• 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.

GOLANX

Lt. General
20 Badges
Mar 17, 2021
1.626
1.364
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
Gene modification faces several usability problems that really harm its utility and in particular Bio Ascension that relies on it.

20210919145107_1.jpg


as you can see in this Screenshot by using bio ascension i have created several different Variations of my species for every habitat preferance, however modifying them is complicated if i want to apply a new template its often easier to change them all to the same template as you can see one variation has 1000+ creating individual variations for each habitability type would be prohibitively time consuming and difficult.
20210919145219_1.jpg20210919145246_1.jpg
this is further complicated when it comes to having multiple species in your empire which is easily built up through migration pacts and conquest. migration pacts arent self contained either if empire A has a migration pact with Empire B which has a Migration Pact with Empires C which has pops conquered from Empire D, Empire A even though only having a migration Pact with Empire B will have pops from species of all of the empires as they spread to each empire and then to Empire A, this invariably means for many empires (the ones that arent gennocidal or gestalts that cannot integrate other species) diversity is a thing that happens even in an empire that consumes pops to reproduce or is very founder species Centric as the Goa'uld (all non gould are slaves)

20210919145759_1.jpg


the Issue is further compounded by a screen for applying templates that doesn't give a lot of information, i don't know what each planet is doing when i have 20+, i barely have an idea when im up to 10, i can't sort by the planets so i have to go by subspecies then planet, its too much work and effort to try to split up the templates by habitat preferance and then specialize.
20210919152242_1.jpg

when im finally done with the template i have a special project that ties up my research for years, and i can only do them one at a time, without queuing.

Furthermore as the Screen gets filled with more and more species and subspecies it creates terrible lag that further contributes to a intolerance to deal with the system, in acquiring these screenshots i found several seconds were often necessary to progress a template or even scroll through my species list.

The vision i have for Genetic Ascension is one where you have pops perfectly adapted to each habitat, specialized to each Planets needs, using the custom traits to maximize the productivity of your planets, seamlessly converting your pops to fill the needs of your planets, ideally converting your pops to fill the needs of their jobs, so that my technicians are always ingenious and my Entertainers Always Charismatic, like "A Brave New World".

What we've got makes that dream a distant prospect, its no wonder its considered inferior to Synthetic Ascension, Synthetic Ascension's strength is in its simplicity, the Complexity of Gene Ascension's potential can't be realized resulting in generic species that aren't any more specialized or maybe even less specialized than its competition, Synth Ascended can modify their template as much as they want without worry about habitability or multiple species that further complicate the process.

Suggestion:

First i think Climate Preference must be addressed as in the first screenshot you can see it entirely plagues the Species Screen with something that ultimately isn't very relevant, to what i want to do in this Screen. So first part is that Glandular Acclimation (the tech that gives habitability modification) should be locked behind engineered evolution as long as you have the Utopia DLC, and otherwise should be weighted and marked as a "rare" tech. I'm doing this for 2 reasons, the first is that it is too easy of an alternative to Terraforming, by locking it thus terraforming should be more relevant (im sure some of you have seen the terraforming megathread in the main forums), while Gene Ascension will still get it as their preferred tool for solving the problem of mismatched Habitability. the Second is that i would buff the Glandular Acclimation technology to provide a "Universal" Habitability Preference, it certainly shouldn't be cluttering up your species screen. this Habitability Preference, should also provide a Bonus to Habitability Traits from genetics, I would like to see that combined it will provide the only path to over 100% Habitability, so that picking Traits like Robust and Adaptive are still a positive and thing you want to do with gene ascension.

Second is for converting the Genetic modification Special Project into a expansion of the Assimilation Mechanic, Assimilation will cause pops to be targeted for assimilation, rather than pulling them out of work it should simply apply a modifier that disables their output while they are being assimilated (notably this just means the pops that will be Assimilated Next and not every pop in line to be ascended), this should prevent major economic disruptions from the assimilation process (its why they use a special project now). Furthermore with Genetic Modification you will have the ability to either Assimilate a Species empire wide or by Planet. empire wide modification occurs through the species Screen, and can also be used for updates to particular Subspecies. Planetary Assimilation occurs through the planet population Screen allowing the player to apply custom templates to specific planets, taking advantage of the specialization that can be achieved through Gene Traits to improve productivity through specialization. ultimately the biggest thing that comes out of this change is the seamless modification progress that doesn't require active repeated input from the player.

*Templates are still created in the Species Screen even if applied on the planet level*

Third there should be 2 methods of dealing with Diversity for Genetic ascended Empires, the first method, Uniform Genetic Standards, is to assimilate them all into your main species similar to Synth Ascension this technique eliminates diversity making it easier to control the genetics of your Empire, this method cannot be used by Xenophile Empires as the process innately destroys the diversity that xenophiles celebrate. the Second Method, Diverse Genetic Benefits, is the Method Favored By Xenophiles, while retaining diverse Species Representation, it allows the traits of templates to be shared among all species, Xenophobes cannot Use this method while including their main species. Thirdly, Slaver Empires gain the option to apply different Methods based on whether pops are Enslaved or Free allowing them to better control their slave populations and not treat them as the same as Free Genetically.
Picking Uniform Genetic Standards Will significantly improve the rate at which Modification Projects occur, and provides an additional Trait Point.
Picking Diverse Genetic Benefits will cause the modification projects to remain slow, but will provide each species a Free Trait that no longer consumes a trait pick this trait can only come from their original genetic Template,

Fourth Medical Workers provide +1 Assimilating pops at a time, this should apply with any form of assimilation not just Gene Modification, although Gene Modification may occur more frequently. Medical workers may additionally be a requirement for above 100% habitation (coinciding with its innate habitation bonus) so that their usefulness is not reduced as the game continues, Engineered Evolution may be set up to raise the limit on Gene clinics to 2. allowing 8 pops to be modified at a time and a maximum of 120% Habitability bonus or 130% while also buffing the base habitability buff given by medical workers.

Conclusion: by fixing up Genetic Modification to be more simple and user friendly it can be more usable by players, and used for specialized roles. while this may not solve all of Genetic Ascensions Problems it should go a long way.
 
  • 7Like
  • 3
Reactions:

MordridBlack

Lt. General
19 Badges
Jan 1, 2020
1.218
511
  • Stellaris
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
The issue with this is that there are 2 much easier fixes which already exist in the game that can be used and are more user friendly:


1) Other Species - By having other species beyond your own in your empire, you can cater them to work on different planets with little issue. This makes genemodding much easier for the player. Often when you have a new species you'd genemod them anyway to get rid of any subpar positive traits and any negative traits, so simply going "Yeah I want them to live on Arid Worlds" is an easy switch.


2) World Shaper - While sometimes considered a waste of an Ascension Perk, the fact that you can Terraform all worlds in your space into Gaia Worlds is powerful; especially given that, barring some weird nonsense, all species will find it 100% Habitable. By the mid or late game you should have enough energy back stocked and incoming to start changing both Colonized and Uncolonized Worlds, making it so you never have to worry about changing a species planet preference ever again.


Now I am not saying in any part that Genemodding doesn't need a bit of a fix/update, as the system is rather old and I don't think has received any touches since it was introduced. But such a big change I don't think would be worth the investment.
 
  • 3Like
  • 2
Reactions:

Rodmar18

General
8 Badges
Sep 19, 2018
1.956
345
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
Even without World Shaper, terraforming worlds is indecently easy (like 30 years?) and cheap (like less than a year upkeep of the whole fleet?).Currently, it is only moderated by having to unlock technologies; but if you get lucky...
 
  • 1
  • 1Like
Reactions:

GOLANX

Lt. General
20 Badges
Mar 17, 2021
1.626
1.364
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
The issue with this is that there are 2 much easier fixes which already exist in the game that can be used and are more user friendly:


1) Other Species - By having other species beyond your own in your empire, you can cater them to work on different planets with little issue. This makes genemodding much easier for the player. Often when you have a new species you'd genemod them anyway to get rid of any subpar positive traits and any negative traits, so simply going "Yeah I want them to live on Arid Worlds" is an easy switch.
Your not wrong but when you have 20+ species across 50+ worlds its unmanageable, every time a pop immigrates your gene pool gets contaminated with poorly optimized species, what's more if your not restricting migration they spread everywhere so your still not able to take advantage of specialization without insane Micro.
2) World Shaper - While sometimes considered a waste of an Ascension Perk, the fact that you can Terraform all worlds in your space into Gaia Worlds is powerful; especially given that, barring some weird nonsense, all species will find it 100% Habitable. By the mid or late game you should have enough energy back stocked and incoming to start changing both Colonized and Uncolonized Worlds, making it so you never have to worry about changing a species planet preference ever again.
That only solves one of the listed problems and honestly if you are able to modify habitability then you shouldn't need to terraform, gene modding and terraforming are different solutions to the same problem, you should do 1 or the other.
Now I am not saying in any part that Genemodding doesn't need a bit of a fix/update, as the system is rather old and I don't think has received any touches since it was introduced. But such a big change I don't think would be worth the investment.
It's a system part of the base game that is poor, it's also part of Gene Ascension which is DLC content that needs a buff, and a fix/update to that base system would go a long way while not directly working on the Last DLC the devs ever want to touch ever. They know it's unbalanced but Utopia is money Made, they can't increase sales by working on it so there is no incentive to work on it (yes it's very sad).
 

gamerk2

First Lieutenant
34 Badges
May 24, 2019
259
488
  • Stellaris: Distant Stars
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Imperator: Rome - Magna Graecia
  • Stellaris: Federations
  • BATTLETECH: Heavy Metal
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Imperator: Rome
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Tyranny: Gold Edition
  • Pillars of Eternity
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • BATTLETECH
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • BATTLETECH: Season pass
  • Stellaris: Galaxy Edition
  • Stellaris: Synthetic Dawn
  • Supreme Ruler: Cold War
You forgot to mention the headaches this causes when combined with another Ascension Perk: Xeno Compatibility.

You did hit the major problems with the current system, but I'm not sure I agree with the solutions. It's clear *something* needs to be done; the system is unwieldy, yet in order to min/max you have to deal with it.
 

MordridBlack

Lt. General
19 Badges
Jan 1, 2020
1.218
511
  • Stellaris
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
You forgot to mention the headaches this causes when combined with another Ascension Perk: Xeno Compatibility.

You did hit the major problems with the current system, but I'm not sure I agree with the solutions. It's clear *something* needs to be done; the system is unwieldy, yet in order to min/max you have to deal with it.
i tend to genemod everything before i grab this perk if i plan to run it
 

GOLANX

Lt. General
20 Badges
Mar 17, 2021
1.626
1.364
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
You forgot to mention the headaches this causes when combined with another Ascension Perk: Xeno Compatibility.

You did hit the major problems with the current system, but I'm not sure I agree with the solutions. It's clear *something* needs to be done; the system is unwieldy, yet in order to min/max you have to deal with it.
I haven't picked up Xenocompatibility, in part because i find it a dumb Fantasy Trope that is so far detached from reality. Mules are a crossbreed of 2 species with the same Genus and they cant reproduce themselves you go out 1 order and that stops being a thing, you want aliens to make viable reproductive babies who might as well be in different Phylum or even Kingdoms? nah bro that is way crazier than space wizards. the other part the stories of headaches.

glad you agree i hit the major problems, are there any points that you liked/didn't? I am hoping for constructive feedback.
 
  • 1
  • 1
Reactions:

StrangelySmooth

Sergeant
23 Badges
Jan 20, 2021
57
27
  • Stellaris: Apocalypse
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Shadowrun: Hong Kong
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Crusader Kings II
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Pillars of Eternity
I'd love if you could tell your pops NOT to move to shitty planets. I don't know be able to specifically STOP them from moving to a planet with less than X habitability. Then give the option perhaps in 10% intervals?
 

Rodmar18

General
8 Badges
Sep 19, 2018
1.956
345
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
When times are hard (no employment, low stability, low happiness), I doubt that habitability can really deter newcomers, until it becomes really low. 50% is only that: living there costs more, efficiency is reduced, etc, but in the end, you can have a job, be safe, have a future...

Perhaps the planetary decision that increase immigration (Distribute consummer goods) could be overhauled, so that without it, a low habtability colony would really deter immigration, but it should perhaps have a higher cost to no be able to spam it as currently. Perhaps less happiness or stability on worlds that don't have it and feel like abandonned by central authority?
 
  • 1Like
Reactions:

GOLANX

Lt. General
20 Badges
Mar 17, 2021
1.626
1.364
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
I'd love if you could tell your pops NOT to move to shitty planets. I don't know be able to specifically STOP them from moving to a planet with less than X habitability. Then give the option perhaps in 10% intervals?
Sure but I don't think that subject is related, if you gene Ascend your universal Habitability would mean there are no bad planets, and without gene Ascension maybe you can more easily
Apply Adaptability to species on poor habitability worlds.

This said I think we could add a migration controls that restricts movement based on habitability
 
  • 1Like
Reactions:

Peter34

Captain
50 Badges
Aug 27, 2018
391
491
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Parklife
  • Stellaris: Nemesis
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Necroids
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Surviving Mars: First Colony Edition
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Stellaris: Federations
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Cities: Skylines
  • Warlock: Master of the Arcane
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • King Arthur II
  • Magicka
  • Majesty 2 Collection
Even without World Shaper, terraforming worlds is indecently easy (like 30 years?) and cheap (like less than a year upkeep of the whole fleet?).Currently, it is only moderated by having to unlock technologies; but if you get lucky...
Also, terraforming worlds only has to do with Biome Preference, not with POP Traits, like if I want all my POPs to be very long-lived Erudites, in the sense that Immogrant POPs should be Assimilated into such a Conformity Template. Or more complexly, if I want a set of Genetic Castes, where I have Leaders that are indeed Erudite and Long-Lived, and then Specialists that are good at Science and Unity, and Workers that are Very Strong but Short-Lived, and I designate a Genetic Caste for each possible Immigrant Species.

Or ideally, the game should assign new Immigrant Species to the Genetic Caste that already conforms the best (or least badly) to their current traits, so that if a Species is already Strong or Very Strong or +15% Farming, then it gets auto-designated as Worker Genetic Caste, while a Species that is already Intelligent or Natural Sociologist gets designated as Specialist Genetic Caste. All in order to reduce player micromamangement in MP games where you can't pause.
 
  • 1
Reactions:

Rodmar18

General
8 Badges
Sep 19, 2018
1.956
345
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
Or ideally, the game should assign new Immigrant Species to the Genetic Caste that already conforms the best (or least badly) to their current traits, so that if a Species is already Strong or Very Strong or +15% Farming, then it gets auto-designated as Worker Genetic Caste, while a Species that is already Intelligent or Natural Sociologist gets designated as Specialist Genetic Caste. All in order to reduce player micromamangement in MP games where you can't pause.
What you are describing is not a QoL feature or something otherwise useful to reduce player micromanagement ; it's a new whole civics or a civics-bound policy, quite radical should I say.
I don't know if it should be called "Caste Society", because the heredity (fit traits) ought to be evaluated by tests (a bit like draftees would be dispatched between various military jobs according to their results during instruction)... perhaps "Selective Immigration"? One thing is to have the game manage to get the fittest to a job (we can tolerate a few "non adequations" on a populous planet), and after all, the educational system works a bit like this (the question being to define "fittest to a job"); another thing is to have the Immigration services accept only immigrants when their traits correspond the society and/or a job corresponding their traits is open.

Even now, the game allows pops with non adequate adaptation to planetary biome to immigrate. The chance is certainly small, but it can happens. I find this realistic, but why not another social policy, or a per-species citizen rights option like "Immigration: allowed / controlled / forbidden.
 

GOLANX

Lt. General
20 Badges
Mar 17, 2021
1.626
1.364
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
What you are describing is not a QoL feature or something otherwise useful to reduce player micromanagement ; it's a new whole civics or a civics-bound policy, quite radical should I say.
I don't know if it should be called "Caste Society", because the heredity (fit traits) ought to be evaluated by tests (a bit like draftees would be dispatched between various military jobs according to their results during instruction)... perhaps "Selective Immigration"? One thing is to have the game manage to get the fittest to a job (we can tolerate a few "non adequations" on a populous planet), and after all, the educational system works a bit like this (the question being to define "fittest to a job"); another thing is to have the Immigration services accept only immigrants when their traits correspond the society and/or a job corresponding their traits is open.

Even now, the game allows pops with non adequate adaptation to planetary biome to immigrate. The chance is certainly small, but it can happens. I find this realistic, but why not another social policy, or a per-species citizen rights option like "Immigration: allowed / controlled / forbidden.
Doesn't need to be a civic just a more developed version of the preference system we have now, rather than just: pop has this trait, fill this job; its pop fills this job, add this trait. I do see there being some ethics concerns, but it's a lot more work to add a system for forced modification and Free modification, especially when Synthetic and Psionic Ascension do the same thing, if your pops like doing pop growth, too bad no body no growth act no giggity. You didn't want voices in your head? too bad.
 

Armagodura

Second Lieutenant
18 Badges
Jun 1, 2020
165
231
  • Stellaris: Synthetic Dawn
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Magicka
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Magicka 2
  • Magicka 2 - Signup Campaign
  • Magicka: Wizard Wars Founder Wizard
The idea of creating a society where people can just modify themselves into whatever they want to be is certainly a dream of mine. I'd welcome a change allowing this to happen (efficiently)
 
  • 1Like
Reactions:

MordridBlack

Lt. General
19 Badges
Jan 1, 2020
1.218
511
  • Stellaris
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Cities: Skylines
  • Stellaris: Synthetic Dawn
  • Stellaris: Galaxy Edition
The idea of creating a society where people can just modify themselves into whatever they want to be is certainly a dream of mine. I'd welcome a change allowing this to happen (efficiently)
"So I heard that Bob is getting Gene-Modded today."

"Yeah, he's going in for that new procedure that's meant to make you a Psionic Cyborg with Erudite capabilities."

"Man has it made, all I got was last year's Intelligent lottery."
 

GOLANX

Lt. General
20 Badges
Mar 17, 2021
1.626
1.364
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Stellaris: Distant Stars
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
"So I heard that Bob is getting Gene-Modded today."

"Yeah, he's going in for that new procedure that's meant to make you a Psionic Cyborg with Erudite capabilities."

"Man has it made, all I got was last year's Intelligent lottery."
Ok I would fix the part where you can apply psionic or cybernetic templates without the prerequisite Ascensions but otherwise yes.
 

HFY

Field Marshal
28 Badges
May 15, 2016
8.535
19.905
  • Cities: Skylines - Green Cities
  • Victoria 3 Sign Up
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Ancient Space
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Pillars of Eternity
  • Cities: Skylines
I'd love if you could tell your pops NOT to move to shitty planets. I don't know be able to specifically STOP them from moving to a planet with less than X habitability. Then give the option perhaps in 10% intervals?

The pop growth mechanics favor species with low planetary representation.

That means you will end up with a lot of everything, instead of being able to seed a world with N species and let them breed.

IMHO that's what needs to change. The game needs to stop trying to make the pie chart as colorful as possible. Let me seed my colonies with what I want on those colonies.


I don't mind if refugees and auto-migration send random species to my colonies. Those are mechanics I can work with. But the forced-equal growth thing is just awful to plan around.
 
  • 1Like
Reactions:

Rodmar18

General
8 Badges
Sep 19, 2018
1.956
345
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Stellaris: Synthetic Dawn
IMHO that's what needs to change.
I feel you. If at some point in a colony's development, I don't mind if there are 2/20 or 10/20 non first colonist species, depending on events, habitability and immigration traits, but I'd like that in the end, I'm not too far away from 10/100 or 50/100, some centuries later (well, if there are some rapid breeders among newcomers, I would understand).
 
  • 1Like
Reactions: