Stellaris

Stellaris

Total Assimilation (for v4.0)
Kano 11 Oct, 2024 @ 9:33am
Feature Request: Assimilate into other species than your main one
Assimilating everything into one species solves the problem of an overfilled and unmanagable species tab, but it also removes some roleplay and gameplay features from the game. It would be neat if you could use the assimilation to consolidate unwanted species together, but keep some core species seperate.

For example, this would allow you to have one ruler species and one slave species. Assimilating everything into the slave species keeps your rulers clean and untouched by xeno filth.

As for implementing this, I'm not the most experienced modder, but I think I already got it working in a local prototype. I added a new trait trait_total_assimilation_target that can be used to mark a species. Then modified the total_assimilation_effect to check for any species with the trait exists and use it as the target. When there is no species with the trait, it just defaults to the root species as before.

Pastebin with the modified files:
common/traits/Ktass_trait.txt: https://pastebin.com/7D4PiUF8
common/scripted_effects/72_tass_scripted_effects.txt: https://pastebin.com/3CAJNxaZ

There should probably also be a condition to only allow total assimilatioin citizenship for species without the target trait, but I haven't looked into that yet.

What do you think?
< >
Showing 1-12 of 12 comments
Knaughts  [developer] 18 Dec, 2024 @ 12:16pm 
Sorry for the delayed response on this.

In short: I like it! Most new features add a lot of internal complexity, or confuse players who aren't interested in it and didn't ask for it. But in this case, it's simple to add a trait, simple to condition off of it, and easy for other players to ignore it (heck, they might not even notice it).

I can implement this, but it'd be good to know how much interest other subscribers have in this feature. Let's see if anyone else weighs in on this thread.
Suoert 26 Dec, 2024 @ 12:52pm 
Sounds awesome, I say go for it!
Last edited by Suoert; 26 Dec, 2024 @ 12:53pm
jjcarroll12 27 Dec, 2024 @ 8:42pm 
Yeah, this would be great! Nice work
cbtendo 30 Dec, 2024 @ 9:57pm 
OOOHH
this could work very well with xenophobic playthrough
I would love it !! :steamthis:
FoRce43 10 Jan @ 12:24pm 
Yaay i want it! Assimilate all xenoscum into livestock
Knaughts  [developer] 10 Jan @ 9:32pm 
Thinking about this a bit more, I have one concern.

The first time you declare a species to be the Total Assimilation Target, it'll start to apply to assimilation immediately. But if you later want to move the target to a different species, it'll take 10 years: you'll have to research a species modification project to remove the trait, and while the modification project is running, more pops of that species are being created. So you'll probably have to disable Total Assimilation temporarily or else the Target species will persist after the modification project. And once you turn off Total Assimilation, you can't turn it back on for 10 years, since it's a Citizenship Type.

Is that annoying enough to be a dealbreaker?
Last edited by Knaughts; 13 Jan @ 6:45pm
Knaughts  [developer] 21 Jan @ 9:47pm 
After seeing Paradox's planned features for version 4.0, I think they're going to handle this better than any mod could. Specifically, they mentioned that "you'll be able to set a template as the species default, and can set sub-species variants to automatically integrate over time into the species default template," which is exactly what we're looking for in this feature request.

Given this, plus the potential issue I mentioned earlier, I think it makes sense to put this suggestion on hold. I'll focus on making sure Total Assimilation is compatible with 4.0 when it launches.
Knaughts  [developer] 15 Mar @ 8:36am 
I've been tooling around the Open Beta. Unfortunately, I looks like I misinterpreted the Dev Diary: when they wrote "set sub-species variants to automatically integrate over time into the species default template" they meant only sub-species can be assimilated/integrated into a different sub-species of the same species. That means the new feature will be useless for the Xenophobia-style assimilation-to-livestock plan.

So, we're back to Square One. I'll repeat the problem I ran into when previously trying to implement this:

The first time you declare a species to be the Total Assimilation Target, it'll start to apply to assimilation immediately. But if you later want to move the target to a different species, it'll take 10 years: you'll have to research a species modification project to remove the trait, and while the modification project is running, more pops of that species are being created. So you'll probably have to disable Total Assimilation temporarily or else the Target species will persist after the modification project. And once you turn off Total Assimilation, you can't turn it back on for 10 years, since it's a Citizenship Type.

Is that annoying enough to be a dealbreaker?
Miesha 6 Jun @ 3:57am 
I would not be troubled by any 10 year waiting period, however I would ask to add on to the primary request with an additional, second trait that could be put onto species to prevent them from being checked for total assimilation, so that you could have multiple "pet" species, or slave species. It would really let you design an empire of stratified inequality.

So the first new TA trait just shifts the target of Total Assimilation, so every other species (except for the main) becomes same as the new species. The second trait brings about an exception, those with the second trait are ignored by TA... which thinking about it can be done by just not putting TA citizenship type on the species at all, god I'm dumb. Sorry!

There are also mods out there that changes those timers on citizenship and many other such things, those who are truly bothered by this would likely find a solution.
Last edited by Miesha; 6 Jun @ 4:00am
Nikola M 14 Jun @ 1:32pm 
perhaps also make it possible to assimilate all subspecies into a single one, as in vanilla that isn't possible (you can't add/remove traits like psionic and cybernetic via subspecies integration)
Originally posted by Knaughts:
I've been tooling around the Open Beta. Unfortunately, I looks like I misinterpreted the Dev Diary: when they wrote "set sub-species variants to automatically integrate over time into the species default template" they meant only sub-species can be assimilated/integrated into a different sub-species of the same species. That means the new feature will be useless for the Xenophobia-style assimilation-to-livestock plan.

So, we're back to Square One. I'll repeat the problem I ran into when previously trying to implement this:

The first time you declare a species to be the Total Assimilation Target, it'll start to apply to assimilation immediately. But if you later want to move the target to a different species, it'll take 10 years: you'll have to research a species modification project to remove the trait, and while the modification project is running, more pops of that species are being created. So you'll probably have to disable Total Assimilation temporarily or else the Target species will persist after the modification project. And once you turn off Total Assimilation, you can't turn it back on for 10 years, since it's a Citizenship Type.

Is that annoying enough to be a dealbreaker?

It's not annoying to me. I play with other mods that mess with achievements, so I use console and free_policies allows me to mess with Species Rights as well
< >
Showing 1-12 of 12 comments
Per page: 1530 50