• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #339 - Civics and Structures of The Machine Age, and Auto-Modding

Hello Stellaris Cube-munity!

Today’s dev diary looks at the civics and “kilostructures” in The Machine Age, as well as looking at a 3.12 “Andromeda” feature - Auto-Modding.

As with all of our previews, some of this is still in development, so there are still some placeholder icons and some details may still change before release. (Which is good, since it lets us incorporate some of your feedback.)

The Civics of The Machine Age​

civics.png

Let’s go through each of the new civics that are coming in The Machine Age in detail.

Guided Sapience civics​

The Guided Sapience civics focus on coexistence with natural or created pre-sapient species and the environment around them. Their homeworld and Genesis Ark colony ships uplift some of the most promising local wildlife to pre-sapient status, creating a Genesis Preserve that increases Society Research and Unity.

The bonuses from the Genesis Preserve are doubled on Gaia worlds.

genesisguides.png

Not listed in these screenshots, but other “hostile” civics like Devouring Swarm and origins like Necrophage are also excluded from these.

Natural Design civics​

While other empires seek to improve themselves through genetic modification or through ascension, others are quite certain that they are already at the apex of evolution.

naturaldesign.png

02_INSULT_CLOTHES:0 "Behold the [From.GetSpeciesAdj] form, glorious and bared for all to admire. Contrast with the paltry [Root.GetSpeciesNamePlural], cowering under their layers of cloth, knowing that the world does not want to see their sad frames."

Obsessional Directive​

In 2003, human philosopher and professor Nick Bostrom created a thought experiment about the potential existential threat an artificial general intelligence could pose even if given seemingly harmless directives.

Nick Bostrom said:
Suppose we have an AI whose only goal is to make as many paper clips as possible. The AI will realize quickly that it would be much better if there were no humans because humans might decide to switch it off. Because if humans do so, there would be fewer paper clips. Also, human bodies contain a lot of atoms that could be made into paper clips. The future that the AI would be trying to gear towards would be one in which there were a lot of paper clips but no humans.

Available to gestalt machine intelligences, Obsessional Directive lets you enjoy faulty programming that drives you to produce ever increasing numbers of useless Consumer Goods... At any cost.

obsessional.png

Object permanence is not necessarily one of your strengths.
The directive was to acquire the consumer goods, now that you’re done, there’s nothing preventing you from digging them back up again.

If you meet or exceed your quota, you will have options regarding what to do with your stash of office supplies, toasters, handheld electronics, or whatever other form you imagine your Consumer Goods take. Until you make friendly contact with other empires you will only have the option to create a Spire of Commodities, but later on you could trade them away for various resources. Most of your consumer goods will be removed, but the reward will scale with the amount that you produced.

Failing to meet your quota will result in a bit of a breakdown until your new, lower quota is met. On the other hand, the experience of failure does unlock a new “direct to Consumer Goods” purge type to make it easier to achieve your next goal. (Determined Exterminators start with this purge type unlocked.)

Diplomatic Protocols​

In The Machine Age, gestalt Machine Intelligences will also be getting their own variant of the diplomatic civics.

diplomatic.png

The other diplomatic civics have also been buffed to match the Diplomatic Protocols.

Tactical Algorithms​

Some machines were designed to study war in all its forms.

tactical.png

How about a nice game of chess?

These gestalt Machine Intelligences can create Mercenary Enclaves (if the game host has Overlord), have immortal Commanders, and gain military benefits from getting the opportunity to study the strategy and tactics of other empires.

Augmentation Bazaars​

At the Augmentation Bazaars, you can build a better you, and all it will cost is an arm and a leg.

augmentation.png

Now I’ll let @Gruntsatwork talk about some new space structures.

Dyson Swarms​

The path to a Dyson Sphere of your own is long and arduous, filled with empty building platforms and non-functional intermediate stages, or at least, it used to be.

Fresh with the Machine Age, we are introducing the Dyson Swarm, a predecessor and proof of concept for your Dyson Sphere plans. By putting many small satellites into orbit around a star, you can collect some of its output and enhance your research capabilities. But Paradox you say, we don’t get research from Dyson Spheres. Correct, but you do get it from Dyson Swarms, IF you place them correctly.

Dyson Swarms function slightly differently than Spheres. Instead of producing energy all on their own, they amplify whatever resources their star produces, up to 30 times. Yes, that delicate little 3 energy star will now produce 90 energy and if you were to put it on a 3 physics star, that would be a decent 90 physics research from 1 star.

And if you get really lucky and have an event spawn an even rarer resource on a star? Go right ahead, collect it all.

1712134703732.png

So swarmy.

But with all that said, there are certain restrictions on building Dyson Swarms. Those restrictions exist for a simple reason. You can upgrade one of your Swarms directly into a Stage 2 Dyson Sphere, for those juicy 1000 energy per month.

That is why you may not build Swarms around Black Holes, Neutron Stars nor upgrade them past Swarm state in systems with thriving colonies.

The Arc Furnace​

For our second new Kilostructure, allow me to introduce the Arc Furnace to you. A splendid planet-based megastructure, meant to help you alleviate your industrial needs.

Just like the Dyson Swarm, to get the most out of your shiny new Arc Furnace requires a bit more effort than merely finding a molten world and putting it down. Instead of producing resources itself, it allows you access to more of the systems resources.

In less flowery language, that means at each stage, the Arc Furnace will create deposits on every planet or asteroid in the system. First 1 Mineral deposit, then another 1 Mineral deposit. Third 1 Mineral and 1 Alloy and for the final and fourth stage, 1 more Alloy deposit.

This gives you a total of 3 Minerals and 2 Alloys on every planet or asteroid in the system, however, in addition to the deposits, the Ard Furnace also makes mining in general more effective in the system, which manifests as a small bonus to your mining station output, at the final stage a measly 100%.

So to get the most out of your Arc Furnace, you want to find molten worlds in large systems, with plenty of planets and asteroids.

1712134835326.png

Hot.

Both of those Kilostructures will become available in the early midgame, hopefully around the time you start to feel the constraints on your expansion as borders solidify and you begin to get cut off from the resources you desperately need.

Now in contrast to most Megastructures you are not limited to merely 1 of each, however, unlike Relays and Gates they have some limits. You will unlock the capacity to build 5 of these in total, spread out through the relevant technologies (6 for Arc Welders)

Species Auto-Modification (“Auto-Modding”)​

I’m back now to talk about Auto-Modding. No, we’re not automatically updating your outliner mod for you when an update releases. (Sorry modders!)

Biological and Cybernetic Ascensions were particularly vulnerable to being very micromanagement heavy playstyles. You had a lot of power available to you if you adjusted, tweaked, and applied various species templates to your pops. This was effective, but very time consuming and often tedious.

With the 3.12 “Andromeda” update, we have introduced a new class of traits that will, over time, replace themselves with temporary versions of other traits based on the job the pop is currently filling. For example, a Machine pop filling a Farmer job will eventually have their Adaptive Frames change to replicate the Harvesters trait, and if they move to a Mining job they’ll eventually switch to mimicking Power Drills.

AutoMod traits have a defined list of available traits to choose from for each trait, and one pop per month will adapt to their jobs, modified by buildings like the Robot Assembly Plants or Gene Clinics.

automod.png

AutoMod traits exist for Mechanical (Adaptive Frames), Biological (Vocational Genomics), Cybernetics (Universal Augmentations), and Overtuned Traits (Fleeting Excellence).

Vocational Genomics becomes available with the Targeted Gene Expression technology, and the others are immediately available once you have access to the appropriate category of traits.

We recognize that these traits are extremely strong, but the quality of life benefits of having your pops modify themselves to fit their jobs is very high. As such, Auto-Modding and the associated traits are part of the free 3.12 “Andromeda” release.

Traits can now be categorized into normal/cyborg/robotic/psionic/advanced_genetic/overtuned.

Here’s the script for the biological auto_mod trait:
Code:
trait_auto_mod_biological = {
    cost = 3
    auto_mod = yes
    category = normal

    allowed_archetypes = { BIOLOGICAL LITHOID }
    initial = no
    randomized = no
    species_potential_add = {
        hidden_trigger = { exists = from }
        from = {
            has_technology = tech_gene_expressions
        }
    }
    species_possible_remove = {
        always = yes
    }
    species_possible_merge_remove = {
        always = yes
    }
    potential_crossbreeding_chance = 1.0
    slave_cost = {
        energy = 1000
    }
    assembly_score = {
        base = 2
    }
    custom_tooltip_with_modifiers = automodding_trait_biological_tooltip
}

Traits themselves should also include a category if you want them to be included as auto_mod possibilities:
Code:
trait_agrarian = {
    cost = 2
    category = normal
    species_possible_remove = {
        can_remove_beneficial_genetic_traits = yes
    }
    species_possible_merge_remove = {
        always = yes
    }
    potential_crossbreeding_chance = 1.0    # 1.0 = 100% chance of being considered for new traits when forming half-species. does not guarantee the trait will be added if it costs points.
    allowed_archetypes = { BIOLOGICAL }
    modifier = {
        planet_jobs_food_produces_mult = 0.15
    }
    slave_cost = {
        energy = 500
    }
    assembly_score = {
        modifier = {
            add = 1.5
            from = { has_farming_designation = yes }
        }
        modifier = {
            add = 0.5
            from = { has_rural_designation = yes }
        }
    }
}

Jobs themselves need to have a list of traits associated with them. We’ve created a number of inline scripts to handle these.

So our farmer job has the following inline script at the end of the script block:
Code:
inline_script = "jobs/automodding_priority_food"

Which expands into:
Code:
auto_trait_prio = {
    #Farmers
    trait_agrarian
    trait_farm_hands
    trait_robot_harvesters
    trait_cyborg_harvesters
}

Next Week​

Next week we’ll explore the new End-Game Crisis that’s coming in The Machine Age.

See you then!
 
  • 92Like
  • 54Love
  • 6
  • 3
Reactions:
I think it would be more interesting if the genesis preserve was a blocker instead of a feature, it would allow conquering empires the ability to remove the -2 district, maybe doing so also forcibly purges the pre-sapients.
As it stands any territory you take from a guided sapience empire is going to be permanently less useful to any not running the civic which is going to feel bad for anyone playing wide and aggressive.

Making it a blocker would also give it synergy with the environmentalists civic and their nature preserves, which desperately need help in that regard since they have an inverse of the problem with guided sapience where almost any planet previously inhabited by another empire is permanently less useful to an environmentalist.
 
  • 1Like
  • 1
Reactions:
I think natural design is really cool in concept, but I think it should have a unique trait 0 cost one to offset all the special traits ascensions allow for or give.
The whole point of the civic mechanically is that you have a mini ascension from 2200, but don't spike as hard as a real ascension does. Giving it a bunch of extra special features would make it overpowered and make it lose a lot of what makes it currently unique.

I really don't think it needs much changes (maybe make the hive mind building more similar to the normal one? But I could give or take there.)
 
  • 4
Reactions:
The whole point of the civic mechanically is that you have a mini ascension from 2200, but don't spike as hard as a real ascension does. Giving it a bunch of extra special features would make it overpowered and make it lose a lot of what makes it currently unique.

I really don't think it needs much changes (maybe make the hive mind building more similar to the normal one? But I could give or take there.)

My favorite part of going to a buffet is when they wheel out new trays of new food, and I look at my own plate which has satisfied me up until this point, and ask aloud "Why didn't my prime rib come with tater tots on top of it, I see tots, I want tots now. Prime Rib sucks and should have tots upon it."
 
  • 3Haha
  • 1Like
Reactions:
Fanatical Purifier is a good combo since the faction doesn't like gene editing, and the extra power from traits should help the early rush a little more, like letting you grow pops faster with more habitability and better amenities production all at once for example, which should help populating conquered planets.
Subterranean Noxious should also help with the baseline habitability everywhere without even touching terraforming.
 
The whole point of the civic mechanically is that you have a mini ascension from 2200, but don't spike as hard as a real ascension does. Giving it a bunch of extra special features would make it overpowered and make it lose a lot of what makes it currently unique.

I really don't think it needs much changes (maybe make the hive mind building more similar to the normal one? But I could give or take there.)
I'm aware of that, even with a minor trait that say gives minor amount of unity, it won't ever be good as the synthetic trait, psionic, or any of the BIO ascension traits. I'm asking for it to be tuned as a early game trait that slowly gets linearly better, but not better at the start then any other civic that gives 0 cost traits. Because loosing the spike of ascension is big downside, as well as not being able to modify their pops. I am just aware that this will likely be relegated to a RP trait which is fine, but I'd like to see more diversity in competitive multiplayer builds. I also think in game it won't feel very different, then most play styles that unique trait might facilitate. Like say psionic ascended vs synth vs bio.
 
natural designs is great for crisis builds since crisis competes with ascension, you currently have to pick one on your third tradition.

Although it's a mistake probably to try and build a perfect species unless you're going necro as they don't grow or assemble.

Just have a high habitability high pop growth budding invasive pop

You're trying to take advantage of early pop bloom that never slows down unlike clone army.

a Progenitor Hive should start with +6 pop assembly on the home world + budding equals a lot of pops,
 
Questions for the devs if anyone can answer on guided sapience civic:

What happens to the genesis reserve after the pre-sapients have been uplifted? Is it gone or does it remain with a different function?
Does the preserve generate any other jobs, like a genesis researcher as the zoo does?
Is the civic compatible with the Calamitous birth origin?
And finally, how much unity are we talking about when uplifting the pre-sapients on each colony?
EDIT, BONUS QUESTION: Does the empire need the uplift tech to get the presapients uplifted to full sentient, or is this something the preserves do over time?
 
  • 2Like
  • 1
Reactions:
I'm also curious how the Genesis civics are going to work with Gestalt empires - by default, MEs and HMs will both enslave any organic/non-hivemind pops that end up in their empires, which seems to contradict the overall tone of the civic. If you're a Rogue Servitor you can shuffle them off to an Organic Preserves, and once you Bio Ascend as a HM you can assimilate them into your empire, but otherwise it's in the Matrix pods or people farms for the lot of them.

It would be relatively straightforward to just keep the uplifted pops in the Genesis preserve, and maybe give them a small boost to Unity production after being uplifted, with modifiers like Rogue Servitors shutting down the Genesis preserve and transferring them to Organic Preserves (what's the point if they're as sapient as your other bio-trophies, after all?)
 
Although it's a mistake probably to try and build a perfect species unless you're going necro as they don't grow or assemble.
Nice point, also necrophage can "assimilate" pops by their own nature, which is something often exclusive to ascension paths!
Just have a high habitability high pop growth budding invasive pop
Another nice point, invasive species is amazing with a couple extra picks (I like to go cyborg because of that, though cyborg habitability stacking makes it go way above cap thus diminishing the effective returns). I mean if you intend to keep being invasive for the sake of it, you really don't want to go bio ascension (more points and new traits for what?) or synth (no more bio traits).

Natural Design with Invasive will give you 30/30 Hab/PopGrowth if the remaining 6 picks are all negative.
It may be a little overkill so you can swap one negative pick for something like Budding (as you suggested) and get a better growth curve throughout the game (Budding becomes better over time).


Void Dwellers also don't have an explicit need to ascend or modify species habitability in order to expand, you can do so via migration pacts or pick Terravore and eat pops and worlds relentlessly, don't even need to mind the lack of Assimilation.
 
  • 1Like
Reactions:
The automodding traits look like they'll make all the traits they can grant obsolete, and a few other traits as well (for balance, if not for roleplay).

As almost every job needs only one trait (with a few exceptions like trade jobs), the automod traits sound like they'll be functionally equivalent to having all the traits at once. It will essentially be +15% or +10% to most jobs, so 2-3x Efficient Processors. It would be silly to add e.g. Logic Engines to your robot starting template if you can instead add the automod and get +10% research, and also +15% unity/energy/minerals and +20% amenities. It would be equally silly to add Efficient Processors: you'd be giving up 5-10% on every other job to gain 5% on alloys.

I think the old BIS used to be Superconductive and Emotion Emulators, and this may give both of those, and all the other buffs besides. That also means that robots are essentially going to start the game with +10% resources from jobs compared to organics, and +10-15% to all jobs except energy/alloys compared to before.

Making the earlier versions obsolete makes sense for something post ascension, as that's kinda the point. But it makes all the cybernetic/mechanical traits somewhat superfluous, if they're obsolete the moment you gain access to them because you can have automodding instead.

I'm not sure how organics are going to use it, though. If it costs 3 points, you won't be able to add it unless you find the Omnicodex, take genetic/cybernetic, or leave one trait point unassigned at the start.
 
  • 2Like
  • 1
Reactions:
I love the new kilostructures. Having more peaceful alloy sinks that feed into the economy is good for pacifist/diplomatic runs, and more capped pop-free income is great for tall as well.
 
  • 1Like
  • 1
Reactions:
As almost every job needs only one trait (with a few exceptions like trade jobs), the automod traits sound like they'll be functionally equivalent to having all the traits at once.

The downside seems to be that it costs a bit more than the specialized traits it substitutes for, and if you move a bunch of pops between jobs, it takes a while for them to adjust. (I suppose you could see the alternative option of re-modding the pops as paying science to "rush" a change in traits.) To be honest, I feel like the issue here is not so much the strength of auto-modding traits, but a specific weakness of manual modding: namely, when modding a given species, you can apply a template to only certain *colonies* but you can't restrict it by *job*.

Efficient Processors (robot and cyborg versions) have never been particularly good traits, they're just something you can pick if you don't want to go to the trouble of making specialized (sub-)species, or possibly to stack on top of a specific production trait. So maybe these traits will become largely obsolete, but I don't think that's a big change; the cyborg trait especially was dubious due to the 0.3 energy upkeep wiping out a large part of the producitivity gain. (It sounds like Universal Augmentations also costs 0.3 energy, but that's much more justifiable if you're getting a 15% production bonus.)

Where automodding gets way ahead of manual modding is when it's available at game start: some empires can technically make specialized (sub-)species very early, but in practice they have neither the science income nor the colony specialization to make it worth doing manually. For instance Fleeting Excellence will be a very noticeable boost to the productivity of the Overtuned empire homeworld in the first 20 years of the game, compared to anything you could reasonably accomplish by manually applying templates.
 
  • 1Like
Reactions:
The downside seems to be that it costs a bit more than the specialized traits it substitutes for, and if you move a bunch of pops between jobs, it takes a while for them to adjust. (I suppose you could see the alternative option of re-modding the pops as paying science to "rush" a change in traits.) To be honest, I feel like the issue here is not so much the strength of auto-modding traits, but a specific weakness of manual modding: namely, when modding a given species, you can apply a template to only certain *colonies* but you can't restrict it by *job*.

Efficient Processors (robot and cyborg versions) have never been particularly good traits, they're just something you can pick if you don't want to go to the trouble of making specialized (sub-)species, or possibly to stack on top of a specific production trait. So maybe these traits will become largely obsolete, but I don't think that's a big change; the cyborg trait especially was dubious due to the 0.3 energy upkeep wiping out a large part of the producitivity gain. (It sounds like Universal Augmentations also costs 0.3 energy, but that's much more justifiable if you're getting a 15% production bonus.)

Where automodding gets way ahead of manual modding is when it's available at game start: some empires can technically make specialized (sub-)species very early, but in practice they have neither the science income nor the colony specialization to make it worth doing manually. For instance Fleeting Excellence will be a very noticeable boost to the productivity of the Overtuned empire homeworld in the first 20 years of the game, compared to anything you could reasonably accomplish by manually applying templates.
It's not more expensive than the e.g. Superconductive and Emotion Emulators combo, though. The example trait in the modding section is 3 points. And if you're doing your optimization at the colony level (rather than trying to have multiple subspecies per planet so your maintenance drones are different from your working template), that's what it will be for every job: all the benefits for the same points (or cheaper, for an organic empire for which Charismatic is 2 points, instead of 1).

The point of automodding would be convenience, so that's good. It's just odd that it's so much better that there's never a situation where you'd pick the non-automodding version, and there's no choice involved. If it just gives +10% to all jobs, and you should always pick it... why have the complicated system instead of just adding +10% resources from jobs (and +20% amenities)?

Wouldn't it be better if it were inferior in some way (10% higher upkeep, or higher amenity usage, for instance) which is mitigated by gene clinics/robot assembly? A robot with built in Power Drills will presumably use them better than one with the standard adapter that has Power Drills plugged in, narratively. And you would actually have a choice: use e.g. SC+EE to buff the two most important jobs, or add automodding to buff all the others as well in exchange for needing more maintenance drones.

As others have pointed out: if you build a new district/building only once a year or so, then the current building tie-in would only do something if you were reconfiguring your entire economy or moving hundreds of pops to a ring world/ecu. Having the buildings mitigate some persistent penalty is a more concrete tie in.

re: Efficient Processors... it's not great, but it's pretty close to viable. This is double or triple that effect for the same cost, with amenities thrown in to boot.
 
Last edited:
It's not more expensive than the e.g. Superconductive and Emotion Emulators combo, though. The example trait in the modding section is 3 points. And if you're doing your optimization at the colony level (rather than trying to have multiple subspecies per planet so your maintenance drones are different from your working template), that's what it will be for every job: all the benefits for the same points (or cheaper, for an organic empire for which Charismatic is 2 points, instead of 1).

The point of automodding would be convenience, so that's good. It's just odd that it's so much better that there's never a situation where you'd pick the non-automodding version, and there's no choice involved. If it just gives +10% to all jobs, and you should always pick it... why have the complicated system instead of just adding +10% resources from jobs (and +20% amenities)?

Wouldn't it be better if it were inferior in some way (10% higher upkeep, or higher amenity usage, for instance) which is mitigated by gene clinics/robot assembly? A robot with built in Power Drills will presumably use them better than one with the standard adapter that has Power Drills plugged in, narratively. And you would actually have a choice: use e.g. SC+EE to buff the two most important jobs, or add automodding to buff all the others as well in exchange for needing more maintenance drones.

As others have pointed out: if you build a new district/building only once a year or so, then the current building tie-in would only do something if you were reconfiguring your entire economy or moving hundreds of pops to a ring world/ecu. Having the buildings mitigate some persistent penalty is a more concrete tie in.
I think auto-modding will become an upgrade in the style of blue lasers replacing red lasers. Convenience is one of the best upgrades and fewer pop types is better if they are effective.
 
I think auto-modding will become an upgrade in the style of blue lasers replacing red lasers. Convenience is one of the best upgrades and fewer pop types is better if they are effective.
But for robots, Overtuned, and cyborg it's going to be available at the start (or when the rest of the traits become available, for cyborg). In the laser analogy, it's like starting the game with blue lasers unlocked. Why even have red lasers then?

Except, for biologicals, it's a bit worse. If you take e.g. Intelligent, you will be forever locked in to keeping it on your template, but if you want automodding for everything else, you'll be stuck with both for no benefit (assuming you can even afford the automodding trait in the first place).

It would be nice if you could actually upgrade the resource traits to automodding (so that you'd have a reason to pick those instead of Rapid Breeders/Budding/Incubators, as they let you use all your points and still add automodding later), but I don't think the interface would support that.
 
Last edited:
Cyborgs who starts with robomodding and has cyborgs at the start of the game? But I agree locking it behind robomodding tech like BIO's are would be preferable. Overtuned is fine being a special origin in the first place to start with a automodding trait, that with its lower leader lifespan reductions offsets much of the issues with it other then I imagine most overtuned will just take that trait, and almost never take another one, other then the pop growth one.

Perhaps the other traits should get cost reduction or some other reduction to trait point costs once you unlock the tech ?
 
  • 1Like
Reactions:
Cyborgs who starts with robomodding and has cyborgs at the start of the game?
Cyborgs get access to the automod trait as soon as they have access to any cybernetic trait. The point is that there's no period where the default traits would be useful: they'd be dead on arrival, as you'd want automod instead.
But I agree locking it behind robomodding tech like BIO's are would be preferable.
One of the advanced ones, probably. But that's a good compromise.
Overtuned is fine being a special origin in the first place to start with a automodding trait, that with its lower leader lifespan reductions offsets much of the issues with it other then I imagine most overtuned will just take that trait, and almost never take another one, other then the pop growth one.
I don't agree with the "Overtuned is a special origin, so it's ok if 2/3 of its special origin traits are dead on arrival" logic.

Perhaps the other traits should get cost reduction or some other reduction to trait point costs once you unlock the tech ?
I'm not sure it's possible, and it doesn't help the already 1 cost traits like Emotion Emulstors. But some kind of incentive in a realistic scenario, however slim, to take them is all they need.
 
  • 1Like
Reactions:
My experience with specialized traits beyond homeworld start, with specialized colonies, is that it will usually have lots of said specialization jobs (miners, researchers, etc), but also amenities jobs essential to maintaining the colony (and a few unity jobs regardless of specialization).
If you are focusing on pop specialization you only really need a couple traits per colony which is the main job + amenities job, but that is 4 points by default bio traits; in that context the 3 point flexible trait is a no brainer choice (it also saves you 1 pick slot). I think you can extend that to most other contexts to see how powerful the flexible trait is, even when it doesn't net you points it will certainly net you picks, even in the most specialized colony.

If even the most specialized colony will have important amenities jobs, cutting +Amenities from the roster of potential temporary traits will make the flexible trait much more situational, good for mixed homeworld jobs, hybrid production colonies, an empire with widespread unity jobs like spiritualists or one with widespread trade jobs.
 
Last edited:
  • 1
Reactions: