Stellaris

Stellaris

[OBSOLETE] Optimal Genomes - Better Genetic Ascension
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.
democracy's little pogchamp 16 Jul, 2023 @ 2:14pm 
Oop, totally missed this question. But yeah, it's an Ethics & Civics thing apparently - seems like a hard issue to work out with some of the hive mind ethos effects Bug Branch adds.

Also, a thought - if you could stomach the Tomb World habitability being added, changing the Optimized Habitability trait to something like "minimum habitability 80%" would allow it to perform its function for planet type increasing mods like Planetary Diversity without the need to go in and find each one individually.
Toaster  [author] 21 Jun, 2023 @ 4:34pm 
Hm, is this happening even with the Policy option set to 'Manual only'? None of my scripts will be running if so. Might this just be a Ethics & Civics thing? It sounds like they're being set to the wrong citizenship type, and I don't touch citizenship types in this mod.
democracy's little pogchamp 21 Jun, 2023 @ 12:48pm 
Does this have any negative interactions with hivemind pops, that you've heard of or seen? Running this with Ethics & Civics Bug Branch (among some other mods, but only these two really touch hiveminds much) and I'm getting an issue where as soon as I get the tradition node that allows for assimilation of xeno pops into the Hive Mind, native species' altered templates are getting counted as xeno pops and are forced into the Assimilation citizen right.
Marcus Aurelius 22 May, 2023 @ 4:25pm 
Thank you for this lovely mod. It's ideal in that it reduces the micromanagement in a way that doesn't increase late game lag. In fact, it reduces it, and that's glorious.
Metal Face Commander 14 May, 2023 @ 6:48am 
My favorite genetic mod! Hope it gets updated.
Toaster  [author] 25 Mar, 2023 @ 9:56am 
Nope, the habitability icon is the same yellow as the other 'non-climate' ones like Habitat, Ringworld etc.
Metal Face Commander 24 Mar, 2023 @ 9:34pm 
Looks amazing - does it require the Toxoids DLC? I ask because the icon is yellow.