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Sure, as a Synth Ascended empire you can set default rights to Assimilate and then manually set some species to Full Citizen instead of Assimilate.
You'll probably have to go through your species list to change a bunch of the ones you already have to Assimilate, so finding the few you want to keep shouldn't be much extra work.

Double Ascension happens when two empires are friendly, and both choose different Ascensions, and their pops migrate around to each other. So one of them first genemods one group of pops to Erudite, then that pop grows over in the Psionic Empire where it gets Assimilated into Psionic (and keeps Erudite). Or vice-versa, could gain Psi first then migrate and get genemodded into Psi + Erudite. Or when one such empire conquers another.

If you're very lucky, you could get a pop which started out Overtuned then got Erudite'd and finally became hooked on Psionics, or an Erudite Overtuned Cyborg, or some other trait-rich biological monstrosity.
aaah thanks, something similar with my benvolent hive mind, when i bougth as slave someone with psi...and he becomed assimilated (with full citz) and i had more powerful leader! Thanks again! ^^
 
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Arc Welders + Determined Exterminators (optional) + Galactic Nemesis ascension perk

Arc furnaces give you minerals which you turn directly into menacing ships. Determined Exterminators are just the cherry on top. Getting resources from space also reduces the downside of exterminating pops instead of putting them to use.
 
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Clone Army
Death Cult civic (pops assemble back really fast)
Clone Army really doesn't struggle with Unity generation in the first place, so its not super useful in the long run. You'd rather either double down on economic or militaristic civics to snowball harder.


Knights of the Toxic God
Corporate authority (they gain access to a special branch office building)
Yes, but for the wrong reason--the special branch office is worthless, but spamming Xeno-Outreach buildings increases immigration to your habitat (hopefully capital at that point) immensely making for more

Syncretic Evolution
Selective Kinship civic (can make a secondary species from the same group to get the benefits)
For secondary species, negative traits that affect only leaders to get trait points (secondary species can't generate leaders)
Syncretic is only useful for individual machines with catalytic processing, you can use your secondary species as live stock to get immediate double pop growth and a decent alloy econ.

Hegemon
Corporate authority (plenty of branch office opportunities)

Common Ground
Corporate authority (plenty of branch office opportunities and lets you switch federation type to Trade League)
both of these if you start mega corp make your allies megacorp. You should reform into MegaCorp down the line instead.


Life-Seeded
Idyllic Bloom civic (obviously)
Noxious trait (habitability penalty doesn't affect gaia worlds but the min habitability bonus works on other planets)
ok this has to be a troll post


Idyllic Bloom civic (solves the different climate preferences issue)
that's actually an upside, you can often colonize basically every planet if you want.
Fear of the Dark
Militarist (one of the possible endings will change ethics to this anyway)
Militarist is good with FotD but not for this reason, being able to actually utilize the free total war with strong military buffs is very important.
 
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aaah thanks, something similar with my benvolent hive mind, when i bougth as slave someone with psi...and he becomed assimilated (with full citz) and i had more powerful leader! Thanks again! ^^

Yeah making super-pops is a late-game indulgence. You've generally already won by the time you can fool around with them, but it's still kinda fun (at least for me and my inner child's lego-brain).

Good find on the Psi for Bio-Hive integration, I bet you could do that deliberately by farming a Teacher of the Shroud origin Pacifist -- force spawn one as a treat :D
 
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Yeah making super-pops is a late-game indulgence. You've generally already won by the time you can fool around with them, but it's still kinda fun (at least for me and my inner child's lego-brain).

Good find on the Psi for Bio-Hive integration, I bet you could do that deliberately by farming a Teacher of the Shroud origin Pacifist -- force spawn one as a treat :D
the problem are how force IA to do (except in the creator create a shroud origin)
 
Here's a fun one: Pacifist Egalitarian Spiritualist, Overtuned, Idyllic Bloom + Planetscapers, rushing Cybernetic. This gives the triple auto-mod traits, easily turns every planet into a Gaia for a sweet +80% or so resources from jobs (10 Gaia, 15 Bloomed, 10 Planetscaper, 3x15 automods). Since you're going for Gaia worlds, you get a free +2 trait points with Non-Adaptive. The Planetscapers civic also adds a lot of basic resource districts, which can be handy since individualists can't use Hive or Machine worlds. And when you ascend, you can get to -85% empire size from Pops by taking Beacon of Liberty. As a cherry on top, it's super thematic.
 
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Overtuned
Hive Mind authority (nodes don't care about lifespan)
True. Hive leaders also start younger, giving you effective extra lifetime.

But honestly, that's not even the main advantage of this combo IMO. Hives (uniquely among bio empires) start with significant pop assembly. This lets you immediately take advantage of the extra trait points from the bonus starting tech, and the ability to freely add and remove Overtuned traits, to rapidly begin specializing your species (just make sure you have the picks available) without Forced Growth penalty. Once you've assembled a pop of a new species, you can use them to colonize and rapidly start to outpopulate your original sub-par species, without needing to pay pop modification project costs.

Hives are also good at food production + have no CG need, letting you run Damn the Consequences more freely. The only ascensions they can access are the only ones that make any sense to combine with Overtuned, too, which isn't exactly a synergy but at least means you don't have to double-count the ascension-choice-restriction downside because they're the same.

This is one of relatively few builds since the pop growth curve change where you will still reliably reach the point of "legitimately takes effort to find jobs for all these pops" without fucking with the growth sliders. Some people hate that - it increases player burden - but it makes for stunningly powerful empires.
 
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True. Hive leaders also start younger, giving you effective extra lifetime.

But honestly, that's not even the main advantage of this combo IMO. Hives (uniquely among bio empires) start with significant pop assembly. This lets you immediately take advantage of the extra trait points from the bonus starting tech, and the ability to freely add and remove Overtuned traits, to rapidly begin specializing your species (just make sure you have the picks available) without Forced Growth penalty. Once you've assembled a pop of a new species, you can use them to colonize and rapidly start to outpopulate your original sub-par species, without needing to pay pop modification project costs.

Hives are also good at food production + have no CG need, letting you run Damn the Consequences more freely. The only ascensions they can access are the only ones that make any sense to combine with Overtuned, too, which isn't exactly a synergy but at least means you don't have to double-count the ascension-choice-restriction downside because they're the same.

This is one of relatively few builds since the pop growth curve change where you will still reliably reach the point of "legitimately takes effort to find jobs for all these pops" without fucking with the growth sliders. Some people hate that - it increases player burden - but it makes for stunningly powerful empires.

The only downside to Overhive is you can't also be a Necrohive.
 
Bonus points for being a rare Necrophage build where you don't want to be xenophobic, because there's no special benefit in necro purging. You're not running an empire of necrophages, you're running an empire that's ruled by a necrophage elite.
If you use Worker Cooperative, you don't need them for rulers; they are only for leaders.
 
Since the strategic resource change to allow Lithoid Livestock to be harvested for the same resources as a miner would dig out, Syncretic Evolution is now a potentially strong synergy for Phobe livestock keepers.
 
Or you can play it dirty and force-spawn Life-Seeded lithoids who are xenophobic fanatic pacifist (so nobody likes them and they're stuck in the borders they manage to claim in the early game). Not that I would ever deign to act so dishonorably, it's merely a thought ...
 
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Holy moly that's bonkers production.
Consider this additional information from a Reddit post about a month ago:

Lithoid livestock now counts as miners for (nearly) every possible interaction, including with mining world designation and mining guilds. They are always -2 base production lower than regular miners, but that goes away once you can get them the Felsic trait and they become completely equivalent - only they never need mining districts.

Syncretic Evolution/Necrophage + Mining Guild Xenophobe can start with an Industrious Lithoid subspecies reset to Livestock and can immediately dismantle all their mining districts and never need to build any. The Mining Guilds council position then adds straight stability per level per Miner, including per Livestock Lithoid, so these livestock can never rebel because they add more stability than they possibly produce being unhappy.

Some of the new interesting planetary features/modifiers add some new interesting effects to Miners, like base Society Research from Subterranean Wildlife or Engineering from Asteroid Belt - but both also apply to Lithoid Livestock.

If you find a planet with both Subterranean Wildlife and Asteroid Belt, and then get Not-of-This-World pops from the system event, you could have Miners producing all 3 research types and then amplify their research output with the Mining Designation and a Ruthless Developer Commissioner - even without any mining districts if lithoid livestock.
 
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Consider this additional information from a Reddit post about a month ago:

Lithoid livestock now counts as miners for (nearly) every possible interaction, including with mining world designation and mining guilds. They are always -2 base production lower than regular miners, but that goes away once you can get them the Felsic trait and they become completely equivalent - only they never need mining districts.

Syncretic Evolution/Necrophage + Mining Guild Xenophobe can start with an Industrious Lithoid subspecies reset to Livestock and can immediately dismantle all their mining districts and never need to build any. The Mining Guilds council position then adds straight stability per level per Miner, including per Livestock Lithoid, so these livestock can never rebel because they add more stability than they possibly produce being unhappy.

Some of the new interesting planetary features/modifiers add some new interesting effects to Miners, like base Society Research from Subterranean Wildlife or Engineering from Asteroid Belt - but both also apply to Lithoid Livestock.

If you find a planet with both Subterranean Wildlife and Asteroid Belt, and then get Not-of-This-World pops from the system event, you could have Miners producing all 3 research types and then amplify their research output with the Mining Designation and a Ruthless Developer Commissioner - even without any mining districts if lithoid livestock.

Also, if you pick as your main species with Syncretic Evolution a Machine you'll double dip with natural slave growth und machine assembly right from the start.

IMO kinda a exploit, because it doesn't really makes sense those two co-evolving.
 
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Also, if you pick as your main species with Syncretic Evolution a Machine you'll double dip with natural slave growth und machine assembly right from the start.

IMO kinda a exploit, because it doesn't really makes sense those two co-evolving.
I guess you could come up with a different reasons how that came to be, might just be a sapient species evolving on a planet that already had sapient robots.

The origin was definitely intentionally allowed for machines, anyhow.
 
Also, if you pick as your main species with Syncretic Evolution a Machine you'll double dip with natural slave growth und machine assembly right from the start.

IMO kinda a exploit, because it doesn't really makes sense those two co-evolving.

Just as a datapoint, I had already done this, and I do NOT rec.

I hated how slow the growth felt for individual machines, the lithoids also grew slowly and produced a lot of sprawl, being Fan Phobe meant no megacorp shenanigans to compensate for slow growth and meant it was harder to acquire new species (no migration pacts) ...

Assembly picked up after Synthetic Age, but it was slow getting there thanks to the slave sprawl making Traditions expensive.

Also I made a terrible mistake and tried to use Alien Zoos instead of Entertainers -- in previous Xenophile empires with pre-sapients the Zoo was highly productive, but with Livestock it felt like it cost too much in basic resource upkeep for the 3 "preserved" pops.
 
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I guess you could come up with a different reasons how that came to be, might just be a sapient species evolving on a planet that already had sapient robots.

The origin was definitely intentionally allowed for machines, anyhow.
Could also be the organic pops built the robots, who then:
  • Took over all decision-making over time without being a gestalt
  • Went to war with their creators without wiping them out
  • Simply stayed relatively the same as their peers evolved with less selection pressure (due to their presence)
That said it sounds like a bad fit for this concept because without bio ascension you can't put felsic on your livestock. I think nerve stapled would also boost the secondary outputs, too.
 
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One annoying thing about the Syncretic Evolution origin is the lack of flavor variety.

The secondary species will always have the Serviles trait no matter what.
 
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