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My only complaint is that customising every pop is extremely powerful. Perhaps it should the reward for finishing an ascension path?
Hi, you write, that you make patch for Decision Origins, but i can't find it in workshop. Can you post it, please?
Also it would be kinda cool if the templates were named like "human farmer" or "blorg foundry worker" that would compliment the previous change well since it would make the late game statistics more readable.
Fixed Tomb World Habitability being give to a species whose homeworld got nuked. (Noticed this with the Broken Shackles origin)
Which changes aren't you seeing show up? Just Erudite or are you also not seeing changes to Leader max age and experience gain? (You have to hover over their age/level to see if they got those).
One thing to keep in mind: My mod doesn't give the Erudite Trait if they are already Cyborg/Psychic since the vanilla game doesn't do that. If you want Erudite+Psychic/Cyborg, my mod is compatible with this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2499031295&searchtext=Leader+Traits+All+Eligible
The main effect that adds genetic traits lives here if you want to look: https://github.com/chmeyers/mod/blob/master/gene_micromanager/common/scripted_effects/gene_micromanager_effect.txt#L616
Also in this update: Fixed Robots not actually getting Harvesters
Also, given all the work I did to get Cybernetics supported properly, I realized that there was zero work left to support all the other Ascensions, so now the edict is available as soon as you research Gene Tailoring. And the Robot/Machine version of the edict is available as soon as you research Robomodding.
(Honestly, Cybernetic+Genetic was easier than just Cybernetic because without the Genetic ascension I had to do a bunch of work to deal with figuring out when it was okay to remove positive genetic traits and add negatives for cyborgs.)
@Robert - try my mod Assimilate All the Pops!, which allows taking all ascension paths at the same time.
The 50% reduction is assumed since the Edict requires that you finish the Genetic Ascension tree (that's also how I assume that you can add negative traits and remove positive traits). The cost isn't exact anyways. Vanilla Trait Modification varies depending on the point value of the traits you are changing on the pops, which is hard to pre-calculate for the Edict, so the Edict has a flat cost per pop.
Specifically the Edict costs 100 unity per organic pop per decade until 90% of your pops have been changed once, then scales down to 20 unity per organic pop per decade (divided by 120 to make it a monthly cost). Initial startup is an extra 3k Unity to match the 3k base Research cost from Vanilla.
@STOOL: Yeah, it's AI Generated artwork. I'm not an artist. If you like, you can assume that they are sampling the xeno's stool.
@rayshaun if you want, I can help you trigger the relevant custom on_action for my mod with yours so they integrate seemlessly.
Specifically for Psionic/Cyborg: It will still give the leader Erudite, but leaders are only typically allowed to get one of the special Psionic/Cyborg/Erudite leader traits and this mod uses the vanilla game's logic to determine which, which always picks the non-erudite one.
Brainslug should stay.
@Phill: Currently it neither adds nor removes any traits it doesn't know about, but will keep track of any points they use so that it doesn't go over the point limit. Any particular modded traits you care about?
How does the Genesculpting leader policy handle the traits that are usually not part of the genetic ascension path, like bran slug, psionic, cyborg, etc?
-Made it so Hive Mind pops wouldn't get the Conservationist trait which is useless for them.
-Fixed a bug where high point cost traits wouldn't be given if they required a negative trait to be added.
-Made the Edict prioritize altering new pops that have never been altered before instead doing a second pass on pops that it's already touched.
-Made it so that the leader policy choice would show up after getting the Genetic Ascension, even if you haven't researched Selected Lineages yet.
-Added a higher startup cost to the edict to better reflect the cost of vanilla trait modification
-The monthly cost of the edict will now go down considerably once 90% of your organic pops have been modified once. This better reflects just the ongoing maintenance cost since after the first ten years the edict is only taking care of job changes and new pops.
(So, more expensive to start, cheaper to leave running.)
Currently the edict doesn't give the non-lithoid/plantoid radiotrophic trait if the pop has tomb-world habitability as that version doesn't come with increased growth and they don't need the +10% habitability bonus. They'll usually end up with rapid breeding instead. I could probably be convinced that the -0.5 food upkeep is worth it by itself, but at first glance it doesn't seem like it's worth the two points on it's own.
Soldiers still won't get Drake Scaled or Noxious as the Edict never adds or removes those traits, so if you really want your soldiers to have either of those you have to add them manually.