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It's a T5 tech which means you'll have it late into your game.
However, there is a strange line in its code, but I'm not sure if that's what is preventing you from researching it
Code:
weight_modifier = {
    factor = 0.5
    modifier = {
        factor = 0
    }
    modifier = {
        factor = 0.20
        NOR = {
            has_modifier = "curator_insight"
            research_leader = {
                area = physics
                has_trait = "leader_trait_curator"
            }
            research_leader = {
                area = physics
                has_trait = "leader_trait_expertise_computing"
            }           
        }
    }
}
I don't know if the factor = 0 effectively remove it from the game. They probably wanted to put the Apocalypse restriction there and forgot to remove it later
 
It's a T5 tech which means you'll have it late into your game.
However, there is a strange line in its code, but I'm not sure if that's what is preventing you from researching it
Code:
weight_modifier = {
    factor = 0.5
    modifier = {
        factor = 0
    }
    modifier = {
        factor = 0.20
        NOR = {
            has_modifier = "curator_insight"
            research_leader = {
                area = physics
                has_trait = "leader_trait_curator"
            }
            research_leader = {
                area = physics
                has_trait = "leader_trait_expertise_computing"
            }          
        }
    }
}
I don't know if the factor = 0 effectively remove it from the game. They probably wanted to put the Apocalypse restriction there and forgot to remove it later
Probably a bug. In 1.9.1 that was
Code:
    weight_modifier = {
       factor = 0.5
       modifier = {
           factor = 0
           NOT = { host_has_dlc = "Utopia" }
       }
Probably they intended to remove the dependency on Utopia and only removed the one line instead of the whole modifier block.
 
Transubstantiation is a living standard. Assimilation is a right that uses transubstantiation living standard.
I should have been more specific. What is the difference in the outcome of using each one. I currently have my default set to assimilation but haven'r set the living standard to trans. What would be the outcome of doing so?
 
Once you get a species which is eligible to the Assimilation citizenship, they'll get the Transubststantiation Synthesis living standard.
The Assimilation makes them get the Cybernetic trait, and the Transubstastantation Synthesis makes them consume 2 consumer goods per pop and get -25% happiness.
 
Ok thanks. I think I was just confusing myself. I'd uplifted a species to my cyborg empire but I think I must have then looked at default species settings and not theirs. I had made them cyborgs already. Look twice is the lesson here!
 
Hello !

I just wanted to know if it is normal that I have a life-seeded empire in my galaxy even I don't own Apocalypse ? I understood that was a civic that was special for the expansion but I could have misunderstood (as you may see, english isn't my first language)
 
Yeah it's a problem I got too in my game, one empire was Life-Seeded and another one was Post-Apocalyptic even though I don't own Apocalypse.
It shouldn't happen, but it's bugged for now
 
OK so i' m gonna use it for my best until it is removed :p
 
So I'm finally doing my first real game since 2.0 and going for a fanatic materialist megacorp build, and just finished cyborging all my pops with Flesh is Weak. Since then I've uplifted a new alien species, however they don't have the cybernetic trait. I also have gene modding unlocked but no option to gene mod it onto them and no special project has come up to cyborgify them. I'm wondering if this is a bug in 2.0, as I seem to recall that you could gene mod it onto new species? Want to make sure I'm not missing something though
 
You should be able to give them a special Citizenship type and Living standard to incorporate them into your cybernetic empire