Genetic modification

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This article is considered accurate for the current version (1.6) of the game.
Climate preference is determined at the genetic level, by eons of evolution or skillful manipulation. - climate preference description
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 a 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]

With Banks (1.5), 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

Traits

Trait Cost Effect
Agrarian.png Agrarian 2 Points +15% Food.png Food
Thrifty.png Thrifty 2 Points +15% Energy Credits.png Energy
Industrious.png Industrious 2 Points +15% Minerals.png Minerals
Intelligent.png Intelligent 2 Points +10% Pop resource engineering research mult.png Engineering/Pop resource physics research mult.png Physics/Pop resource society research mult.png Society Output
Natural Engineers.png Natural Engineers 1 Point +15% Pop resource engineering research mult.png Engineering Output
Natural Physicists.png Natural Physicists 1 Point +15% Pop resource physics research mult.png Physics Output
Natural Sociologists.png Natural Sociologists 1 Point +15% Pop resource society research mult.png Society Output
Extremely Adaptive.png Extremely Adaptive 4 Points +20% Mod habitability.png Habitability
Adaptive.png Adaptive 2 Points +10% Mod habitability.png Habitability
Nonadaptive.png Nonadaptive -2 Points -10% Mod habitability.png Habitability
Rapid Breeders.png Rapid Breeders 1 Point -10% Mod pop growth req.png Growth Time
Slow Breeders.png Slow Breeders -1 Point +10% Mod pop growth req.png Growth Time
Talented.png Talented 1 Point Leader skill levels.png Leader Skill Levels +1
Quick Learners.png Quick Learners 1 Point +25% Leader skill levels.png Leader Experience Gain
Slow Learners.png Slow Learners -1 Point -25% Leader skill levels.png Leader Experience Gain
Very Strong.png Very Strong 3 Points +40% Mod army damage mult.png Army Damage, +10% Minerals.png Minerals
Strong.png Strong 1 Point +20% Mod army damage mult.png Army Damage, +5% Minerals.png Minerals
Weak.png Weak -1 Point -20% Mod army damage mult.png Army Damage, -5% Minerals.png Minerals
Nomadic.png Nomadic 1 Point +50% Mod pop migration time.png Migration Speed, -25% Cost Resettlement Cost
Sedentary.png Sedentary -1 Point -50% Mod pop migration time.png Migration Speed, +25% Cost Resettlement Cost
Communal.png Communal 1 Point +5% Mod pop happiness.png Happiness
Solitary.png Solitary -1 Point -5% Mod pop happiness.png Happiness
Charismatic.png Charismatic 1 Point +25 Diplomacy opinion.png Opinion if ruler has trait
Repugnant.png Repugnant -1 Point -25 Diplomacy opinion.png Opinion if ruler has trait
Conformists.png Conformists 2 Points +25% Mod pop government ethic attraction.png Governing Ethics Attraction
Deviants.png Deviants -1 Point -15% Mod pop government ethic attraction.png Governing Ethics Attraction
Venerable.png Venerable 4 Points +75 Years Mod leader age.png Leader Lifespan
Enduring.png Enduring 1 Point +15 Years Mod leader age.png Leader Lifespan
Fleeting.png Fleeting -1 Point -10 Years Mod leader age.png Leader Lifespan
Decadent.png Decadent -1 Point -10% Mod pop happiness.png Happiness without Slaves
Resilient.png Resilient 1 Point +100% Mod army health.png Garrison Health, +50% Fortification Defensive Bonus
Conservationist.png Conservationist 1 Point -20% Mod pop consumer goods mult.png Consumer Goods Cost
Wasteful.png Wasteful -1 Point +20% Mod pop consumer goods mult.png Consumer Goods Cost

Advanced Traits

Trait Cost Effect
Delicious.png Delicious 3 Points Food.png Pop Food Output +100%
Nerve Stapled.png Nerve Stapled 3 Points Minerals.png Minerals/Food.png Food +10%, Energy Credits.png Energy/Unity.png Unity Output -50%, Pop resource physics research mult.png Physics/Pop resource engineering research mult.png Engineering/Pop resource society research mult.png Sociology Output -75%, Not Affected by Happiness
Fertile.png Fertile 4 Points +30% Mod pop growth req.png Growth Time, Mod pop happiness.png Happiness +5%
Erudite.png Erudite 5 Points Pop resource physics research mult.png Physics/Pop resource engineering research mult.png Engineering/Pop resource society research mult.png Sociology Output +25%, Leader skill levels.png Leader Skill Levels +1
Robust.png Robust 7 Point +30% Mod habitability.png Habitability, +30 Years Mod leader age.png Lifespan

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