Stellaris

Stellaris

107 ratings
( Brave New World - Biological Stratum Control )
   
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398.044 KB
11 Sep, 2019 @ 9:30am
21 Jan, 2020 @ 1:53pm
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( Brave New World - Biological Stratum Control )

Description
“But I don't want comfort. I want God, I want poetry, I want real danger, I want freedom, I want goodness. I want sin.” - Aldous Huxley, Brave New World

A mod to divide your species with increasing granularity. Now for 2.5.*!

I have largely lost interest in stellaris modding, at least for now. If you'd like to reupload/improve/fix this mod, go ahead.

What does this mod do?
Have you ever found yourself in the situation where you're playing a biological ascension empire and you have a species that has been engineered purely to be leaders, but that keep filling up all of your worker jobs? This mod aims to fix that.
Enter: the Alphas, Gammas, and Epsilons traits.

Alphas are those individuals who have been engineered purely for leadership purposes. They can only occupy leader positions, have increased political power, and grow more slowly.

Gammas are a competent middle class. They can only occupy specialist positions, and have increased specialist output.

Epsilons have been heavily stunted, and only exist to be workers. They grow more quickly to fill their places, and should basically be used anywhere you would use robots normally.

All of these traits cost 0, and yes, all of the names were ripped straight from Brave New World, the novel.

Future plans:
Honestly? None really. Maybe tweak some numbers and potentially give alphas some minor leader traits, but this mod exists because I wanted to play a genetic ascension empire and it fulfils that purpose.

Compatibility
This mod overwrites 01_scripted_triggers_jobs.txt, and is, thus, incompatible with anything that overwrites that. If you find one, let me know, and I can make a patch.

Compatible with Genetic Experiments
Compatible with Species Engineering
52 Comments
Babanabanan  [author] 7 Apr, 2020 @ 3:05pm 
It's not been confirmed broken :P I'm currently in my first game post-2.6, and will look at this when that's done
Derik 7 Apr, 2020 @ 8:52am 
Has this been confirmed working?
Babanabanan  [author] 22 Mar, 2020 @ 4:27am 
@reeses4brkfst Haven't played since 2.6, so you tell me. No reason it shouldn't, but that's what I thought with Lithoids...
reeses4brkfst 21 Mar, 2020 @ 8:50pm 
I can't think of a reason it wouldn't but does this work with 2.6?
Babanabanan  [author] 21 Jan, 2020 @ 1:57pm 
If your pops are still eating rocks, please let me know, I see no reason this should still be the case.
Derik 24 Dec, 2019 @ 11:34am 
Have you ever thought of doing a civic based around the 3 stratums of species so you have them at the beginning? With some drawbacks it could be a cool and fun civic to play around with
Fracture 4 Dec, 2019 @ 9:14am 
So this is the mod that makes you eat rocks... OK found, the culprit! I hope it gets fixed, nice concept.
jankosi 23 Nov, 2019 @ 1:39pm 
Can confirm, I am having the same issue with my humans eating rocks.
Sulafet 13 Nov, 2019 @ 10:14am 
Seconded, I have this issue aswel, Only noticed when i checked the amount of farms i had been building, which is almost none, because I hadn't been reflexively building them when food got low since it never got low. No consumption either for me or for another player with the mod i played multiplayer with, and I wasn't hosting with the mod on since I don't have it.
Babanabanan  [author] 6 Nov, 2019 @ 4:23am 
That's...Bizarre. I'll give it a look eventually, pretty busy atm