Stellaris

Stellaris

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[OBSOLETE] Optimal Genomes - Better Genetic Ascension
   
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17 Mar, 2023 @ 6:35am
18 Nov, 2023 @ 2:35am
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[OBSOLETE] Optimal Genomes - Better Genetic Ascension

Description
Obsolete
Functionality added to the base game.

Version 3.10.*

Genetic Ascension lets you tailor your species to meet any need, serve any niche. The UI... does not. You need to a massive stable of templates you have to constantly re-apply, and still end up with pops with the wrong traits.

This mod should make Genetic Ascension slightly less painful - all the benefits, with less of the busywork.

Optimal Genomes
Advanced gene-modding unlocks the new 2-point trait Optimised Genome, that adds:
  • +15% Energy, Food & Minerals production (replacing Ingenious, Agrarian & Industrious)
  • +10% Alloy & Consumer Goods production (replacing Natural Machinist)
  • +25% Trade Value from jobs (replacing Thrifty)
  • 0.5 Society Research upkeep (replacing the cost of running multiple Modify Species projects)
Since there's (almost) no jobs the original traits overlap for, there's no problem with just combining them into one! You can easily reduce the upkeep cost, too:
  • Retroviral Manipulation, the Genetics talent that reduces the cost to modify species by 50%, also reduces Society upkeep by 50%.
  • Gene Clinics and Cyto-Revitalization Centers reduce Society upkeep by 15% and 30%.
  • Harsh Trush, an archeology reward that reduces the cost to modify species by 20%, also reduces Society upkeep by 20%.
Advanced gene-modding also unlocks Optimised Habitability, a flat 80% habitability across all basic planet types. This prevents you from needing an extra template for each planet type.

Once you finish the Genetic Ascension tree, you unlock Genetic Optimisation Policy, which can be left as special projects only or as:
  • Remediate Habitability: Replaces basic habitabilities with Optimised Habitibility, once per month.
  • Upgrade Traits: Replaces obsoleted production traits with Optimised Genome, as well as replacing Extremely Adaptive with Robust (as they cost the same), once per month. Applies a 5 Society Research upkeep to pops who will have their traits replaced.

FAQ
Why doesn't Optimised Genomes also include Traditional (+Unity), Charismatic (+Amenities), Intelligent (+Research) or Natural Physicists/Engineers/Sociologists (+Research)?
  • Charismatic has extra effects related to diplomacy and Xenophile appeal. You'd still need to take it for those.
  • Intelligent conflicts with the advanced trait Erudite. Folding it in would effectively allow you to take both.
  • Natural Physicists/Engineers/Sociologists overlap too much - researchers would benefit from all of them.
  • Traditional only costs 1. I'm not quite sure about this one, if the admin benefits of including it outweigh the costs of effectively doubling its price.

Can you make Optimised Habitability compatible with other mods that add extra planet types?
No, sorry. Don't use any mods like that, and I don't have time to make stuff I won't use.

Can you make it intelligently add extra traits to species?
No, there's no way to get the current number of unused trait points. Genemod Micromanagement does that, but on a much lower cadence (decades) than this mod, due to the performance cost of manually checking every trait. I tried it, but made my own as I didn't really like the number of new species it made.

Compatibility
This mod overrides the following:
inline_scripts/pop_categories/regular_upkeep.txt
This will probably make it incompatible with any other mods that add new upkeep types to pops.
tr_genetics_retrovirus
Retroviral Manipulation: Tradition in the Genetics tradition tree
engineered_species_revelation
Harsh Truth: Empire modifier
building_clinic
Gene Clinic: Building
building_hospital
Cyto-Revitalization Centers: Building

My other mods:
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17 Comments
Toaster  [author] 14 Jun, 2024 @ 3:43pm 
Well yeah there's no point to it now, it's in vanilla. I need to tag it as deprecated.
Kali 8 Jun, 2024 @ 8:27am 
Breaks genetic tradition tree currently
Robert 4 Apr, 2024 @ 1:42pm 
Looks like the Optimized Genome trait is coming to vanilla, in a way.
Dr. Democracy 2 Apr, 2024 @ 8:36pm 
Does this mod with current release?
KaneDraco 2 Sep, 2023 @ 2:26pm 
Is there anyway you would consider adding similar traits for machines?
Toaster  [author] 4 Aug, 2023 @ 6:20am 
Argh, yeah, I'm not sure why I thought you couldn't apply a universal habitability modifier to a habitability. My brain is *clearly* not functioning at the moment.
TheFirstPaige 4 Aug, 2023 @ 2:20am 
IIRC, specific debuffs to planet specific habitability would apply on top of it if you use a regular habitability modifier but not if you used the mininum habitability one
Toaster  [author] 4 Aug, 2023 @ 2:00am 
Ah you're right, I forgot about the new minimum habitability modifier! It wouldn't work with e.g. planet-specific debuffs like calamitous birth craters, but I think that's a reasonable change.

I'm also going to add Optimal Overtuning for Overtuned empires, combining the 1-point +Research, +Amenities, +Mining, +Unity, +Food and +Energy traits.
TheFirstPaige 3 Aug, 2023 @ 2:07am 
I think you misunderstood the last comment, because I was about to suggest the same; you could change the individual +80% habitabilities on the optimisied hab trait to simply be a universal +80% habitatility modifier (like the one adaptive has) for the same effect that also effects mod added planet classes (and also tomb worlds, admittedly, if this is an unattractive situation you could put a tomb world malus of the same size along with it)

I did something similar once for a mod that took a hammer to habitability stats because I was sick of seeing every single planet class listed by name.
Toaster  [author] 16 Jul, 2023 @ 3:05pm 
Good thought, though I think I'll stick with the current version - I don't use Planetary Diversity and for me, one of the main features of the mod is it reducing the number of species you have to manage. Without folding everyone into the single habitability, you'd still get the problem of species engineered in other empires immigrating in multiple different flavours for each planet type.