Stellaris

Stellaris

Codominant Evolution
80 Comments
dunnachius 6 May @ 3:14am 
No longer functions or me with 4.0
ZacharyBuilder 5 May @ 9:23pm 
oh no pop up every day now when having the civic active.
dunnachius 22 Aug, 2024 @ 1:58pm 
Still works just fine for me.

No clue how 5 1/2 years later.
paulo 5 Apr, 2024 @ 1:49pm 
This mod is in a dire need of an update.
Armored Waffle 21 Sep, 2022 @ 1:44pm 
Still works as of 3.5.1. Code magic don't fail us yet!

Only wish could tweak climate preferences a little to portray arctic or tropical variations where applicable. (Adaptive vs non-adaptive only goes so far)
Kamen Rider Nexus 4 Jan, 2022 @ 7:32pm 
Or better yet: turn it into an Origin, BUT KEEP THE CIVIC OPTION...

Pro of Origin Version: Full Civics count, which is cool as some Modded Civics offer exclusive techs
Pro for Civic Version: Can combine with an additional Origin

Having BOTH as an Option (although likely the Civic version incompatible with 'offers a second race' Origins, alongside both versions incompatible with each other) would make a LOT of people happy...
dunnachius 20 Dec, 2021 @ 3:31pm 
Still works, and please don't turn it into an origin. It cheeses much better as a civic.

It works wonders when combined with Clone army to cheese a second race.

But.. just so everyone knows this mod still works just fine, whatever codemonkey voodoo the author originally did, it has survived multiple updates.


It really makes clone army OP because it lets you optimize a second ideal race.
Meep 21 Oct, 2021 @ 2:38pm 
Thank you, servile and all that made it feel so icky. I just wanted friends who could explore the star together! And seems I was hardly the only one. :sunflower:
cubelith 4 Sep, 2020 @ 8:43am 
I will turn this into an origin if I find the time
Anarky 21 Aug, 2020 @ 7:55am 
I would really love an update for this mod. It has been in my mod list for 2 years and has become a must have mod for me.
Lonewolf 17 Aug, 2020 @ 7:41pm 
How would you do "planet of the apes" when there is no ape species mod.
Pack Man 4 Apr, 2020 @ 4:33pm 
Agreed. Is it possible for an update?
TurtleShroom 29 Mar, 2020 @ 9:11pm 
Will you turn this into an Origin?
Khorne Flakes 12 Feb, 2020 @ 11:59pm 
Any chance of an update once federations hit?
Nep-Nep 29 Nov, 2019 @ 7:40am 
In the origins update you will need to update this.
omnidragon001 17 Aug, 2019 @ 4:21pm 
pls update
Decopunk 9 Aug, 2019 @ 11:16am 
hmm my secondary species is spawning as robots.
The_Illusive_Man22 5 Aug, 2019 @ 3:40pm 
Update pls
TurtleShroom 29 Jul, 2019 @ 1:37pm 
Hoo boy, I miss the Origin Civics so much. I had several games focused around that, including one of the highest efforts I ever put into a good story-based meme empire.
El_Güero.210 2 Jul, 2019 @ 5:46pm 
Plz Update
El_Güero.210 25 Jun, 2019 @ 5:18pm 
UPDATE PLEASE
Pack Man 21 Jun, 2019 @ 4:42pm 
Is this mod still compatible with 2.3? If not, can you please update it? Thanks.
Celtic-Soul 7 Jun, 2019 @ 8:07pm 
Hello,
nice mod, thanks, but it's outdated since Relics.. Do you plan to update it?
cbshing  [author] 21 Jan, 2019 @ 7:15pm 
@Khome Flakes, I've updated the mod to 2.2. Let me know if you find any issues!
Khorne Flakes 15 Jan, 2019 @ 7:48pm 
Hey, the knowledge that you plan on updating this is good enough for me. :) Thank you for making such an essential civic.
cbshing  [author] 15 Jan, 2019 @ 7:23pm 
Hi @Khome Flakes, maybe this week? I have this mod integrated into Origins Civics at the moment. If I can get a half hour to spare I should be able to update this.
Khorne Flakes 15 Jan, 2019 @ 1:41pm 
Update anytime soon?
cbshing  [author] 10 Nov, 2018 @ 8:11pm 
@BlindManthicor, that is true. Sort of a bug / feature. I've kept it this way in Origins Civics for roleplay reasons, but you got me thinking if I should make changes (to either syncretic or codominant). Thanks for pointing it out.
BlindManthicor 9 Nov, 2018 @ 4:00am 
@cbshing Normaly, when you have post-apocalyptic you can't pick Syncretic evolution but if you pick Codominant evolution you can also pick post-apocalyptic. ^^
cbshing  [author] 30 Oct, 2018 @ 6:38pm 
@BlindManthicor & puschkin, I updated this mod. Sorry for the delay, I'm not able to get online as much recently. Let me know if you run into any bugs!
rumhirschen 29 Oct, 2018 @ 4:30am 
@blindmanthicor I think it still works fine with v2.1.3
Creating a species with Codominant Evolution and starting a game worked fine for me.

For me this belongs to the mods were the warning on start up can be ignored.

Just have look through "Bugs & Compatibility" and other comments here for compatibility issiues with other mods..
BlindManthicor 29 Oct, 2018 @ 3:48am 
Can you udpate it pls ^^ ?
cbshing  [author] 7 Oct, 2018 @ 2:57pm 
@GameL0ver12, I did have a related mod to this that lets you start with robots in addition to your syncretic species and a planet mod that let you start on The Preserve. Not sure if they are still working unfortunately. The interface by default only lets you modify two species, so unfortunately a third species would just be of random design.
Socialist_Bismarck 20 Aug, 2018 @ 2:03pm 
Is there a mod similar to this but it lets you start wtih 3 (or more) species?
Lonewolf 26 May, 2018 @ 5:44pm 
Thanks I thought it'd be pretty cool if there was a sapient ape species that decided to leave Earth in search of a new home. I was wondering why no one had done it yet, I actually attempted to make a mode of my own that added a sapient ape species to the game but I had trouble with portraits, I tried looking for the uplifting tech potrait as a default but I couldn't find it.
cbshing  [author] 24 May, 2018 @ 9:09am 
@Ray5598, apologies I didn't see you comment earlier. I am trying to add some events like this in Origins Civics, but it will be some time down the road.

@io, unfortunately I don't know. I will be away until mid June, so I can let you know then. I suspect since 2.1 is mostly galaxy, anomaly, & event changes this civic mod should not be impacted. But I can't guarentee until I try it myself.
io 23 May, 2018 @ 5:03pm 
Hi cbshing, Will it work ok with 2.1?
Lonewolf 29 Mar, 2018 @ 3:49pm 
Could you create a sentient Chimpanzee & or Bonobo Species where they leave Earth to start their own colony & it takes 3 generations for them to find their home? Please :D
cbshing  [author] 7 Mar, 2018 @ 1:48pm 
@puschkin, sadly I don't know what the new console command code is to remove a trait from a species. Have you tried typing "help" in the console command? Maybe the code is just "remove_trait"? I believe they did change the species scope in 2.0 to be modifible via the country scope.
rumhirschen 7 Mar, 2018 @ 11:28am 
@cbishing I know it is only loosely related to your mod here, but I hope it is okay to ask here: I searched the Stellaris Wiki and Forum and I couldn't find anything. Maybe you can help: Is there an in game console command to remove the Serviles traits from a species 9in Version 2.0.1? remove_trait_species <ID> Serviles did not work so far.
cbshing  [author] 27 Feb, 2018 @ 8:23pm 
@puschkin, the mod should be updated now. I still have to do some bug testing on this to integrate it with Origins Civics, but have fun!
rumhirschen 27 Feb, 2018 @ 5:43am 
@cbshing Thanks alot! Keep on the nice work!
cbshing  [author] 26 Feb, 2018 @ 2:15pm 
@puschkin, yes I plan to update this mod in my next wave of mod updates (probably latest tomorrow). For now you can use Codominant Evolution in the Origins Civics mod. They appear as separate civics though, so you only need to have one of the mods activated. I hope to fix that when I update this mod.
rumhirschen 26 Feb, 2018 @ 10:21am 
Hi cbshing, thanks for your Mods! Will you add a 2.0 Version of Codominant Evolution Mod?
cbshing  [author] 10 Feb, 2018 @ 12:06pm 
Hi @Revan Grey, unfortunately the way the code is I cannot add more than 2 start species in the empire setup screen. My best attempt at giving this kind of feature is in the Fallen Ancients - The Preserve Start mod, where the game randomly generates more than 2 starting species for you.
RevanGrey 10 Feb, 2018 @ 11:55am 
Hi is there a way to make it so you can have more than one codominant species? I know thats really overpowered but its for an empire im planing and i would like to know.
cbshing  [author] 22 Oct, 2017 @ 5:35pm 
Hi @Adoring Fan, I'm glad you figured out your problem. If you still encounter some issues, you could try in steam "verifying your game files". When the 1.8.2 update came out earlier I ran into some bugs with the vanilla game and some of my custom empires. Doing that fixed it.
Khorne Flakes 22 Oct, 2017 @ 9:32am 
Hey sorry for even bringing it up, but this mod isn't the issue like I originally thought it was. After trying out some things, and digging around a little, I realized it wasn't any mod's issue, but the base game itself that's stopping some custom forced empires from spawning. Anyway, thank you for the response!
cbshing  [author] 22 Oct, 2017 @ 5:20am 
Hi @Adoring Fan, this mod does works for custom AI empires (at least on my setup/mods I play with). The coding of this mod is essentially the same as Syncretic Evolution, with the servile and strong trait not demanded for the secondary species.

So, followup questions:
1) Do you have the custom empire force spawn enabled (the bird looking thing on the new game screen next to the empire is orange and has a lock on it)?
2) Are you running any other mods at the same time?
3) Can you help me by sending the error log for your game? To get the error log go to your documents....\Paradox Interactive\Stellaris\logs\error.log . If you have any concerns, the error log contains no personal information and only shows what code isn't working.

Please help me by posting this information in the Bugs & Compatibility thread and I will try to figure out what's not working and get you a fix soon.
Khorne Flakes 21 Oct, 2017 @ 1:30pm 
Hey, does this work for custom AI empires? An AI empire I want to spawn in won't for some reason while using this civic, but when I start the game playing as them they spawn in fine(of course I can just manually switch to the nation I want play as so they do actually spawn in, but it's still annoying ;-;).