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Stellaris Dev Diary #378 - Genetic Ascension, Traditions, and Advanced Governments

Hello Stellaris community!
I’m PDS_Bojj, a content designer on Stellaris, and as someone with a deep love for storytelling, weird science, and moral quandaries wrapped in biotech horror, working on BioGenesis has been an absolute joy. This expansion dives deep (like deep deep) into what it means to reshape life, not just physically, but culturally, philosophically, and even politically.

In today’s diary, I’m thrilled to share a look at something we’ve been brewing in the gene-vats for a while now: Biomorphosis, our brand-new Genetic Ascension path, and all the squishy systems that come with it: situations, modular traditions, and yes, even genetically-themed Advanced Authorities! It’s evolution, but make it playable.

So whether you're here for the cloned bureaucrats, the flawless über-citizens, or the writhing mutation-hives of your dreams… Auntie Bojj has got you covered!

Let’s dive in!

The Biomorphosis Situation​

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Biomorphosis: Why not jump-start the future of our species?
In BioGenesis, we’ve reimagined the Genetic Ascension path into something more dynamic, thematic, and, dare I say… organic. Welcome to Biomorphosis, a Situation that unfolds over three stages, each one a critical turning point in your species’ transformation.​

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Your Situation Approach is a lot like yourself… It matters.
When you take the newly named Biomorphosis Ascension Perk, you will start on the path to shape the future of your civilization through a series of decisions that define how your species evolves. At the beginning of each stage, you’ll select one of three philosophical and technological approaches to guide your development:

Purity​

The body is a sacred vessel, and perfection lies in refinement, not deviation. This approach focuses on enhancing existing traits, optimizing your species’ current genetic code, and preserving essential identity. Expect events about ideological purity, resistance to corruption (internal and external), and perhaps a little eugenics drama if you’re feeling spicy.

Cloning​

Mass production meets organic precision. Cloning enables you to scale your population quickly and efficiently, but at what cost to individuality? This path explores questions of identity, resource management, and ethical dilemmas surrounding consciousness and copyhood. You might find your leaders arguing about the souls of your citizens... or the cost-benefit analysis of their replaceability.

Mutation​

Why perfect the old when you can become something new? Mutation embraces chaos, randomness, and radical adaptation. This is the path for those who believe in progress through transformation, no matter how monstrous. As your species warps and shifts, so too will your empire! Expect powerful new traits, disturbing events, and maybe even a few limbs where there weren’t any before.​

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You can’t facilitate genome research without a Genomic Research Facility!
Each stage of Biomorphosis brings with it new narrative events and mechanical consequences, all tailored to your chosen approach. You can double down on a single path, or mix and match to create something truly unique; a mosaic of flesh, thought, and purpose. But don’t forget to build a Genomic Research Facility on one of your planets first, otherwise you won’t have the facilities to engage in genomic research!
So, whether you’re breeding perfect paragons, churning out clone armies, or embracing the squelching beauty of the unknowable genome, Biomorphosis offers you a chance to live your best post-Darwinian fantasy.

Modular Tradition Trees​

BioGenesis doesn’t just reshape your species, it reshapes how your empire thinks, acts, and dreams. Introducing the Modular Tradition Tree: a dynamic, partially customizable tradition system tailored to your Biomorphosis journey.​

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Pictured: Flexible Traditions! They bend, but don't break.

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Wanna optimize your genetic traits? All the cool kids are doing it.

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M-U-T-A-T-I-O-N, YOU CAN CONTROL YOUR MUTATION!
As your empire progresses through the Biomorphosis Situation, the approach choices you make (Purity, Cloning, or Mutation) don’t just influence events, they also determine which Traditions you’ll gain access to in a new unique Genetic Ascension tree.

Each playthrough will feel different, because each tradition tree is built around a foundational path (again: either Purity, Cloning, or Mutation), augmented by select traditions from the other two, depending on your hybridization of choices across the three Biomorphosis stages.

At the end of the Biomorphosis situation, your empire unlocks a special ascension tradition tree. This tree is centered around your dominant approach (whichever of the three you selected the most during the situation). Additional picks in the tree will be drawn from the other approaches you dipped into, creating a hybrid structure.

So, if you’ve picked Mutation twice and Cloning once, you’ll get a Mutation-based tree with some synthetic reproductive flavor. Or, if for example, you go all in on Purity, you can expect a tradition tree as tight and controlled as your gene pool.

Each tradition within the tree reinforces the strengths and philosophies of its source:

Purity Traditions enhance species cohesion, trait optimization, and biological defense mechanisms.

Cloning Traditions focus on growth efficiency, leader replacement, and societal adaptation to mass-production living.

Mutation Traditions unlock exotic biology, unpredictable perks, and a flirtation with the unrecognizable.​

Question: Why did you do this?​

Answer: We wanted to create a system that reflects you. Not just your empire’s species, but the ideological journey you’ve taken. This modular design means you aren’t locked into one narrow vision of Genetic Ascension. It means you can experiment, mix paths, or triple-down on your biological ideals. Whether you’re crafting a society of elegant gene-purists or an unholy sprawl of ever-shifting abominations, the tradition tree will evolve with you.

Advanced Authorities​

Once you’ve completed your unique Genetic Ascension tradition tree, your empire will be ready for its next evolutionary leap, not just biologically, but politically. BioGenesis introduces a new system of Advanced Authorities, tailored to the philosophy that shaped your Biomorphosis journey.​

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Everyone is equal! Even if you have tentacles coming out of your head! But also… ew.
Whether you rule through mandate, decree, profit, consensus, or collective consciousness, your ascended society will transform into a more specialized and thematically rich version of its base authority, infused with either Purity, Cloning, or Mutation ideology.

These are not just cosmetic upgrades. Each Advanced Authority comes with unique modifiers, and governing mechanics, reflecting the bio-political ideals your empire has chosen to embody.

Here are some examples of the new Advanced Authorities:​

  • Cloning Democracy, or “Cordant Multiplicity”
    This government embraces cloning technology as a testament to equality and progress. Clones stand shoulder to shoulder with natural-born individuals, their voices equally valued. The will of the people is enriched by the diversity of every perspective, clone or not.​
  • Mutation Hive Mind, or “Adaptive Dominion”
    This Hive's hyper-adaptive drones form a dynamic and ever-evolving force, leveraging constant mutation to overcome environmental and tactical challenges. Each adaptation strengthens the collective, ensuring unparalleled versatility and resilience as the Hive mind thrives in any condition.​
  • Purity Dictatorship, or “Nucleic Judiciary”
    This government wields genetic and biometric data as tools of pre-emptive justice, scrutinizing every citizen's genetic code for criminal predispositions. By intervening before transgression, it ensures order through meticulous oversight. True justice is not reactive but preventive, safeguarding society by eliminating crime at the root.​
  • Cloning Hive, or “Replicating Horde” (EDIT: I mistakenly wrote Cloning Megacorp here, but it should be Cloning Hive. OOPS. - Bojj)
    Advanced cloning technology drives the relentless production of genetically identical drones, each engineered for perfect efficiency and unity. Obeying the innate command to go forth and multiply, this hive intends to blot out the stars.​
  • Mutation Empire, or “Genomic Expansionist”
    Embracing the unpredictable power of random mutation, this empire taps into untold potential, fostering innovations and abilities that traditional methods could never achieve. In the race for dominance, the chaos of mutation becomes their greatest advantage, propelling them toward unrivaled supremacy.​
  • Purity Oligarchy, or “Eugenic Hierarchy”
    Absolute power must be entrusted to the genetically ordained elite, the purest and most capable stewards of this civilization's destiny. Beneath them, each citizen fulfills a predefined role, meticulously tailored to their inherited genetic potential. Contentment flows not from ambition, but from accepting one's designated purpose.​

Tailored to Your Path​

Each of the three Biomorphosis philosophies (Purity, Cloning, and Mutation) has its own flavor of Authority type. That’s 18 total Advanced Authorities, all designed to express a vision of what society has become in the aftermath of biological transcendence.

Choosing your Advanced Authority is a crowning moment. It’s a reflection of your empire’s journey from mere organic matter to a society reborn in gene-forged glory.

That’s all from me for now. Thanks so much for reading! May your biomass be bountiful, your cloning vats efficient, and your mutations... mostly non-lethal.

Stay curious, stay squishy,
PDS_Bojj

...​

A Clone Interlude​

Hey, Alfray Stryke jumping in here as I’ve seen a lot of questions of “How does the Clone Army origin interact with BioGenesis??1!”

To start with, as a Clone Army origin you will be prevented from undertaking Biomorphosis until you’ve unlocked your genetic potential however, once you’ve done so you could even take the ascension perk as your first AP.​

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How do you unlock your genetic potential, you ask? By completing either the Clone Fertility or Clone Potential special projects.

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Clone Fertility makes your species capable of reproduction once more and allows you to undergo Biomorphosis with the complete freedom of any path you desire.

Clone Potential however means that your species remains as infertile clones and as such locks you to an upgraded version of the Cloning path if you undertake Biomorphosis. This upgraded Cloning path grants the following, in addition to the regular rewards:​
  • The ability to genetically modify Clone Soldier species.​
  • Regular Clone Vats, Genomic Research Facilities and Medical Buildings increase the number of Clone Soldiers sustained per planet.​
  • Being able to apply the Clone Soldier trait to other species via Genetic Modification.​

Next Week​

Next week we’ll be exploring Phenotype Traits and the Evolutionary Predators Origin.

See you then!​
 
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A few questions/comments...

1) No mention of Characteristic Traits and Origin Traits. Presently, there are 3 Traits corresponding to Characteristics in Hive Minded, Lithoid and Aquatic. Hive Minded is applied to any Hive Mind and helps differentiate them from Gestalt Machines, hence makes sense. Aquatic is only utilized under certain conditions(Anglers Civic or Ocean World start) while Lithoid is basically for any Rock/Silicate faction that grants them substantial early game Habitability at the expense of Pop Growth + Assembly. Not only is there no mention of being able to mitigate that malus should a Lithoid faction opt to Genetically ascend but there aren't any new Characteristic Traits. No Plantoid Trait or Mammalian? You mean to tell me that a Plant is no different than a Human?

As for Origin Traits, some can be quite detrimental and would be helpful if they can be Gene-Modded or improved upon Genetic Ascension. Subterranean can be quite annoying later in the game with no means to remove the Pop Growth malus. Also I don't recall seeing anything about Pre-Sapient Traits. Some can be quite nice to have if they're "free".

2) While the divergent path for Genetics is intriguing, what about with respect to Cybernetic or Synthetic with respect to Machines? They themselves have 3 Evolution paths so can they pick and choose such a course of action?

3) Any chance we can cut/reduce the cost of 4-point traits in Erudite/Robust/Fertile or better yet have them be the signature "markers" for which Genetic path we go down by granting them for free?

4) You've mentioned Clone Army origin so what about Overtuned and how will that origin play with respect to Genetic Ascension given we start the game with Gene Tailoring and the ability to modify our species from the get-go? I would also stress that anyone rolling Overtuned be permitted the two Trait points that the Gene Tailoring Technology grants when creating an Overtuned faction. Seems like an oversight to be limited to two trait points in Faction creation despite having up to 4 points with the Origin.

5) Can Genetic Ascension take advantage of Habitability > 100%? I mean traits that grant +Habitability is pointless once you Terraform into Gaia Worlds and/or Ecumenopolis. Can this specific Ascension path take advantage of such Traits such that they can gain a minor but notable Productivity bonus for having Traits such as Robust or Exotic Metabolism?
 
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A few questions/comments...

1) No mention of Characteristic Traits and Origin Traits. Presently, there are 3 Traits corresponding to Characteristics in Hive Minded, Lithoid and Aquatic. Hive Minded is applied to any Hive Mind and helps differentiate them from Gestalt Machines, hence makes sense. Aquatic is only utilized under certain conditions(Anglers Civic or Ocean World start) while Lithoid is basically for any Rock/Silicate faction that grants them substantial early game Habitability at the expense of Pop Growth + Assembly. Not only is there no mention of being able to mitigate that malus should a Lithoid faction opt to Genetically ascend but there aren't any new Characteristic Traits. No Plantoid Trait or Mammalian? You mean to tell me that a Plant is no different than a Human?

As for Origin Traits, some can be quite detrimental and would be helpful if they can be Gene-Modded or improved upon Genetic Ascension. Subterranean can be quite annoying later in the game with no means to remove the Pop Growth malus. Also I don't recall seeing anything about Pre-Sapient Traits. Some can be quite nice to have if they're "free".

2) While the divergent path for Genetics is intriguing, what about with respect to Cybernetic or Synthetic with respect to Machines? They themselves have 3 Evolution paths so can they pick and choose such a course of action?

3) Any chance we can cut/reduce the cost of 4-point traits in Erudite/Robust/Fertile or better yet have them be the signature "markers" for which Genetic path we go down by granting them for free?

4) You've mentioned Clone Army origin so what about Overtuned and how will that origin play with respect to Genetic Ascension given we start the game with Gene Tailoring and the ability to modify our species from the get-go? I would also stress that anyone rolling Overtuned be permitted the two Trait points that the Gene Tailoring Technology grants when creating an Overtuned faction. Seems like an oversight to be limited to two trait points in Faction creation despite having up to 4 points with the Origin.

5) Can Genetic Ascension take advantage of Habitability > 100%? I mean traits that grant +Habitability is pointless once you Terraform into Gaia Worlds and/or Ecumenopolis. Can this specific Ascension path take advantage of such Traits such that they can gain a minor but notable Productivity bonus for having Traits such as Robust or Exotic Metabolism?
1) lithoids can already mitigate their growth penalty because bio ascension unlocks rapid breeders for to them
2) synth ascension has its own situation and your capital can get an appropriate modifier for each of the ascension trees, regardless of your final choice - not everything has to be identical
3) you have those 4 points anyways, why not use them on those traits? They're definitely worth it - especially Very Strong on your dedicated soldier species
4) where's the harm in modifying the species after game start? That way you can also easier diversify them after spreading to new colonies
5)if you have a trait that pushes you above 100% then just remove it? Or don't get gaia worlds in the first place since, as you pointed out, you don't need them when everything is already at 100% anyways
 
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Idea for an advanced government, Fanatic Egalitarian and Shared Burdens required: Clonic Commonality.

"This society has gone beyond eliminating economic inequalities, and has also eliminated biological ones. Everyone is as beautiful and smart as everyone else."
I have no choice in arranging the Blocks
Under Bolshevik rule, what they say goes
The rule of the game
Is we all are the same
And my Blocks must create unbroken rows
 
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Being able to un-staple the FE slave pops was one of the things I was specifically concerned about too.
It ruins my benevolent UNE games, my dreams of a galaxy of freedom and individuality! Coming across irrevocably nerve-stapled slaves inevitably sets me on the warpath for a double-genocide: the Empire out of punishment, and the slaves out of mercy.
 
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It ruins my benevolent UNE games, my dreams of a galaxy of freedom and individuality! Coming across irrevocably nerve-stapled slaves inevitably sets me on the warpath for a double-genocide: the Empire out of punishment, and the slaves out of mercy.
Which mercy? They aren't actively suffering, they're just a bit dim-witted
Like the Ogryn in 40k
Or Orc peons in Warcraft XD
 
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i really don't like it. this addon is not used the main thing is viruses, bacteria and diseases on a cosmic scale. does not use the theme of diseases for biological tissue ehh
I too, would love to see galactic disease epidemics. The Spanish Flu on an interplanetary scale would make a great mini-crisis!
 
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Well, at the very least the ascended clones won't be tall because there's only so many clone capacity buildings you can squeeze into one world
Even with the ability to grow more Ascendant clones, they will definitely still need a secondary species to grow after they've hit capacity.

The ability to add Clone Soldier to other species sounds interesting, but useless if they share the clone soldier capacity limit with your Ascendant Clone Soldier species; you want as many Ascendant Clones as you can get.
 
5) Can Genetic Ascension take advantage of Habitability > 100%? I mean traits that grant +Habitability is pointless once you Terraform into Gaia Worlds and/or Ecumenopolis. Can this specific Ascension path take advantage of such Traits such that they can gain a minor but notable Productivity bonus for having Traits such as Robust or Exotic Metabolism?

Yesterdays stream showed that mutation path is able to limit break habitability and gets bonuses for it.

But my understanding is that it is locked to mutation specifically and not a part of the mix and match perks.
 
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Yesterdays stream showed that mutation path is able to limit break habitability and gets bonuses for it.

But my understanding is that it is locked to mutation specifically and not a part of the mix and match perks.
Wouldn't that make regular worlds better than gaia worlds since those are fixed at 100%?
 
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Wouldn't that make regular worlds better than gaia worlds since those are fixed at 100%?
Dunno the maths, but mutation also gets auto habitability modding, which includes special type habitability traits (ecumenopolis, ringworld, gaia world, etc.) so they should be able to limit break as well.

Also don't know how habitability increase techs and other sources interact with it. Just know that they exist.
 
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I too, would love to see galactic disease epidemics. The Spanish Flu on an interplanetary scale would make a great mini-crisis!

One of the most from a Modjam (that added Midgame Crises), the Crimson Throng, is this. But rather than just beign the epidemic that kills, the disease are parasites that connect the infected POPs to the Hive Mind of the plauge's creators (so those infected could attack your planets, steal entire planets, and turn them into Infected Worlds if held for too long).
The mod both shows the potential (I quite like how the Crisis shakes up the Stazus Quo and can threaten your economy and expansion), but it also shows risks (not everyone will like spending so much time on years of Planetary Administration, but without that the Plague would feel more like modifiers than an actual Crisis).
 
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But my understanding is that it is locked to mutation specifically and not a part of the mix and match perks.
It actually seems to be tied to the Mutation option for the first flexible tradition, Environmental Integration. So you can actually pick it while going for other traditions.
 
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One of the most from a Modjam (that added Midgame Crises), the Crimson Throng, is this. But rather than just beign the epidemic that kills, the disease are parasites that connect the infected POPs to the Hive Mind of the plauge's creators (so those infected could attack your planets, steal entire planets, and turn them into Infected Worlds if held for too long).
The mod both shows the potential (I quite like how the Crisis shakes up the Stazus Quo and can threaten your economy and expansion), but it also shows risks (not everyone will like spending so much time on years of Planetary Administration, but without that the Plague would feel more like modifiers than an actual Crisis).
you can also imagine an epidemic that causes mutations or diseases that make people not work and are treated for a while
, it's a very sad that the epidemic of the disease was bypassed in biogenesis by dev team.
 
you can also imagine an epidemic that causes mutations or diseases that make people not work and are treated for a while
, it's a very sad that the epidemic of the disease was bypassed in biogenesis by dev team.
Oh boy, better build a gene clinic to treat my populace, sure would suck if the determined exterminator next door uses this opportunity to break through my defenses