Difference between revisions of "Population modification"

From Stellaris Wiki
Jump to navigation Jump to search
(Uplifting)
m (Ascension paths)
 
(58 intermediate revisions by 17 users not shown)
Line 1: Line 1:
{{version|2.1}}
+
{{version|2.7}}
 
[[File:Evt circuitry modification.png|450px|right|frame|Every species can be radically changed through genetic or cybernetic modification]]
 
[[File:Evt circuitry modification.png|450px|right|frame|Every species can be radically changed through genetic or cybernetic modification]]
 
{{see also|Traits}}
 
{{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.
 
'''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 types ==
+
== Species archetypes ==
{{SVersion|2.2}}
+
{{#lsth:Species|Species archetypes}}
Species types define the trait types a species can have, the type of possible population modification, the way they unlock additional Trait Points and how their rights are determined.
 
{| class="mildtable"
 
! Type
 
! Required Trait
 
! Modification type
 
! Initial Trait Points
 
! Rights
 
|-
 
| Biological
 
| None
 
| Genetic modification
 
| style="text-align: center;" | 2
 
| Determined by Species Rights
 
|-
 
| Robotic
 
| {{iconify|Mechanical}}
 
| Robomodding
 
| style="text-align: center;" | 0
 
| Determined by Artificial Intelligence Policy
 
|-
 
| Machine
 
| {{icon|Machine Intelligence}} Machine
 
| Robomodding
 
| style="text-align: center;" | 1
 
| Determined by Species Rights
 
|-
 
| Pre-sapient
 
| {{icon|Uplifted}} Any pre-sapient trait
 
| Uplifting
 
| style="text-align: center;" | 1
 
| Determined by Pre-Sapients Policy
 
|}
 
 
 
 
== Trait points and Picks ==
 
== Trait points and Picks ==
{{SVersion|2.1}}
+
{{SVersion|2.7}}
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 during on species creation screen. Various technologies add additional Trait Points but Trait Picks are always capped at 5. In Utopia traits given by ascension paths do not count towards either limit.
+
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 ==
 
== Species templates ==
{{SVersion|2.2}}
+
{{SVersion|2.7}}
 
[[File:UI genetic modification.png|thumbnail|right|The genetic modification menu.]]
 
[[File:UI genetic modification.png|thumbnail|right|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. As such any change to the species rights of a template will be applied to the entire species, not just the template.
+
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.
 
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.
Line 53: Line 20:
  
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
! Type !! Genetic Modification !! Robomodding
+
! Type !! Genetic !! Cybernetic
 
|-
 
|-
 
! style="text-align: left;" | Unlocked by
 
! style="text-align: left;" | Unlocked by
| {{iconify|Gene Tailoring|21px}} for traits<br>{{iconify|Glandular Acclimation|21px}} for climate preference
+
| {{iconify|Glandular Acclimation|21px}} for climate preference<br>{{iconify|Gene Tailoring|21px}} for adding positive and removing negative traits<br>{{iconify|Genetic Resequencing|21px}} for removing positive and adding negative traits
 
| {{iconify|Machine Template System|21px}}
 
| {{iconify|Machine Template System|21px}}
 
|-
 
|-
Line 80: Line 47:
 
* [[File:ap engineered evolution.png|21px]] Engineered Evolution ascension perk grants +3
 
* [[File:ap engineered evolution.png|21px]] Engineered Evolution ascension perk grants +3
 
* [[File:ap evolutionary mastery.png|21px]] Evolutionary Mastery ascension perk grants +3
 
* [[File:ap evolutionary mastery.png|21px]] Evolutionary Mastery ascension perk grants +3
 +
* [[File:R omnicodex.png|21px]] The Omnicodex relic grants +1
 
* [[File:Ap xeno compatibility.png|21px]] Hybrid species have one additional trait point and one additional trait pick
 
* [[File:Ap xeno compatibility.png|21px]] Hybrid species have one additional trait point and one additional trait pick
 
|  
 
|  
 +
* {{iconify|Machine Template System|21px}} technology grants +2 (+1 for machine empires)
 
* {{icon|Cross-Model Standardization|21px}} Cross-Model Standardization / Binary Motivators technology grants +1
 
* {{icon|Cross-Model Standardization|21px}} Cross-Model Standardization / Binary Motivators technology grants +1
 
* {{icon|Fungible Circuitry|21px}} Fungible Circuitry / Nanite Assemblers technology grants +1
 
* {{icon|Fungible Circuitry|21px}} Fungible Circuitry / Nanite Assemblers technology grants +1
* {{iconify|Machine Template System|21px}} technology grants +2
 
* [[File:Tradition_versatility_adaptive programming.png|21px]] Adaptive Programming Versatility tradition grants +1
 
 
* [[File:ap synthetic evolution.png|21px]] Synthetic Evolution ascension perk grants +1
 
* [[File:ap synthetic evolution.png|21px]] Synthetic Evolution ascension perk grants +1
 
* [[File:ap synthetic age.png|21px]] Synthetic Age ascension perk grants +2
 
* [[File:ap synthetic age.png|21px]] Synthetic Age ascension perk grants +2
 
|}
 
|}
 
{{expansion|utp}}
 
The Biological [[Ascension path]] focuses entirely on genetic modification, granting new trait points, cheaper genetic modification and access to {{iconify|Genetic Resequencing|21px}} technology, which gives the ability to rewrite '''ALL''' traits and allows access to Advanced Traits.
 
  
 
== Uplifting ==
 
== Uplifting ==
{{SVersion|2.1}}
+
{{SVersion|2.7}}
Uplifting is the process of turning a pre-sapient species into a fully sentient species. Uplifting a species has some advantages over conquering another species or other forms of genetic engineering.
+
For pre-sapient species the option to create templates is replaced with the option to uplift and bring them to sapience. It requires the {{iconify|Epigenetic Triggers|24px}} technology and costs 3000 {{iconify|Society}} research. Upon completion the empire will instantly integrate the uplifted species and gain 500 {{iconify|Influence}}. In addition the uplifted species will gain {{green|+10%}} {{iconify|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.
 
 
Rules:
 
* Uplifting requires the {{iconify|Epigenetic Triggers|21px}} technology, and costs 3000 {{iconify|Society}} research.
 
* Upon completion, the uplifted species is immediately integrated into the empire which uplifted it, and the homeworld is added to the empire as a free colony. Additionally, it will generate a large amount of Influence.
 
* All uplifted species have a [[Traits#Uplifted|special trait]] that cannot be acquired during Empire creation or genetic modification. This trait will make them excel at some jobs far beyond what normal species can do, but often at the downside of making it unsuitable for other purposes.
 
* The species will naturally be thankful to the species that uplifted them and get +10% {{iconify|happiness}} via the free {{iconify|Uplifted}} Trait if staying in the same empire as their benefactors.
 
* The species will appear with Random [[Ethics]]. Several prompts give the uplifting Empire an opportunity to help decide the species' ethics to override the original setting for all pops. The species is fully susceptible to Ethics divergence.
 
  
 
== Assimilation ==
 
== Assimilation ==
 
{{expansion|utp|snd}}
 
{{expansion|utp|snd}}
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 up to 4 pops will be assimilated: 1 pop (50%), 2 pops (30%), 4 pops (20%).
+
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.
  
{| class="mildtable" cellspacing="2" cellpadding="4" width="50%"
+
{{iconify|Fanatic Purifiers}}, {{iconify|Devouring Swarm}}s and {{iconify|Terravore}}s can't perform any kind of assimilation. {{iconify|Hive-Minded}} pops can't be assimilated into an empire that isn't a {{iconify|Hive Mind}}, except with Hive Dissociation.
 +
 
 +
{| class="mildtable plainlist" cellspacing="2" cellpadding="4"
 
! Assimilation type
 
! Assimilation type
! Requirements
+
! Empire requirements
! Trait changes
+
! Species requirements
 +
! Traits gained
 +
! Traits removed
 
|-
 
|-
| [[File:ap evolutionary mastery.png|24px]] Hive Dissociation
+
| {{icon|Cybernetic}} Identity Sublimation
| [[File:ap evolutionary mastery.png|24px]] Evolutionary Mastery<br>Not {{iconify|Hive Mind}}
+
| {{iconify|Driven Assimilator}}
| Remove {{iconify|Hive-Minded}}
+
|
 +
* Organic species
 +
* {{icon|no}}{{iconify|Cybernetic}}
 +
| {{iconify|Cybernetic}}
 +
|  
 +
* {{iconify|Hive-Minded}}
 +
* {{icon|cybernetic}} Self-Modified
 
|-
 
|-
 
| {{icon|Hive-Minded}} Identity Sublimation
 
| {{icon|Hive-Minded}} Identity Sublimation
| [[File:ap evolutionary mastery.png|24px]] Evolutionary Mastery<br>{{iconify|Hive Mind}}
+
|  
| Add {{iconify|Hive-Minded}}
+
* [[File:ap evolutionary mastery.png|24px]] Evolutionary Mastery
|-
+
* {{iconify|Hive Mind}}
| {{icon|Cybernetic}} Identity Sublimation
+
|  
| {{iconify|Driven Assimilator}}
+
* Organic species
| Add {{iconify|Cybernetic}}<br>Remove {{iconify|Hive-Minded}}
+
* {{icon|no}}{{iconify|Hive-Minded}}
 +
| {{iconify|Hive-Minded}}
 +
| {{icon|cybernetic}} Self-Modified
 
|-
 
|-
 
| {{icon|Cybernetic}} Transubstantiation Synthesis
 
| {{icon|Cybernetic}} Transubstantiation Synthesis
 
| [[File:ap the flesh is weak.png|24px]] The Flesh is Weak
 
| [[File:ap the flesh is weak.png|24px]] The Flesh is Weak
| Add {{iconify|Cybernetic}}<br>Remove {{iconify|Hive-Minded}}
+
|
 +
* Organic species
 +
* {{icon|no}}{{iconify|Cybernetic}}
 +
| {{iconify|Cybernetic}}
 +
|
 +
* {{iconify|Hive-Minded}}
 +
* {{icon|cybernetic}} Self-Modified
 
|-
 
|-
 
| {{icon|Synthetic}} Transubstantiation Synthesis
 
| {{icon|Synthetic}} Transubstantiation Synthesis
 
| [[File:ap synthetic evolution.png|24px]] Synthetic Evolution
 
| [[File:ap synthetic evolution.png|24px]] Synthetic Evolution
| Replace pop with {{iconify|Synthetic}}
+
| Organic species
 +
| {{iconify|Mechanical}}
 +
| All
 +
|-
 +
| [[File:ap evolutionary mastery.png|24px]] Hive Dissociation
 +
|
 +
* [[File:ap evolutionary mastery.png|24px]] Evolutionary Mastery
 +
* {{icon|no}}{{iconify|Gestalt Consciousness}}
 +
| {{iconify|Hive-Minded}} species
 +
|
 +
| {{iconify|Hive-Minded}}
 
|-
 
|-
 
| {{icon|Psionic}} Transcendent Awakening
 
| {{icon|Psionic}} Transcendent Awakening
 
| [[File:ap transcendence.png|24px]] Transcendence
 
| [[File:ap transcendence.png|24px]] Transcendence
| Add {{iconify|Psionic}}<br>Remove {{iconify|Hive-Minded}}
+
|  
 +
* Organic species
 +
* {{icon|no}}{{iconify|Cybernetic}}
 +
| {{iconify|Psionic}}
 +
| {{icon|psionic}} Latent Psionic
 
|}
 
|}
If primitives were invaded, Assimilation will remove Culture Shock.
+
Assimilating a pop from an invaded primitive species into a {{iconify|Gestalt Consciousness}} will additionally remove culture shock modifiers.
  
 
== Ascension paths ==
 
== Ascension paths ==
{{SVersion|2.2}}
+
{{SVersion|2.7}}
 
{{expansion|utp}}
 
{{expansion|utp}}
 
Genetic modification can be used in conjunction with some of the ascension perks.
 
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 genetic modification projects by 25% as well as unlocking early the {{iconify|Gene Seed Purification|21px}} and {{iconify|Genetic Resequencing|21px}} technologies respectively.
+
* 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 {{iconify|Gene Seed Purification|21px}} and {{iconify|Genetic Resequencing|21px}} technologies respectively.
 
* The psionic ascension path adds the {{iconify|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.
 
* The psionic ascension path adds the {{iconify|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 {{iconify|Cybernetic}} trait. Cybernetic species are still organic enough to be genetically modified. Finishing the synthetic ascension path will upload all {{iconify|Cybernetic}} pops into Robotic bodies, replacing genetic modification with robomodding. {{iconify|Cybernetic}} pops are prohibited to be assimilated, as Synthetic empires are always also a Cybernetic empire.
+
* Choosing the synthetic ascension path will first enhance the empire's every species with the {{iconify|Cybernetic}} trait. Cybernetic species are still organic enough to be genetically modified. Finishing the synthetic ascension path will upload all {{iconify|Cybernetic}} pops into Robotic bodies, replacing genetic modification with cybernetic.
  
 
== Hybrid species ==
 
== Hybrid species ==
 
{{expansion|mgc}}
 
{{expansion|mgc}}
{{iconify|Xenophile}} and {{iconify|Fanatic Xenophile}} empires that research the {{iconify|Gene Tailoring|24px}} technology can pick the [[File:Ap xeno compatibility.png|24px]] Xeno-Compatibility Ascension Perk and allows the reproduction of two 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.
+
{{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires can pick the [[File:Ap xeno compatibility.png|24px|link=Traditions#Xeno-Compatibility]] 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.
  
== Genetic modification events ==
+
A Caravan event unique to {{icon|Xenophile}}{{icon|Fanatic Xenophile}} Xenophile empires also has a 33% chance of creating a hybrid species.
{{SVersion|2.1}}
 
Aside from scheduled genetic modification species can also be spontaneously modified as a result of some events.
 
* If a colony in the empire has less than 40% {{iconify|Habitability}} and the {{iconify|Gene Tailoring|21px}} technology is researched will lead 200 months later to part of the population modifying itself to better suit the environment. As a result of the event chain half of the population will gain the {{iconify|Rapid Breeders}},{{iconify|Strong}} and {{icon|Cybernetic}} Self-Modified traits.
 
* One of the Horizon Signal events will issue a special project to investigate an escape pod. Not ending the event with any of the next two choices will result in the scientist unleashing a retroviral agent on the empire's planets. The option is given to either limit it to the homeworld or allow it to change the entire main species. The appearance of the modified pops will change, {{iconify|Militarist}} and {{iconify|Fanatic Militarist}} empires pops will gain the {{iconify|Intelligent}} trait and become pacifist, and non-militarist empire pops will gain the {{iconify|Resilient}} trait and become militarist. Only {{iconify|Authoritarian}} and {{iconify|Fanatic Authoritarian}} empires can prevent the change by purging all but one pop from the homeworld.
 
* Finishing the Horizon Signal and accepting the Worm's offer will give all Pops in the home system the {{iconify|Natural Physicists}} and {{iconify|Repugnant}} traits and the {{iconify|Tomb}} World Climate Preference.
 
 
 
{{expansion|utp}}
 
* Forming a Covenant with the Composer of Strands in the Shroud will mutate every {{iconify|Psionic}} species in the empire roughly every 25 years, changing traits completely at random.
 
  
{{expansion|dst}}
+
{{iconify|Lithoid}} species can only create hybrid species with other Lithoid species.
* One of the anomaly events will give the option to start a Neural Symbiont Special Project if not {{iconify|Machine Intelligence}}. Finishing it will give the option to allow a scientist leader to become a host for a neural slug. If allowed a month later the option to bond the population of the capital with the slugs become available. Agreeing will give 3 Pops on the capital the {{iconify|Brain Slug Host}} trait.
 
* One of the anomaly events will find a high-speed box orbiting the planet. Any choice except ignoring or selling it will end with opening the box and using one of the substances to instantly enhance the main species with the following trait:
 
** {{red|Red}} solution grants {{iconify|Social Pheromones}}
 
** {{green|Green}} solution grants {{iconify|Bioadaptability}}
 
** {{blue|Blue}} solution grants {{iconify|Limited Regeneration}}
 
  
 
== References ==
 
== References ==

Latest revision as of 21:16, 20 June 2020

Version

Outliner top.png
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