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lordreaven448

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That's absolutely disgusting. Also, not all species reproduce sexually, so that doesn't even make sense. Fungoids and Plantoids don't even have sex. Molluscoids aren't guaranteed to have distinct genders or even to remain that gender throughout their life. Arthropoids are basically insects, so their reproduction methods are as varied as at least real life ones are.
Maybe you'd have better luck with humanoids, mammalians. reptilians, or avians, but that isn't certain either. Your "equipment" might not even be shaped properly. For example the mechanics of Duck sexual reproduction is as weird as it is disturbing.

Anyone seriously suggesting that sexual reproduction with xenos would be a good thing has clearly stared WAY too long into the abyss.
Can you focus on the original topic please? The original topic is far from "can I bang it?" or ethics behind sex with aliens. The original topic is about an alien species similar to Xenomorphs using host dna for hybrids and infiltration. Some what similar to how Driven assimilators turn captured pops into cyborgs.
 

Stars_and_Bars

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Can you focus on the original topic please? The original topic is far from "can I bang it?" or ethics behind sex with aliens. The original topic is about an alien species similar to Xenomorphs using host dna for hybrids and infiltration. Some what similar to how Driven assimilators turn captured pops into cyborgs.
The original topic was about an alien species using the DNA of another alien species to create a new alien hybrid. Which is essentially how xeno-compatibility current works, which I assume either uses sex or the lamest gene-splicing test tubes babies. Anyways your 40k idea is boring and unnecessary Most of the special traits are part of a special civic, an ascension path or are locked behind an event chain. The only traits that would fit your idea of gene stealing are the 6 pre-sapient traits. The game already allows an extensive amount of gene-editing, the only thing your idea would add is allowing a civic that would allow gene-editing from the beginning, but also presumably limit your ability to gene edit only traits of species that you've already enslaved or devoured? Or maybe that would just be a devouring swarm that randomly develops traits from the species it devours? Otherwise you're wasting an entire civic on a feature that already exists locked behind a technology and improved by an ascension path. It seems like a bad idea from the word go.
 

The Founder

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Can you focus on the original topic please? The original topic is far from "can I bang it?" or ethics behind sex with aliens. The original topic is about an alien species similar to Xenomorphs using host dna for hybrids and infiltration. Some what similar to how Driven assimilators turn captured pops into cyborgs.
It is best to ignore him overall. He seems to be doing the kind of trolling where he just narrowly avoids violating any obvious rules.


To your original idea, there are two (3) parts however:
- Infiltration, wich would be a Espionage mechanic
- unlocking Xeno Compatibility as a species trait (aka the Asari way)
- genestealing

Infiltration has to wait until we got a Espionage thing that is better then "Criminal Syndicate Megacorp".

With Genestealing I have no idea what that could even mean from game mechanics.

Xeno Compatibility via trait (the Asari way) might be worthwhile. They are interesting in that their Xeno Compatibility is one way only. The result will always be a Asari + half other.
Their way to make halflings could be simply a outrighz copy of the traits, in a Asari Shell (as a Subspecies of Asari). So it does not have the downsides of adding a lot of Xeno Subspecies to your Empire.

Here is the relevant part from the Rules section:
Code:
# This = planet
can_crossbreed_species_on_planet = {
    exists = owner
    owner = { has_ascension_perk = ap_xeno_compatibility }
    count_species = {
        limit = {
            is_crossbreeding_possible = yes
        }
        count >= 2
    }
}

# This = species one
# Root = species two
can_crossbreed_species = {
    is_crossbreeding_possible = yes
    root = { is_crossbreeding_possible = yes }
}

The scripted trigger seems to be only about excluding edge cases:
Code:
is_crossbreeding_possible = {
    is_sapient = yes
    NOR = {
        has_trait = trait_machine_unit
        has_trait = trait_mechanical
        has_trait = trait_hive_mind
        has_trait = trait_self_modified
    }
}
The actuall creation of the subspecies seems to be done via non-modable code. but it should be possible to rig up some event that has similar gameplay effects.
 

The Founder

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The actuall creation of the subspecies seems to be done via non-modable code.
Speicfically it is this thing, as used in the one Caraveneer Event:
Code:
event_target:pleased_planet = {
    create_half_species = { species_one = event_target:party_host species_two = event_target:party_goer.species }
    while = {
            count = 3
            create_pop = {
                species = last_created
            }                   
    }
}

but it should be possible to rig up some event that has similar gameplay effects
Taking a page out of existing code:
Code:
make_intelligent = {
    if = {
        limit = { pop_has_trait = trait_intelligent }
        # nothing
    }
    else = {
        # remove opposite traits
        if = {
            limit = { pop_has_trait = trait_nerve_stapled }
            modify_species = {
                species = this
                remove_trait = trait_nerve_stapled
            }
        }
        if = {
            limit = { pop_has_trait = trait_erudite }
            modify_species = {
                species = this
                remove_trait = trait_erudite
            }
        }
        if = {
            limit = { pop_has_trait = trait_enigmatic_intelligence }
            modify_species = {
                species = this
                remove_trait = trait_enigmatic_intelligence
            }
        }
        if = {
            limit = { pop_has_trait = trait_enigmatic_intelligence_poor }
            modify_species = {
                species = this
                remove_trait = trait_enigmatic_intelligence_poor
            }
        }
        # add trait
        modify_species = {
            species = this
            add_trait = trait_intelligent
        }
    }
}
This code is supposed to make a species "more intelligent". Removing the opposite traits and adding the positive one. While this scripted effect will create a new (sub) species, application of that new template is usually left to the calling code.

Ideally we want something like "traits = gene_donor". But I doubt modify_species or create_species support that.

Lacking that, the traits would have to be cleared and a large group of checks would have to look at the Gene Donors traits and add them to the new Asari Subspecies.

I unsure how to exclude this process from repeating with the same species however. Noticing duplication (and re-using a existing template) is something that only non-modable code like "create_species" or "create_half_species" can do.
We either need to apply a flag to the donor species (and all it's subspecies) and hope only one species with Asari trait will exist. Or live with the Wonkyness.
 

Secret Master

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With Genestealing I have no idea what that could even mean from game mechanics.

Here's how I would implement it:

Part I: Have a "criminal building" that you can set up in other empires that is normally not visible. This building would function similar to self-modding, except it mods POPs to become hybrids of your species. After a few are converted, they start creating special "crime buildings" of their own without the need for outside interference. Once a planet has enough criminal hybrid POPs, they might start an outright revolt. At a minimum, though, they can cause stability reductions.

Obviously, to do this to another empire, you need bio-ascension and maybe another perk. In fact, I wouldn't make this a xeno-compatibility issue. I would make it a different perk entirely. xeno-compatibility is the xenophile version. Maybe make a different perk that does this instead and requires different ethos.

Part II: You steal a mechanic from the original Sword of the Stars. That game had a biological weapon that would assimilate populations on enemy planets. With enough assimilation, the planet would outright flip control to you. So, in this case, if enough POPs hybridize, they go into revolt. If they are successful, planet/system control flips even if not at war. It does not set up a rebel empire like it does in other cases of revolt.
 

The Founder

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Part I: Have a "criminal building" that you can set up in other empires that is normally not visible. This building would function similar to self-modding, except it mods POPs to become hybrids of your species. After a few are converted, they start creating special "crime buildings" of their own without the need for outside interference. Once a planet has enough criminal hybrid POPs, they might start an outright revolt. At a minimum, though, they can cause stability reductions.
That is the infiltration, not the gene stealing part.

At least the first part is possible with a mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1598699516
 

Stars_and_Bars

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To your original idea, there are two (3) parts however:
- Infiltration, wich would be a Espionage mechanic
- unlocking Xeno Compatibility as a species trait (aka the Asari way)
- genestealing

Infiltration has to wait until we got a Espionage thing that is better then "Criminal Syndicate Megacorp".

With Genestealing I have no idea what that could even mean from game mechanics.

Xeno Compatibility via trait (the Asari way) might be worthwhile. They are interesting in that their Xeno Compatibility is one way only. The result will always be a Asari + half other.
Their way to make halflings could be simply a outrighz copy of the traits, in a Asari Shell (as a Subspecies of Asari). So it does not have the downsides of adding a lot of Xeno Subspecies to your Empire.
The main problem with the whole idea is that there's already a stronger version of the feature. Gene-modding can do so much already, bio ascension can do a lot more. The only thing this feature could possible add would be having to ability to gene mod earlier and being able to gene mod traits that are given out by events or special pre sapient traits. Now that itself might be an interesting way to play, but presumably that would require taking a whole civic which would either becoming mostly obsolete when you research the original gene-modding tech and bio ascension, or forcing you to use this feature and only this feature for the rest of the game. Neither options are particularly better than what we have now.
 

Sir Roderick

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The real use of Xenocompatibility:


Foxgirl Engineer Researchers
thumbnail.jpg



Pumagirls Enforcers
Anime-Dominion.gif



Half-Human AYYY LMAO Soldiers Battle Thralls
u7CLcz2.jpg




The Elders of Xcom2 used Xenocompatibility to enhance their thrall troops with human dna, but of course the Wiz and his evil Cabal restricted this ability to xenophiles.



Also you forgot to mention Aliens from the Alien franchise.