Population modification

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This article has been verified for the current PC version (2.7) of the game.
Every species can be radically changed through genetic or cybernetic modification
See also: Traits

Population modification refers to the process of altering a population's traits either to change its habitability, create subspecies suited for different tasks or improving it after unlocking more trait points through research. Both organic and robotic pops can be modified and each has its own set of traits. In addition, a small number of events can modify the population of a colony.

Species archetypes[edit]

Species classes are further grouped by species archetypes. Each of them can have different mechanics and even available traits.

Species archetype Trait Upkeep resource Multiplication Modification Additional mechanics Available on start
Biological Food.png Food Mod pop growth req.png Growth Genetic Can create hybrid species with all biological groups Yes.png
Lithoid Trait lithoid.png Lithoid Minerals.png Minerals Mod pop growth req.png Growth Genetic
  • Can use some natural resource traits
  • Can use the Origins lithoid.png Calamitous Birth origin
Lithoids.png
Machine Auth machine intelligence.png Machine Unit Energy Credits.png Energy Mod pop robot build speed mult.png Assembly Cybernetic
  • Must use Auth machine intelligence.png Machine Intelligence authority
Synthetic Dawn.png
Robotic Trait mechanical.png Mechanical Energy Credits.png Energy Mod pop robot build speed mult.png Assembly Cybernetic
  • Unlocked through Tech robotic workers.png Robotic Workers technology
Origins mechanist.png
Pre-Sapient Trait uplifted.png Any pre-sapient trait No.png None No.png Cannot multiply Uplifting Does not wear clothes No.png

When it refers to Robotic, it's usually refering to both Trait mechanical.png Mechanical species and Auth machine intelligence.png Machine Unit species, not just the former.

When it refers to Biological, it's usually refering to only Biological species, except for Bio-Trophy and Biological Ascension Path being shared between Biological and Lithoid species.

When it refers to Organic, it's usually refering to both Biological species and Trait lithoid.png Lithoid species.

Trait points and Picks[edit]

The two primary limiters to how many traits in what combination one can have are the Trait Points and Trait Picks. The first contact with both is on the species creation screen. Various technologies add additional Trait Points but Trait Picks are always capped at 5, except for hybrid species which have 6. In Utopia traits given by ascension paths do not count towards either limit.

Species templates[edit]

The genetic modification menu.

Population modification is done via templates. Templates can be applied to pops residing on a planet or to the entire species, previously modified or not. Modified pops are considered part of the same species as the original even if the name and portraits have been changed. However, it is possible to set different rights for templates and its parent species.

Templates with zero current pops can be freely modified or deleted however the ones with at least one pop cannot be changed and the template modification window presents only the option to create a new one.

After a template has been applied a special project to start modifying the selected pops will appear in the situation log. The project will timeout in 30 days if not started. Depending on the kind of modification, how severe the modification (total amount of trait point differences) and how many pops were picked, this special project can be very expensive in science. The system is currently designed towards favoring bulk modification of many traits over specific via a high base cost.

Type Genetic Cybernetic
Unlocked by Tech glandular acclimation.png Glandular Acclimation for climate preference
Tech gene tailoring.png Gene Tailoring for adding positive and removing negative traits
Tech genetic resequencing.png Genetic Resequencing for removing positive and adding negative traits
Tech robomodding.png Machine Template System
Cost
  • 3000 Society Research Society Research
  • +5 per affected Pop
  • +20 per affected Pop per Trait Point Difference between the old and new Templates
  • +60 per affected Pop if climate preference is changed
  • -25% for Ap engineered evolution.png Engineered Evolution ascension perk
  • -25% for Ap evolutionary mastery.png Evolutionary Mastery ascension perk
  • 1500 Engineering Research Engineering Research
  • +20 per affected Pop
  • +40 per affected Pop per Trait Point Difference between the old and new Templates
  • -33% for Ap synthetic age.png Synthetic Age ascension perk
  • -50% for Ap synthetic evolution.png Synthetic Evolution ascension perk
Trait Points
  • Tech gene tailoring.png Gene Tailoring technology grants +1
  • Tech gene expressions.png Targeted Gene Expressions technology grants +1
  • Ap engineered evolution.png Engineered Evolution ascension perk grants +3
  • Ap evolutionary mastery.png Evolutionary Mastery ascension perk grants +3
  • R omnicodex.png The Omnicodex relic grants +1
  • Ap xeno compatibility.png Hybrid species have one additional trait point and one additional trait pick
  • Tech robomodding.png Machine Template System technology grants +2 (+1 for machine empires)
  • Tech robomodding points 1.png Cross-Model Standardization / Binary Motivators technology grants +1
  • Tech robomodding points 2.png Fungible Circuitry / Nanite Assemblers technology grants +1
  • Ap synthetic evolution.png Synthetic Evolution ascension perk grants +1
  • Ap synthetic age.png Synthetic Age ascension perk grants +2

Uplifting[edit]

For pre-sapient species the option to create templates is replaced with the option to uplift and bring them to sapience. It requires the Tech epigenetic triggers.png Epigenetic Triggers technology and costs 3000 Society Research Society research. Upon completion the empire will instantly integrate the uplifted species and gain 500 Influence.png Influence. In addition the uplifted species will gain +10% Mod pop happiness.png Happiness when living within the borders of the empire that uplifted it. The initial ethics of the uplifted species will be determined by a series of initial events although afterwards the species fully susceptible to Ethics divergence.

Assimilation[edit]

This special Citizenship with associated Living Standards allows the conversion of pops to better fit the existing empire, without the hassle of regular modification. Each year 3, 6 or 12 pops will be assimilated, chosen from among all assimilating pops. The type of assimilation depends on the empire and the pop in question.

Civic fanatic purifiers.png Fanatic Purifiers, Civic devouring swarm.png Devouring Swarms and Civic devouring swarm.png Terravores can't perform any kind of assimilation. Hive-minded.png Hive-Minded pops can't be assimilated into an empire that isn't a Auth hive mind.png Hive Mind, except with Hive Dissociation.

Assimilation type Empire requirements Species requirements Traits gained Traits removed
Trait cybernetic.png Identity Sublimation Civic machine assimilator.png Driven Assimilator
  • Organic species
  • No.pngTrait cybernetic.png Cybernetic
Trait cybernetic.png Cybernetic
  • Hive-minded.png Hive-Minded
  • Trait cybernetic.png Self-Modified
Hive-minded.png Identity Sublimation
  • Ap evolutionary mastery.png Evolutionary Mastery
  • Auth hive mind.png Hive Mind
  • Organic species
  • No.pngHive-minded.png Hive-Minded
Hive-minded.png Hive-Minded Trait cybernetic.png Self-Modified
Trait cybernetic.png Transubstantiation Synthesis Ap the flesh is weak.png The Flesh is Weak
  • Organic species
  • No.pngTrait cybernetic.png Cybernetic
Trait cybernetic.png Cybernetic
  • Hive-minded.png Hive-Minded
  • Trait cybernetic.png Self-Modified
Trait robotic 3.png Transubstantiation Synthesis Ap synthetic evolution.png Synthetic Evolution Organic species Trait mechanical.png Mechanical All
Ap evolutionary mastery.png Hive Dissociation
  • Ap evolutionary mastery.png Evolutionary Mastery
  • No.pngGestalt consciousness.png Gestalt Consciousness
Hive-minded.png Hive-Minded species Hive-minded.png Hive-Minded
Trait psionic species.png Transcendent Awakening Ap transcendence.png Transcendence
  • Organic species
  • No.pngTrait cybernetic.png Cybernetic
Trait psionic species.png Psionic Trait psionic species.png Latent Psionic

Assimilating a pop from an invaded primitive species into a Gestalt consciousness.png Gestalt Consciousness will additionally remove culture shock modifiers.

Ascension paths[edit]

Genetic modification can be used in conjunction with some of the ascension perks.

  • The biological ascension path focuses entirely on genetic modification. Each of the two ascension perks grants 3 additional trait points and reduces the cost of genetic modification projects by 25% as well as unlocking early the Tech gene seed purification.png Gene Seed Purification and Tech genetic resequencing.png Genetic Resequencing technologies respectively.
  • The psionic ascension path adds the Trait psionic species.png Psionic trait that cannot be acquired or removed through genetic modification. At first, only the founding species will get it, but other species living in the empire can get it through the aforementioned assimilation.
  • Choosing the synthetic ascension path will first enhance the empire's every species with the Trait cybernetic.png Cybernetic trait. Cybernetic species are still organic enough to be genetically modified. Finishing the synthetic ascension path will upload all Trait cybernetic.png Cybernetic pops into Robotic bodies, replacing genetic modification with cybernetic.

Hybrid species[edit]

Xenophile.pngFanatic Xenophile.png Xenophile empires can pick the Ap xeno compatibility.png Xeno-Compatibility Ascension Perk to allow the reproduction of two organic species into hybrid species. Hybrid species take a portrait from one of the parent species and a mix of traits from both parent species, with at least one trait being inherited from each. They also get 1 additional trait point and trait pick. Two species are three times more likely to create a hybrid species if they are part of the same species group.

A Caravan event unique to Xenophile.pngFanatic Xenophile.png Xenophile empires also has a 33% chance of creating a hybrid species.

Trait lithoid.png Lithoid species can only create hybrid species with other Lithoid species.

References[edit]

Game concepts
Governance EmpireEthicsGovernmentCivicsPoliciesEdictsLeaderFactionsPopulationSpecies rightsEconomyTechnologyTraditionsCrime
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesPrecursorsSpaceborne aliens
Colonization ColonizationCelestial bodyPlanetary featuresPlanetary managementDistrictsBuildingsShipStarbaseMegastructures
Diplomacy DiplomacyTradeSubject empireFederationsGalactic communityAI personalities
Warfare WarfareSpace warfareLand warfareShip designer
Others TraitsTerraformingPop modificationSlaveryCrisisPreset empiresAI playersEaster eggs