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Goldenmonkey

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Jun 12, 2016
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Some are too expensive for what they provide like Extremely Adpative, Very Strong or Venerable. They are so expensive that even with extra Bioascension triat points they compete with new more powerful traits losing on price/perf factor.

Others provide too little of a value to be considered like Communal, Conservationist, Quick Learners. They take up the trait pick slot but are negligeble in their effect. Communal is probably the biggest outlier with new traits like Shelled and Monoform decreasing housing needs by orders of magnitudes compared to the poultry 10%.

Same applies to their negative counterparts and overtuned analogs.

Now is the perfect time to rebalance those traits that have been outshined by other options or straight up useless for years.
 
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I'd even question the way those traits are assigned. Bio-genetic engineering should in some form have an evolutionary character, experimental, gathering speciment and genetics from alien worlds and species.

Swapping traits ad hoc with 100% precision, like one would with spare parts of a machine, seems a bit too basic, to mechanical, too robotic.

Imagine a unique interface for bio ascensionists, similar to how psionics enter the Shroud, just that you enter your genetic lab. There you grow different traits, combine, mix and match, breed traits and work genetic material into it, stuff you found during exploration and conquest. Creating stable and less stable traits, and then genetically applying them on your people.

I could see myself ditching my beloved psionics for an immersive and interactive system like that!
 
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I'd even question the way those traits are assigned. Bio-genetic engineering should in some form have an evolutionary character, experimental, gathering speciment and genetics from alien worlds and species.

Swapping traits ad hoc with 100% precision, like one would with spare parts of a machine, seems a bit too basic, to mechanical, too robotic.

Imagine a unique interface for bio ascensionists, similar to how psionics enter the Shroud, just that you enter your genetic lab. There you grow different traits, combine, mix and match, breed traits and work genetic material into it, stuff you found during exploration and conquest. Creating stable and less stable traits, and then genetically applying them on your people.

I could see myself ditching my beloved psionics for an immersive and interactive system like that!
Oh boy, another interface for more clicking, surely that is what this game needs. Maybe even some more RNG too -_-

I like Bio ascension. I play it somewhat-often for authoritarian xenophobe Void Dwellers. I just wish the numbers were better and it were less of a hassle to genemod. When all the traditions are finished I go apply a single good template with the advanced traits to all of my pops (highly-contagious retroviral gene therapy), then fire up the clone vats. Being subject to RNG and having to jump through hoops might be fine pre-ascension, but once I've committed into it, paid the unity, and achieved mastery of it, I just want it to work and to get out of my way, not to go play a minigame. That's exactly why I don't play psionic (or when I do, I ignore the shroud entirely and just build telepaths). Auto-modding has been a godsend from a quality-of-life perspective.

But if one were to go the route you suggest and make access to particular traits finer-grained, I would rather it follow the precedent of transgenesis techs and genemodding special projects and just integrate into the tech system rather than having a new interface. (Not that we really need more bloat in the tech tree either, but you can't win 'em all)
 
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Oh boy, another interface for more clicking, surely that is what this game needs. Maybe even some more RNG too -_-

I like Bio ascension. I play it somewhat-often for authoritarian xenophobe Void Dwellers. I just wish the numbers were better and it were less of a hassle to genemod. When all the traditions are finished I go apply a single good template with the advanced traits to all of my pops (highly-contagious retroviral gene therapy), then fire up the clone vats. Being subject to RNG and having to jump through hoops might be fine pre-ascension, but once I've committed into it, paid the unity, and achieved mastery of it, I just want it to work and to get out of my way, not to go play a minigame. That's exactly why I don't play psionic (or when I do, I ignore the shroud entirely and just build telepaths). Auto-modding has been a godsend from a quality-of-life perspective.

But if one were to go the route you suggest and make access to particular traits finer-grained, I would rather it follow the precedent of transgenesis techs and genemodding special projects and just integrate into the tech system rather than having a new interface. (Not that we really need more bloat in the tech tree either, but you can't win 'em all)

Well since they are implementing 3 routes as they did with mechanics, couldn't you just have your cake and eat it too. Have the paths work in different ways and have one be more risk/reward while the other is stable but has slightly lower maximum. Or something.
 
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Well since they are implementing 3 routes as they did with mechanics, couldn't you just have your cake and eat it too. Have the paths work in different ways and have one be more risk/reward while the other is stable but has slightly lower maximum. Or something.

"Choose from three Ascension paths (Cloning, Purity, and Mutation) and over 18 enhanced Authorities. Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions into a unique path for your play style."

I was sort of expecting a three-paths thing like Synthetics, maybe with Tall, Wide, and Medium options; it seems likely that Bio will be stranger than I thought.
 
"Choose from three Ascension paths (Cloning, Purity, and Mutation) and over 18 enhanced Authorities. Customize your genetic ascension by blending Purity, Cloning, and Mutation traditions into a unique path for your play style."

I was sort of expecting a three-paths thing like Synthetics, maybe with Tall, Wide, and Medium options; it seems likely that Bio will be stranger than I thought.

They actually gave some extra info about the new ascension path already in the video they uploaded to youtube earlier today, it's not much but does have the adoption effects of the tradition trees and there is some info to be gleamed from the new origin descriptions too.

Personally they look interesting. Not sure about the phenotype traits, the 2 shown off in the aforementioned video seemed a bit basic.
 
They actually gave some extra info about the new ascension path already in the video they uploaded to youtube earlier today, it's not much but does have the adoption effects of the tradition trees and there is some info to be gleamed from the new origin descriptions too.

Personally they look interesting. Not sure about the phenotype traits, the 2 shown off in the aforementioned video seemed a bit basic.
Oof, having to choose between Clone Vats and auto-modding (would be very surprised if that isn't what Mutation's "Adaptive Mutations" trait is) is tough.
 
Oof, having to choose between Clone Vats and auto-modding (would be very surprised if that isn't what Mutation's "Adaptive Mutations" trait is) is tough.

Yeah, no idea about the "mixing" part though, could allow for both possibly. We'll have to wait for DD to give some extra info
 
We NEED Negligible Senescence for immortality.

As it stands now, there are jellyfish more immortal than gene-ascended Ringworld-builders.
That's a bit of an issue in general. Life expectancy for many species in Stellaris right now, including humans, tends to be lower than IRL before techs.
 
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That's a bit of an issue in general. Life expectancy for many species in Stellaris right now, including humans, tends to be lower than IRL before techs.

Spacecars are unsafe at FTL speed?
 
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We NEED Negligible Senescence for immortality.

As it stands now, there are jellyfish more immortal than gene-ascended Ringworld-builders.

I always thought Robust + Erudite should make you immortal.
Having a fully robust body with multiple back up organs and fully realised mind, should make you effectively immortal.
Atleast while living in a bio ascended empire. :D
 
Oof, having to choose between Clone Vats and auto-modding (would be very surprised if that isn't what Mutation's "Adaptive Mutations" trait is) is tough.
There's some talk about being able to combine the traits from different branches, though I have no idea how that's going to work in practice.

Still, it does open up the possibility of mostly going to Mutation but also being able to build clone vats.

As for Adaptive Mutations, while I don't doubt that Vocational Genomics (or at least the best version of it) will be tied to the Mutation path, the Adaptive Mutation trait specifically might have more to do with Habitability preference.
 
I just want it to work and to get out of my way, not to go play a minigame. That's exactly why I don't play psionic (or when I do, I ignore the shroud entirely and just build telepaths).
Choosable Shroud mod exists for a reason. No random failures, just a menu of boons to choose from.
 
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