- Climate preference is determined at the genetic level, by eons of evolution or skillful manipulation. - climate preference description
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).
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 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 Cybernetic) costs 200 Social Research per effect Pop. Every trait point spend will increase the cost by 100 Social Reserach per Point per Pop.
Species home Planets, Gaia Planets and Habitats make good staging areas for creating a subspecies with a different climate preference as they have a hardcoded 100% habitability. This allows the same species to colonize multiple climates, which can be useful for Xenophobe empires.
|Available only with the Utopia DLC enabled.|
The Evolutionary Mastery ascension perk from the biological path permits you to remove positive traits or even add negative ones, allowing a species' traits to be modified indefinitely as the situation arises.
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% 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.
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 choosen as new primary species.
The data on when two species are considered the same base species is conflicting and has been regulary changing with patches. This check is ultimatively 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 varry.
- Some word of the developers indicates that same Name and Portrait will be used to define same base species, wich 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.
- Main article: Tradition#Ascension_paths
|Available only with the Utopia DLC enabled.|
Certain ascension perks allow further advancing the empire down into one of three available ascension paths:
- Biological - focuses entirely on genetic modification.
- Psionic - enables latent abilities in the empire pops and contact with The Shroud.
- Synthetic - As part of the synthetic ascension path, species that have been enhanced cybernetically can still be modified genetically. However species that were uploaded into synthetic bodies cannot be.
Genetic Modifications in Utopia
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.
- Engineered Evolution - Trait Points +2, Modify Species Special Project Cost -50%
- Evolutionary Mastery - Trait Points +3, Modify Species Special Species Project Cost -25%
- 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
- Arid | Desert | Savanna
- Tropical | Continental | Ocean
- Arctic | Tundra | Alpine
|Agrarian||2 Points||+15% Food|
|Thrifty||2 Points||+15% Energy|
|Industrious||2 Points||+15% Minerals|
|Intelligent||2 Points||+10% Engineering/Physics/Society Output|
|Natural Engineers||1 Point||+15% Engineering Output|
|Natural Physicists||1 Point||+15% Physics Output|
|Natural Sociologists||1 Point||+15% Sociology Output|
|Extremely Adaptive||4 Points||Habitability 20%|
|Adaptive||2 Points||Habitability 10%|
|Nonadaptive||-2 Points||-10% Habitability|
|Rapid Breeders||1 Point||-10% Growth Time|
|Slow Breeders||-1 Point||+10% Growth Time|
|Talented||1 Point||Leader Skill Levels +1|
|Quick Learners||1 Point||+25% Leader Experience Gain|
|Slow Learners||-1 Point||-25% Leader Experience Gain|
|Very Strong||3 Points||Army Damage +40%, +10% Minerals|
|Strong||1 Point||Army Damage +20%, +5% Minerals|
|Weak||-1 Point||Army Damage -20%, -5% Minerals|
|Nomadic||1 Point||+50% Migration Speed, -25% Resettlement Cost|
|Sedentary||-1 Point||-50% Migration Speed, +25% Resettlement Cost|
|Communal||1 Point||+5% Happiness|
|Solitary||-1 Point||-5% Happiness|
|Charismatic||1 Point||+5% Other Species Happiness|
|Repugnant||-1 Point||-5% Other Species Happiness|
|Conformists||2 Points||+25% Governing Ethics Attraction|
|Deviants||-1 Point||-15% Governing Ethics Attraction|
|Venerable||4 Points||+75 Years Lifespan|
|Enduring||1 Point||+15 Years Lifespan|
|Fleeting||-1 Point||-10 Years Lifespan|
|Decadent||-1 Point||-10% Happiness without Slaves|
|Resilient||1 Point||+100% Garrison Health, +50% Fortification Defensive Bonus|
|Conservationist||1 Point||-20% Consumer Goods Cost|
|Delicious||3 Points||Pop Food Output +100%|
|Nerve Stapled||3 Points||Minerals/Food +10%, Energy/Unity Output -50%, Physics/Engineering/Sociology Output -75%, Not Affected by Happiness|
|Fertile||4 Points||-30% Growth Time, Happiness +5%|
|Erudite||5 Points||+20% Engineering/Physics/Sociology Output, Leader Skills +1|
|Robust||7 Point||+30% Habitability, +30 Years Lifespan|