Difference between revisions of "Population modification"

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== Species archetypes ==
 
== Species archetypes ==
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Species archtype define the trait types a species can have, as well as the available trait points and the number of traits can be selected in total.
 
Species archtype define the trait types a species can have, as well as the available trait points and the number of traits can be selected in total.
  
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== Species templates ==
 
== Species templates ==
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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. As such any change to the species rights of a template will be applied to the entire species, not just the template.
  
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== Trait points and Picks ==
 
== Trait points and Picks ==
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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 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.
  
 
== Genetic modification ==
 
== Genetic modification ==
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The original modification method, this modification is available to organic pops of any kind. The rules are:
 
The original modification method, this modification is available to organic pops of any kind. The rules are:
 
* {{iconify|Gene Tailoring|21px}} technology unlocks genetic modification, allows adding positive traits and removing negative traits and grants an additional Trait Point.
 
* {{iconify|Gene Tailoring|21px}} technology unlocks genetic modification, allows adding positive traits and removing negative traits and grants an additional Trait Point.
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== Robomodding ==
 
== Robomodding ==
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{{see also|Traits#Robot_Traits}}
 
{{see also|Traits#Robot_Traits}}
 
Robomodding allows the modification of buildable Robots and Machine Empire pops, similar to how genetic modification works. The following rules apply:
 
Robomodding allows the modification of buildable Robots and Machine Empire pops, similar to how genetic modification works. The following rules apply:
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== Uplifting ==
 
== Uplifting ==
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Uplifting is the process of turning a pre-sapient species into a fully sentient species. Uplifted species have a number of advantages over conquering another species and other forms of genetic engineering:
 
Uplifting is the process of turning a pre-sapient species into a fully sentient species. Uplifted species have a number of advantages over conquering another species and other forms of genetic engineering:
  
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== Ascension paths ==
 
== Ascension paths ==
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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.

Revision as of 08:22, 15 December 2017

Version

Outliner top.png
This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.9.

This article is for the PC version of Stellaris only.
The genetic modification menu.
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

Species archtype define the trait types a species can have, as well as the available trait points and the number of traits can be selected in total.

The available archetypes are:

  • Biological - This archetype encompasses all non-mechanical pops.
  • Robot - This archetype is used for non-sapient mechanical pops.
  • Machine - This is the archetype used for sapient mechanical pops. This is mainly reserved for Machine Intelligence empires.
  • Presapient - This archetype is only used for pre-sapient species.

Species templates

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.

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 traitpoint 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 basecost.

Trait points and Picks

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.

Genetic modification

The original modification method, this modification is available to organic pops of any kind. The rules are:

  • Tech gene tailoring.png Gene Tailoring technology unlocks genetic modification, allows adding positive traits and removing negative traits and grants an additional Trait Point.
  • Tech gene expressions.png Targeted Gene Expressions grants another additional Trait Point.
  • Tech glandular acclimation.png Glandular Acclimation technology unlocks the ability to change the planet preference. While it does not cost any Trait Points, it counts as 3 Trait Points Difference for the purposes of project cost. Note that Tomb World habitability cannot be gained through genetic modification.
  • The base project cost is 5000 Society Research Society Research
  • +10 is added for every affected pop. +30 per Pop per Trait Point Difference between the old and new Template.
  • Tech genetic resequencing.png Genetic Resequencing gives the ability to rewrite ALL traits & allows access to Advanced Traits. It is a rare technology but can also be unlocked through ascension.

The Biological Ascension path focuses entirely on genetic modification, granting new trait points, cheaper genetic modification and early access to Tech genetic resequencing.png Genetic Resequencing.

Robomodding

See also: Traits#Robot_Traits

Robomodding allows the modification of buildable Robots and Machine Empire pops, similar to how genetic modification works. The following rules apply:

  • Robomodding is unlocked by the Tech robomodding.png Machine Template System technology.
  • Positive and negative traits can be freely added and removed
  • Once a template has been created, it can be instantly build. The template can also be applied to start a special project to modify existing robotic pops.
  • The base project cost is 500 Engineering Research Engineering Research
  • +20 is added for every affected pop. +50 per Pop per Trait Point Difference between the old and new Template.
  • The Ap synthetic age.pngSynthetic Age ascension perk grants +2 Trait Points and reduces the robomodding cost by 33%.

Uplifting

Uplifting is the process of turning a pre-sapient species into a fully sentient species. Uplifted species have a number of advantages over conquering another species and other forms of genetic engineering:

The rules are:

  • it requires the Tech epigenetic triggers.png Epigenetic Triggers technology
  • it costs 5000 Society Research Society research
  • Upon completion the uplifted species is immediately integrated into the empire that uplifted it as a free colony
  • all upliftable species have a special trait that can not 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 be naturally thankful to the species that raised them and get +10% Mod pop happiness.png happiness via the free Uplifted Trait, if in the same empire as their benefactors. The exact conditions for this are not clear.
  • 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 subject to Ethics divergence.

Assimilation

This special Citizenship with associated Living Standards allows the conversion of newly acquired pops to better fit the existing empire, without the hassle of regular modification. It is used by Gestalt consciousness.png Gestalt Consciousness empires to add the pops to the collective. But the Technological Ascension path also makes use of it. It can also be used to de-assimilate Hivemind Pops assuming the Biological Ascension Path was finished.

For Hive Minds, Assimilation allows pops of other organic species to become "full citizens", paving the way for them to be used in ways other than livestock. This is important if a species suited for Tomb Worlds is added to the Hive Mind.

Mechanics:

  • Each year up to 4 pops will be assimilated: 1 pop (50%), 2 pops (30%), 4 pops (20%)
    • Civic machine assimilator.png Driven Assimilator machine empires: Add Trait cybernetic.png Cybernetic trait if lacking, remove Hive-minded.png Hive-Minded trait, update species identity, remove culture shock if primitives were invaded.
    • Auth hive mind.png Hive Mind empires that a not devouring swarms: Add Hive-minded.png Hive-Minded trait, remove culture shock if primitives were invaded.
    • Ap synthetic evolution.png Synthethic Ascencended Empires: Replace pop with primary species machine copy.
    • Ap the flesh is weak.png Cyborg Ascended Empires: Trait cybernetic.png Cybernetic, remove Hive-minded.png Hive-Minded trait, update species identity, remove culture shock if primitives were invaded.
    • If neither of these: remove Hive-minded.png Hive-Minded trait, update species identity.

Ascension paths

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 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 an event unique to each species.
  • 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 robomodding. Trait cybernetic.png Cybernetic pops are prohibited to be assimilated, as Synthetic empires are always also a Cybernetic empire

References

Game concepts