is).
 

Bob_the_Insane

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Liking the change...

Hope this is not too off topic but it has always bothered me a little that your Pops can't object too and don't seem to mind (or be enthusiastic about) the gene-modding.