BioGenesis introduced three paths for Genetics but each path can be customized via Flexible Traditions. What I’d like to know is what path(Cloning, Mutation, or Purity) and Flexible Traditions you take. Optionally include Origin since that can alter things or add unique perks to Genetic Ascension, Government(since each path offers Advanced Authorities to use) and other pertinent info you wish to share. I’ll get things started by sharing my current favorite path:
Origin: Overtuned
Traits: Talented + Natural Engineers + Unruly + Psychological Infertility; later add Erudite + Excessive Endurance + Elevated Synapses + Exotic Metabolism
Ethics: Fanatic Pacifist + Egalitarian
Civics: Parliamentary Systems + Planetscapers + Beacon of Liberty
Government Authority: Democratic(Cloning)
Ascension Path: Cloning
Flexible Traditions: Mutation -> Purity -> Cloning
I love this setup because it’s insanely easy to hit -100% Empire Size from Pops. Genetic Ascension alone yields 25% but with Beacon of Liberty(15), Fanatic Pacifist(30), Psionic Theory(10) and Harmony(10), I’m already at -90% Pops. The last 10% can come from Domination or ramming through Balance in the Middle in the GC. The latter is harder but I love the perks that come with it and frees up a Tradition slot.
Now the reason I take Overtuned is due to three factors. Firstly, access to Overtuned traits but rather than starting with them, I opt to wait until I Genetically Ascend. The Lifespan malus can then be mostly offset by Exotic Metabolism and I can then promptly double positive effects via Damn the Consequences. It’s still the Unity sucking parasite that it was in 3.14 but at least now it’s cost and upkeep are far more apparent(and note that Exotic Metabolism upkeep goes up too). Spiritualist Ethic and/or Charisma Trait are extremely helpful here since the Edict upkeep reduction is much more impactful. The second reason is due to Overtuned granting a bonus Trait pick that I otherwise wouldn’t have(and need). The third is due to Overtuned reducing the Ascension perk cost on Biomorphosis by 1, hence I can Genetically Ascend earlier.
Starting trait choices are a bit unorthodox I know. Overtuned grants you an additional +2 Trait points at faction creation or 4 Trait points and 6 Picks. Cloning only yields 4 points and 2 Picks, hence 8 points + 8 Picks but Cloning has limited flexibility in what it can Add/Remove. Namely it cannot remove Positive traits(save for vocational via a Tech) and can only remove Negative so your starting Traits are largely set in stone. Since I generally only have my main faction as Leaders, Talented is a given for me since along with Erudite and Harmony Tradition puts me at -3 Negative Traits. Natural Engineers is a strong 1-point wonder that is essential to unlock Strategic Techs asap. For malus traits, Unruly is truly a freebie since it’s effects will be completely mitigated. Psychological Infertility is also another freebie since the bulk of Pop Growth will not be coming from traditional Growth but rather through Assembly. I then add Erudite, Excessive Endurance, Elevated Synapses and Exotic Metabolism upon Genetically ascending. Erudite is a no brainer pick. Excessive Endurance yields more Job Efficiency and Habitability. Elevated Synapses for more Researcher Efficiency(and additional negative trait perk) and Exotic Metabolism to offset most of the Lifespan malus, but also for more Pop Growth and Habitability.
Now why the Cloning Path? Well two reasons. First reason is plainly obvious: Democratic Authority. -25% Empire Size from Pops is unbeatable. The second reason is the Pop Assembly. 3.14 Genetic yielded 4.5 while Cloning in 4.0 can yield a whopping 16 or 20 if I had chosen Cloning with first Flexible Tradition. Keep in mind this is the floor. Genomic Researchers then multiply it by a nominal amount so Pops grow like weeds.
As for Flexible Traditions I like Mutation -> Purity -> Cloning path the most. Picking Mutation or Environmental Integration first changes Habitability to 50% for all Planet types(save for Gaia, Ecumenopolis and Relic that have fixed Habitability). In exchange, the cap on Habitability is increased from 100% to 200% and I gain an Empire Modifier that grants 10% Habitability to Cyto-Revitalization Center and Genomic Research Lab. Getting to 200% Habitability grants 25% Job Efficiency, -25% Housing Usage and -25% Amenity usage. That is why I take Excessive Endurance because when doubled via DtC, it yields +60% Habitability. When combined with 10% Habitability from both Medical Buildings(20% total), 10% Habitability from Adaptability Tradition and 30% from Techs yields +120% Habitability or enough to hit 200% on Relic Worlds. Every other Colony will either be Gaia or Ecumenopolis which have fixed Habitability at 100%(hence easily hit 200%). Now why take Exotic Metabolism if I already hit the Habitability cap? Answer is the Galactic Community and specifically Industrial Development. Each tier applies a Habitability malus that goes as high as -25% or exactly what Exotic Metabolism provides. Meaning I can support them or propose them and not suffer the negative effects from Industrial Development resolutions.
Second Flexible Tradition pick in Heightened Abilities has virtually no competition in its tier. Each option grants 30% Job Efficiency from the two Medical Buildings. The choice comes down to Crime and Government Ethics attraction in Cloning(that’s meh), +10 Leader Lifespan and 10% Leader XP gain in Mutation or -10% Empire Size from Pops in Purity. Given the rarity and power behind Empire Size reduction, Purity or Heightened Abilities is the default pick and grants an Empire Modifier of +10% Pop Growth from Genomic Researchers(40% overall).
To choose Cloning Tradition requires that at least one Flexible Tradition be from the Cloning path so the final Flexible Tradition is basically chosen for me in BioChemical Composure. This Tradition grants the Backup Clone Trait to all existing Leaders and future Leaders may have it. The trait grants +2 effective skill to your Leaders but upon death, your Leaders are effectively replaced with a Clone that has their traits but is then given the Clone Leader malus trait. The malus trait yields a reduction to Leader Lifespan, Leader XP gain and yields a -1 Effective skill. That last effect means that a level 10 leader yields the benefit of a level 9 so it does suck in a way. However, would you rather have that than have to train an entire new Leader? Cloning Democratic Authority reduces the malus by 50% too so it’s not a nasty hit. By taking Cloning in the final slot, the Empire modifier gained is +1 Organic Pop assembly per Genomic Researcher(+4 overall).
Overall this Genetic Ascension build achieves a floor of 16 Organic Assembly, +95% Job Efficiency(110% with a level 5 Holy Covenant and does not count the 70% to Researchers) and can achieve Genetic Ascension insanely fast thanks to Parliamentary Systems. Planetscapers provides another 10% boost to output, Pop Upkeep reduction and a free Mastery of Nature decision that is stronger with the Habitability malus being effectively ignored on Gaia and Ecumenopolis.
Edit*: Figure I’d add two more tidbits. First tidbit is the best Federation for this build and it’s hands down Holy Covenant. Not only do you get a good boost to Unity output and Unity world designations but you get +20% to Planet Ascension effects(stacking with Harmony’s 25% for 45% overall), -20% to Ascension cost while President(resulting in 50% reduction with Mega Arts Installation, and 60% if you have Ascensionist Civic) and a 15% Job Efficiency boost via the level 5 Edict.
The other tidbit is what Precursor best fits this build and honestly, I think Zroni works best here. I know Zroni are meant for Psionic Ascension but the Relic yields an Edict that boosts Leader Lifespan by 30 years or more than Javorian Pox from Irassians. You also gain early access to Zro that you can promptly sell for early Trade Value and ensures you have enough Zro for both the Relic Edict but also the level 5 Edict on Holy Covenant. Activating the relic also brings in some nice combat bonuses or some temporary Edict upkeep reduction. The best perk of Zroni though is the Starbase Building. When combined with Unyielding, Eternal Vigilance AP and Starlit Citadels basically makes your systems a literal nightmare to invade. Just be sure to not lose them, else taking them back is going to be a royal pain for you.
An honorable mention for Baol though. Not only do you get a 10% Pop growth boost but you save an Ascension Perk by not having to take World Shaper. It also permits you to terraform Planets into Gaia Worlds that you otherwise couldn’t Terraform(like Molten Rivers anomaly/planetary feature).
Origin: Overtuned
Traits: Talented + Natural Engineers + Unruly + Psychological Infertility; later add Erudite + Excessive Endurance + Elevated Synapses + Exotic Metabolism
Ethics: Fanatic Pacifist + Egalitarian
Civics: Parliamentary Systems + Planetscapers + Beacon of Liberty
Government Authority: Democratic(Cloning)
Ascension Path: Cloning
Flexible Traditions: Mutation -> Purity -> Cloning
I love this setup because it’s insanely easy to hit -100% Empire Size from Pops. Genetic Ascension alone yields 25% but with Beacon of Liberty(15), Fanatic Pacifist(30), Psionic Theory(10) and Harmony(10), I’m already at -90% Pops. The last 10% can come from Domination or ramming through Balance in the Middle in the GC. The latter is harder but I love the perks that come with it and frees up a Tradition slot.
Now the reason I take Overtuned is due to three factors. Firstly, access to Overtuned traits but rather than starting with them, I opt to wait until I Genetically Ascend. The Lifespan malus can then be mostly offset by Exotic Metabolism and I can then promptly double positive effects via Damn the Consequences. It’s still the Unity sucking parasite that it was in 3.14 but at least now it’s cost and upkeep are far more apparent(and note that Exotic Metabolism upkeep goes up too). Spiritualist Ethic and/or Charisma Trait are extremely helpful here since the Edict upkeep reduction is much more impactful. The second reason is due to Overtuned granting a bonus Trait pick that I otherwise wouldn’t have(and need). The third is due to Overtuned reducing the Ascension perk cost on Biomorphosis by 1, hence I can Genetically Ascend earlier.
Starting trait choices are a bit unorthodox I know. Overtuned grants you an additional +2 Trait points at faction creation or 4 Trait points and 6 Picks. Cloning only yields 4 points and 2 Picks, hence 8 points + 8 Picks but Cloning has limited flexibility in what it can Add/Remove. Namely it cannot remove Positive traits(save for vocational via a Tech) and can only remove Negative so your starting Traits are largely set in stone. Since I generally only have my main faction as Leaders, Talented is a given for me since along with Erudite and Harmony Tradition puts me at -3 Negative Traits. Natural Engineers is a strong 1-point wonder that is essential to unlock Strategic Techs asap. For malus traits, Unruly is truly a freebie since it’s effects will be completely mitigated. Psychological Infertility is also another freebie since the bulk of Pop Growth will not be coming from traditional Growth but rather through Assembly. I then add Erudite, Excessive Endurance, Elevated Synapses and Exotic Metabolism upon Genetically ascending. Erudite is a no brainer pick. Excessive Endurance yields more Job Efficiency and Habitability. Elevated Synapses for more Researcher Efficiency(and additional negative trait perk) and Exotic Metabolism to offset most of the Lifespan malus, but also for more Pop Growth and Habitability.
Now why the Cloning Path? Well two reasons. First reason is plainly obvious: Democratic Authority. -25% Empire Size from Pops is unbeatable. The second reason is the Pop Assembly. 3.14 Genetic yielded 4.5 while Cloning in 4.0 can yield a whopping 16 or 20 if I had chosen Cloning with first Flexible Tradition. Keep in mind this is the floor. Genomic Researchers then multiply it by a nominal amount so Pops grow like weeds.
As for Flexible Traditions I like Mutation -> Purity -> Cloning path the most. Picking Mutation or Environmental Integration first changes Habitability to 50% for all Planet types(save for Gaia, Ecumenopolis and Relic that have fixed Habitability). In exchange, the cap on Habitability is increased from 100% to 200% and I gain an Empire Modifier that grants 10% Habitability to Cyto-Revitalization Center and Genomic Research Lab. Getting to 200% Habitability grants 25% Job Efficiency, -25% Housing Usage and -25% Amenity usage. That is why I take Excessive Endurance because when doubled via DtC, it yields +60% Habitability. When combined with 10% Habitability from both Medical Buildings(20% total), 10% Habitability from Adaptability Tradition and 30% from Techs yields +120% Habitability or enough to hit 200% on Relic Worlds. Every other Colony will either be Gaia or Ecumenopolis which have fixed Habitability at 100%(hence easily hit 200%). Now why take Exotic Metabolism if I already hit the Habitability cap? Answer is the Galactic Community and specifically Industrial Development. Each tier applies a Habitability malus that goes as high as -25% or exactly what Exotic Metabolism provides. Meaning I can support them or propose them and not suffer the negative effects from Industrial Development resolutions.
Second Flexible Tradition pick in Heightened Abilities has virtually no competition in its tier. Each option grants 30% Job Efficiency from the two Medical Buildings. The choice comes down to Crime and Government Ethics attraction in Cloning(that’s meh), +10 Leader Lifespan and 10% Leader XP gain in Mutation or -10% Empire Size from Pops in Purity. Given the rarity and power behind Empire Size reduction, Purity or Heightened Abilities is the default pick and grants an Empire Modifier of +10% Pop Growth from Genomic Researchers(40% overall).
To choose Cloning Tradition requires that at least one Flexible Tradition be from the Cloning path so the final Flexible Tradition is basically chosen for me in BioChemical Composure. This Tradition grants the Backup Clone Trait to all existing Leaders and future Leaders may have it. The trait grants +2 effective skill to your Leaders but upon death, your Leaders are effectively replaced with a Clone that has their traits but is then given the Clone Leader malus trait. The malus trait yields a reduction to Leader Lifespan, Leader XP gain and yields a -1 Effective skill. That last effect means that a level 10 leader yields the benefit of a level 9 so it does suck in a way. However, would you rather have that than have to train an entire new Leader? Cloning Democratic Authority reduces the malus by 50% too so it’s not a nasty hit. By taking Cloning in the final slot, the Empire modifier gained is +1 Organic Pop assembly per Genomic Researcher(+4 overall).
Overall this Genetic Ascension build achieves a floor of 16 Organic Assembly, +95% Job Efficiency(110% with a level 5 Holy Covenant and does not count the 70% to Researchers) and can achieve Genetic Ascension insanely fast thanks to Parliamentary Systems. Planetscapers provides another 10% boost to output, Pop Upkeep reduction and a free Mastery of Nature decision that is stronger with the Habitability malus being effectively ignored on Gaia and Ecumenopolis.
Edit*: Figure I’d add two more tidbits. First tidbit is the best Federation for this build and it’s hands down Holy Covenant. Not only do you get a good boost to Unity output and Unity world designations but you get +20% to Planet Ascension effects(stacking with Harmony’s 25% for 45% overall), -20% to Ascension cost while President(resulting in 50% reduction with Mega Arts Installation, and 60% if you have Ascensionist Civic) and a 15% Job Efficiency boost via the level 5 Edict.
The other tidbit is what Precursor best fits this build and honestly, I think Zroni works best here. I know Zroni are meant for Psionic Ascension but the Relic yields an Edict that boosts Leader Lifespan by 30 years or more than Javorian Pox from Irassians. You also gain early access to Zro that you can promptly sell for early Trade Value and ensures you have enough Zro for both the Relic Edict but also the level 5 Edict on Holy Covenant. Activating the relic also brings in some nice combat bonuses or some temporary Edict upkeep reduction. The best perk of Zroni though is the Starbase Building. When combined with Unyielding, Eternal Vigilance AP and Starlit Citadels basically makes your systems a literal nightmare to invade. Just be sure to not lose them, else taking them back is going to be a royal pain for you.
An honorable mention for Baol though. Not only do you get a 10% Pop growth boost but you save an Ascension Perk by not having to take World Shaper. It also permits you to terraform Planets into Gaia Worlds that you otherwise couldn’t Terraform(like Molten Rivers anomaly/planetary feature).
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