Genetic modification

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This article is considered accurate for the current version (1.6) of the game.
The genetic modification menu.

With the Epigenetic Triggers and Gene Tailoring technologies, it is possible to spend Gene Points on different Species found in the Species View to alter their Traits and Climate Preference.

Gene Points[edit]

The amount of Gene Points you have depends on the species you are attempting to genetically modify. The goal is to either alter an existing species or uplift a pre-sentient one. The primary currency for genetic modification (during uplifting or otherwise) are Gene Points which are hard to come by:

  • when you first research genetic modification all species will gain 1 gene point. Later Genetic Modification techs will increase the gene points you have available for all species.
  • you get only up to 2 additional gene points from techs. So choose wisely how to spend them.
  • leftover trait points from empire creation are translated 1:1 to gene points. That means a species with 5 negative traits could have up to 10 gene points to spend (1 base + 2 Trait Points + 7 extra Trait points). And adding an additional negative trait might give you an extra gene point later on. However, removing negative traits costs gene points too.

Unless you are extremely lucky this technology will come in the mid/late game (depending on the size of the galaxy).

Epigenetic Triggers also unlocks other technology choices which in turn unlock Genetic Engineering themed Armies, Attachments and Policy options.

Genetic alteration[edit]

This is done on already existing sentient species in your empire and allows you to adapt them better to different climates or challenges of the later empire. Genetic Modification allows you to add and remove traits much like through empire creation except you cannot remove positive traits even if they're from a previous genetic modification and you cannot give negative traits. Climate preference can be always be changed for no points provided you have the technology. When you genetically modify a species you can choose which planet(s) where the species resides that you want to apply the changes to.

After you commit to changes a Special Project is added to the Situation Log. It will vanish after 90 days if not started, or if it is interrupted. The cost in Society Research.png society research scales linearly with the number of affected people and number of spent Gene Points.

Just ordering the Genetic Alteration process without actually spending traits points (like changing Habitability or retroftitting the Trait cybernetic.png Cybernetic) costs 0 Social Research per effect Pop. Every traitpoint difference between new and old specie will increase the cost by 50 Social Research per Traitpoint per Pop.

Once Gene Tailoring technology is researched, the A New Species event can occur on planets with poor habitability. For details see there.

The Biological Ascension path expands this feature greatly, giving new trait points, new traits and the ability to remove positive and add negative traits.

Uplifting[edit]

Uplifting only applies to certain "pre-sentient" species that are co-existing on one of your colonies. Generally those species would become sentient on their own, if just given a few million years. The player simply sidesteps that process. All rules for Genetic modification apply, except the following:

  • it requires Epigenetic Triggers, which is outside of the normal Genetic Engineering tech chain.
  • the uplifted species is immediately integrated into the empire that uplifted it.
  • all upliftable species have a special trait that can not be acquired during Empire creation or genetic modification. This trait will make them excel at some jobs far beyond what normal species can do, but often at the downside of making it unsuitable for other purposes.
  • the species will be naturally thankful to the species that raised them and get +20% Mod pop happiness.png happiness if in the same empire as their benefactors. The exact conditions for this are not clear.
  • the species will appear with Neutral Ethos. Quest chains give the uplifting Empire an opportunity to help decide the species' core ethos, or allow them to stand back and let the uplifted species decide for themselves. The species is fully subject to Ethics divergence, with the Happiness bonus often resulting in an indirect boost to divergence.

Species identity[edit]

When a species is intentionally modified, it results in a new Entry in Species list. The resulting species is considered a 'Subspecies' of the original. Subspecies generally do not suffer from Xenophobia towards their baseline species and operate under the same Rights as the original species. Scripts have to explicitly check for Subspecies to detect the case and only rare cases do.

If the primary species vanishes due to Modification, the most numerous species will be chosen as new primary species.

The data on when two species are considered the same base species is conflicting and has been regularly changing with patches. This check is ultimately defined outside of moddable code, so no absolute answer can ever be given:

  • We do know that same name, portrait and traits definitely count as the same base species. The namelists and (especially) the owning Empire may vary.
  • Some word of the developers indicates that same Name and Portrait will be used to define same base species, which would mean traits only define subspecies.
  • As of 1.5 savegames contain a new "Identity" Entry for every species. It carries the original name and Portrait, as well as a copy of all the current traits. That would allow detection based on the Original Name and Portrait.

Ascension paths[edit]

Genetic modification can be used in conjunction with some one the ascension perks.

  • The biological ascension path focuses entirely on genetic modification.
  • The psionic ascension path adds the Trait psionic species.png Psionic trait that cannot be added or removed through genetic modification.
  • The synthetic ascension path will first enhance all your species with the Trait cybernetic.png Cybernetic trait. Pops on newly acquired planets can be retrofitted with cybernetics for no trait point cost. However species that have been uploaded into synthetic bodies cannot be genetically modified anymore.

Genetic Modifications in Utopia[edit]

Empire Leaders have greater control and influence over the genetic modifications of their denizens. Investing in Ascension Perks allows you greater options and greater speed.

Ascension Perks

  • Engineered Evolution - Trait Points +2, Modify Species Special Project Cost -50%
  • Evolutionary Mastery - Trait Points +3, Modify Species Special Project Cost -25%

Technologies

  • Genome Mapping - Growth Time -10%
  • Epigenetic Triggers - Unlocks Feature - Uplift
  • Gene Tailoring - Trait Points +1, Unlocks Genetic Modification, Unlocks Environmental Adaptation, Allows Covert Infiltration with Observation Post
  • Targeted Gene Expressions (Rare) - Trait Points +1
  • Genetic Resequencing (Rare) - Unlocks Genetic Resequencing (Ability to rewrite ALL traits) & Advanced Traits (See Below)

Genetic Modification Planet Preferences

  • Trait pc arid preference.png Arid | Trait pc desert preference.png Desert | Trait pc savannah preference.png Savannah
  • Trait pc tropical preference.png Tropical | Trait pc continental preference.png Continental | Trait pc ocean preference.png Ocean
  • Trait pc arctic preference.png Arctic | Trait pc tundra preference.png Tundra | Trait pc alpine preference.png Alpine

Positive traits[edit]

The trait Communal.png Communal and the trait Conformists.png Conformists can't be picked if you are a Auth hive mind.png Hive Mind.

Type Effects Excludes Cost Description
Adaptive.png Adaptive +10% Mod habitability.png Habitability
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
2 This species is highly adaptive when it comes to foreign environments.
Extremely Adaptive.png Extremely Adaptive +20% Mod habitability.png Habitability
  • Adaptive.png Adaptive
  • Nonadaptive.png Nonadaptive
  • Robust.png Robust
4 This species is remarkably adept at adopting to any foreign environments.
Agrarian.png Agrarian +15% Pop resource food mult.png Food 2 This species has a deep connection to the land and make expert farmers and gardeners.
Charismatic.png Charismatic +25 Diplomacy opinion.png Opinion if your ruler is Charismatic Repugnant.png Repugnant 1 Members of this species have a special charisma and are generally considered pleasant to be around.
Communal.png Communal +5% Mod pop happiness.png Happiness Solitary.png Solitary 1 Members of this species are highly communal and quite used to living in close proximity to others.
Conformists.png Conformists +25% Mod pop government ethic attraction.png Governing Ethics Attraction Deviants.png Deviants 2 These people always seek consensus and are more likely to conform to the governing ethics.
Enduring.png Enduring +15 Mod leader age.png Years Leader Lifespan
  • Venerable.png Venerable
  • Fleeting.png Fleeting
1 Lifespans in this species are unusually long.
Venerable.png Venerable +75 Mod leader age.png Years Leader Lifespan
  • Enduring.png Enduring
  • Fleeting.png Fleeting
4 This species can grow to an age that commands dignity and respect.
Conservationist.png Conservationist -20% Mod pop consumer goods mult.png Consumer Goods Cost Wasteful.png Wasteful 1 Members of this species believes that resources must be conserved and recycled.
Industrious.png Industrious +15% Pop resource minerals mult.png Minerals 2 Members of this species are known for their diligence and hard-working nature, always going above and beyond.
Intelligent.png Intelligent +10% Research.png Research output
  • Erudite.png Erudite
  • Nerve Stapled.png Nerve Stapled
2 This species is highly intelligent and enjoys faster technological progress.
Natural Engineers.png Natural Engineers +15% Pop resource engineering research mult.png Engineering Output
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards engineering and the material sciences.
Natural Physicists.png Natural Physicists +15% Pop resource physics research mult.png Physics Output
  • Natural Engineers.png Natural Engineers
  • Natural Sociologists.png Natural Sociologists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards theoretical physics and astral phenomena.
Natural Sociologists.png Natural Sociologists +15% Pop resource society research mult.png Society Output
  • Natural Engineers.png Natural Engineers
  • Natural Physicists.png Natural Physicists
  • Nerve Stapled.png Nerve Stapled
1 Members of this species have a natural inclination towards sociology and biological studies.
Nomadic.png Nomadic
  • +50% Mod pop migration time.png Migration Speed
  • -25% Cost Resettlement Cost
Sedentary.png Sedentary 1 This species has a nomadic past, and its members often think nothing when relocation to another world.
Quick Learners.png Quick Learners +25% Leader skill levels.png Leader Experience Gain Slow Learners.png Slow Learners 1 Members of this species are quick to learn from experiences.
Rapid Breeders.png Rapid Breeders +15% Mod pop growth req.png Growth Speed
  • Fertile.png Fertile
  • Slow Breeders.png Slow Breeders
1 This species reproduces at a very rapid rate, increasing population growth.
Resilient.png Resilient
  • +100% Mod army health.png Garrison Health
  • +50% Fortification Defensive Bonus
1 Members of this species are physiologically resilient and will fight like enraged brood mothers to defend their worlds.
Strong.png Strong
  • +20% Mod army damage mult.png Army Damage
  • +5% Pop resource minerals mult.png Minerals
  • Very Strong.png Very Strong
  • Weak.png Weak
1 Members of this species possess great physical strength, making them formidable fighters on the ground.
Very Strong.png Very Strong
  • +40% Mod army damage mult.png Army Damage
  • +10% Pop resource minerals mult.png Minerals
  • Strong.png Strong
  • Weak.png Weak
3 Members of this species possess a strength that almost defies the laws of physics.
Talented.png Talented +1 Leader skill levels.png Leader Skill Levels 1 Members of this species are born with a natural aptitude.
Thrifty.png Thrifty +15% Pop resource energy mult.png Energy Credits 2 Members of this species are instinctively economical and are always looking to make a good profit, whatever corners need cutting.

Negative traits[edit]

The trait Decadent.png Decadent can't be picked unless you are Fanatic Authoritarian.png Fanatic Authoritarian, Authoritarian.png Authoritarian, Fanatic Xenophobe.png Fanatic Xenophobe or Xenophobe.png Xenophobe.

The trait Solitary.png Solitary and the trait Deviants.png Deviants can't be picked if you are Auth hive mind.png Hive Mind.

Type Effects Excludes Cost Description
Decadent.png Decadent
  • -10% Mod pop happiness.png Happiness without Slaves
-1 This species requires slaves or servants to feel content.
Nonadaptive.png Nonadaptive
  • -10% Mod habitability.png Habitability
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Robust.png Robust
-2 This species does not adapt well to foreign environments.
Repugnant.png Repugnant
  • -25 Diplomacy opinion.png Opinion if your Ruler is Repugnant and theirs is not
  • -10 Diplomacy opinion.png Opinion if both Rulers are Repugnant
  • Charismatic.png Charismatic
-1 The physical appearance and customs of this species are considered offensive to most others and few appreciate them as neighbors.
Deviants.png Deviants
  • -15% Mod pop government ethic attraction.png Governing Ethics Attraction
  • Conformists.png Conformists
-1 These people are rebellious in nature and constantly try to challenge the status-quo.
Fleeting.png Fleeting
  • -10 Mod leader age.png Years Leader Lifespan
  • Venerable.png Venerable
  • Enduring.png Enduring
-1 Time is fleeting for this species. What they lack in longevity, they make up in other ways.
Sedentary.png Sedentary
  • -50% Mod pop migration time.png Migration Speed
  • +25% Cost Resettlement Cost
  • Nomadic.png Nomadic
-1 This species has a sedentary past, and its members are reluctant to migrate away from where they grew up.
Slow Breeders.png Slow Breeders
  • -15% Mod pop growth req.png Growth Speed
  • Rapid Breeders.png Rapid Breeders
  • Fertile.png Fertile
-1 This species reproduces at a slow rate, lowering population growth.
Slow Learners.png Slow Learners
  • -25% Leader skill levels.png Leader Experience Gain
  • Quick Learners.png Quick Learners
-1 Members of this species are slow to learn from their experiences.
Solitary.png Solitary
  • -5% Mod pop happiness.png Happiness
  • Communal.png Communal
-1 Members of this species tend to be solitary and territorial, often becoming agitated in crowded conditions.
Wasteful.png Wasteful
  • +20% Mod pop consumer goods mult.png Consumer Goods Cost
  • Conservationist.png Conservationist
-1 Members of this species seemingly have no concept of frugality and are prone to useless consumption.
Weak.png Weak
  • -20% Mod army damage mult.png Army Damage
  • -5% Pop resource minerals mult.png Minerals
  • Strong.png Strong
  • Very Strong.png Very Strong
-1 Members of this species are physically weaker than average, making them poor fighters on the ground.

Advanced traits[edit]

There are 5 advanced traits which are made available for genetic modification if the Ap evolutionary mastery.png Evolutionary Mastery ascension perk is taken.

Type Effects Excludes Cost Description
Robust.png Robust
  • +30% Mod habitability.png Habitability
  • +30 Mod leader age.png Years Leader Lifespan
  • Adaptive.png Adaptive
  • Extremely Adaptive.png Extremely Adaptive
  • Nonadaptive.png Nonadaptive
7 Bio-Optimized organs with redundant functions have made this species extraordinarily resistant to environmental hazards and disease.
Erudite.png Erudite
  • +20% Research.png Research output
  • +1 Leader skill levels.png Leader Skill Levels
  • Intelligent.png Intelligent
  • Nerve Stapled.png Nerve Stapled
5 Biological engineering has unlocked previously dormant parts of this species' brains, greatly increasing mental acuity.
Fertile.png Fertile
  • +30% Mod pop growth req.png Growth Speed
  • +5% Mod pop happiness.png Happiness
  • Rapid Breeders.png Rapid Breeders
  • Slow Breeders.png Slow Breeders
4 The natural fecundity of this species has been dramatically enhanced through aggressive physical and behaviorial sculpting.
Nerve Stapled.png Nerve Stapled
  • +10% Pop resource minerals mult.png Minerals
  • +10% Pop resource food mult.png Food
  • –50% Unity.png Unity
  • –50% Pop resource energy mult.png Energy Credits
  • –75% Research.png Research output
  • Not Affected by Happiness
  • Can't join a faction
  • Erudite.png Erudite
  • Intelligent.png Intelligent
  • Natural Physicists.png Natural Physicists
  • Natural Sociologists.png Natural Sociologists
  • Natural Engineers.png Natural Engineers
3 Unessential neural pathways relating to self-preservation and free-will are severed, creating a docile and obedient client species.
Delicious.png Delicious
  • +100% Food.png Pop Food Output
3 This species has the curious evolutionary adaptation of being highly nutritious when eaten.

References[edit]

Game concepts
Governance EmpireGovernment typesPoliciesEdictsLeaderFactionsPopulation
Exploration ExplorationMapSpeciesAnomalyEventsFTLFallen empirePre-FTL speciesSpaceborne aliens
Colonization ColonizationCelestial bodyEconomyBuildingsTechnologyConstructionSpaceportFleet
Diplomacy DiplomacyTradeSubject empireAlliances and federationsAI personalities
Warfare WarfareSpace warfareLand warfareOrbital bombardmentMilitary stationShip designer
Others EthosTraitsTerraformingGenetic modificationSlaveryCrisisPreset empiresEaster eggs