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Considerinjg the reveal trailer and baseless hype about mind uploading after one of Wiz tweets I awaited somehow more than just turning them into synths.
Especially after the reveal trailer with the giant server farm.
I swear i have played the game for like 300 hours and i can't recall that ever being a thing, or maybe the rings being represented on the overveiw tab is new? i dunno, i haven't slept in 30 something hours, take everything this gal says with a grain of salt lol
Well the nerve stapled trait is pretty cool, since it basically allows you to get one of main good aspects of being a hivemind with out the drawbacks (as long as you still have someone to do your science) and you could use it on your livestock to make them not care about being basically sentient cows (insert cliche manic villain laughter here)
Compared to psionics those two paths seem rather shallow (although I do not know how important and powerful the Shroud will be).
I had hoped each path gives you a special mechanic which is unavailable otherwise instead of just a portrait change or more trait points to play with.
For example exclusive ship components and designs for the biological path (bioships) and some new government mechanics for synthetics (as you can vote instantly on issues or maybe even rewrite the mind of dissidents/newly conquered species) in addition to what is presented here.
Here's hoping there will be a simple way to reorganize the genetically engineered pops for a caste society. Because just modifying one planet to be full of miners and another to be scientists and then switching them around on a per-building basis might be costly on the influence.
Damn! I really wanted Gene Warriors to be for everyone and not locked behind the Biological Ascension Path! Ugh! Now I can't have my fantasy of having psionic Spartans!
I hope someone mods this so everyone (especially me) can have both Psionic armies and Gene Warriors!
When switching to Synths, do we still have to build new pops ourself or will there be natural growth just without food requirement? I played with a mod that enabled playbale synths and that level of micro management totally killed the fun in that.
Question. If I gene mod a species to be super good at mining and another for research etc will the sector AI place them on the appropriate tiles to max their benifit or am I going to be annoyed?
For example exclusive ship components and designs for the biological path (bioships) and some new government mechanics for synthetics (as you can vote instantly on issues or maybe even rewrite the mind of dissidents/newly conquered species) in addition to what is presented here.
I had really hoped for unique governments too today, which in retrospect seems really really dumb of me because of everything last weeks dev diary was about lol. But i guess that could still work by unlocking civics unique to an ascension path. Could probably be done through modding, i'll certainly look into that on release
No, this seems correct. With the current gene modding you can only remove negative traits and add positive traits. With the updated gene modding you will be able to remove and add both. This means you can finally remove positive traits that aren't that good, and add negative traits that aren't that bad so that you can gain a few more free gene points.
I always hated it that some migrant species within my empire were split in between different sub-species because some of them had an extra positive trait that didn't do a lot of good anyway. Now it's possible to unite these sub-species again without wasting a gene point.
Cyborg actually say what it is though while augmented would be terribly non-specific (augmented in what way? Are not the other paths of ascencion ways for you to augment your species?).